2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr
)
48 if (!(q
= strstr(p
, "\n")))
60 static void shader_arb_dump_program_source(const char *source
)
63 char *ptr
, *line
, *tmp
;
65 source_size
= strlen(source
) + 1;
66 tmp
= HeapAlloc(GetProcessHeap(), 0, source_size
);
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size
);
72 memcpy(tmp
, source
, source_size
);
75 while ((line
= get_line(&ptr
))) FIXME(" %s\n", line
);
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 */
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
++;
122 enum arb_helper_value
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");
141 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
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";
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
);
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 */
202 struct wined3d_shader_loop_control loop_control
;
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. */
216 struct arb_ps_compile_args
218 struct ps_compile_args super
;
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
;
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
];
239 unsigned char numbumpenvmatconsts
;
243 struct arb_vs_compile_args
245 struct vs_compile_args super
;
251 unsigned char clip_texcoord
;
252 unsigned char clipplane_mask
;
254 DWORD boolclip_compare
;
259 unsigned char samplers
[4];
260 DWORD samplers_compare
;
262 unsigned char loop_ctrl
[MAX_CONST_I
][3];
265 struct arb_vs_compiled_shader
267 struct arb_vs_compile_args args
;
269 UINT int_consts
[MAX_CONST_I
];
271 char need_color_unclamp
;
275 struct recorded_instruction
277 struct wined3d_shader_instruction ins
;
281 struct shader_arb_ctx_priv
286 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
288 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
290 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
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
;
303 unsigned int num_loops
, loop_depth
, num_ifcs
;
306 unsigned int vs_clipplanes
;
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
];
321 struct wined3d_shader_signature_element
*sig
;
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
;
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
;
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
;
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]);
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)
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;
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
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 */
441 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
445 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
448 for(; i
< max_constants
; i
++) {
449 if(dirty_consts
[i
]) {
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 */
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 */
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
;
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;
506 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
511 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
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
;
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)
562 val
[0] = context
->render_offscreen
? 0.0f
: rt_height
;
563 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
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
)
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];
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];
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
)
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];
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
;
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
);
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
)
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
);
692 ERR("Out of memory\n");
696 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
697 ret
[lconst
->idx
] = idx
++;
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
;
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.
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
;
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
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
++)
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
;
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
);
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
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
813 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
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);
834 for(i
= 0; i
< max_constantsF
; i
++) {
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
);
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
)
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';
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
)
903 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
904 *ptr
++ = swizzle_chars
[swizzle_x
];
906 *ptr
++ = swizzle_chars
[swizzle_x
];
907 *ptr
++ = swizzle_chars
[swizzle_y
];
908 *ptr
++ = swizzle_chars
[swizzle_z
];
909 *ptr
++ = swizzle_chars
[swizzle_w
];
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
;
944 case WINED3DSPR_TEMP
:
945 sprintf(register_name
, "R%u", reg
->idx
);
948 case WINED3DSPR_INPUT
:
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");
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
]);
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
);
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
);
1015 if(reg
->idx
< MAX_REG_INPUT
)
1017 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
1021 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
1022 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
1029 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1030 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
1034 case WINED3DSPR_CONST
:
1035 if (!pshader
&& reg
->rel_addr
)
1039 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
1040 if (reg_maps
->shader_version
.major
< 2)
1042 sprintf(rel_reg
, "A0.x");
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**"))
1050 shader_arb_request_a0(ins
, rel_reg
);
1051 sprintf(rel_reg
, "A0.x");
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
);
1060 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
);
1064 if (reg_maps
->usesrelconstF
)
1065 sprintf(register_name
, "C[%u]", reg
->idx
);
1067 sprintf(register_name
, "C%u", reg
->idx
);
1071 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
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
);
1083 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1084 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
1089 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1091 sprintf(register_name
, "A%u", reg
->idx
);
1095 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
1100 case WINED3DSPR_COLOROUT
:
1101 if (ctx
->cur_ps_args
->super
.srgb_correction
&& !reg
->idx
)
1103 strcpy(register_name
, "TMP_COLOR");
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
);
1114 strcpy(register_name
, "result.color");
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
]);
1124 case WINED3DSPR_DEPTHOUT
:
1125 strcpy(register_name
, "result.depth");
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
]);
1134 case WINED3DSPR_TEXCRDOUT
:
1137 sprintf(register_name
, "oT[%u]", reg
->idx
);
1141 if (reg_maps
->shader_version
.major
< 3)
1143 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1147 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
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");
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
1167 sprintf(register_name
, "**aL_emul**");
1172 case WINED3DSPR_CONSTINT
:
1173 sprintf(register_name
, "I%u", reg
->idx
);
1176 case WINED3DSPR_MISCTYPE
:
1179 sprintf(register_name
, "vpos");
1181 else if(reg
->idx
== 1)
1183 sprintf(register_name
, "fragment.facing.x");
1187 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1192 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1193 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
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];
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";
1223 FIXME("Unhandled channel source %#x\n", channel_source
);
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
)
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
);
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
;
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
));
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
;
1264 char *ptr
= reg_mask
;
1266 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
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';
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
)
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
;
1299 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1302 case WINED3DSPDM_SATURATE
:
1305 case WINED3DSPDM_PARTIALPRECISION
:
1312 FIXME("Unknown modifiers 0x%08x\n", mod
);
1317 #define TEX_PROJ 0x1
1318 #define TEX_BIAS 0x2
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
;
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
) {
1345 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
1346 if (texture
&& texture
->baseTexture
.target
== GL_TEXTURE_RECTANGLE_ARB
)
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
;
1362 case WINED3DSTT_VOLUME
:
1366 case WINED3DSTT_CUBE
:
1371 ERR("Unexpected texture type %d\n", sampler_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";
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
);
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
);
1423 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
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
;
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 */
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
);
1461 case WINED3DSPSM_NEG
:
1462 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1465 case WINED3DSPSM_BIAS
:
1466 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1468 case WINED3DSPSM_BIASNEG
:
1469 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1471 case WINED3DSPSM_SIGN
:
1472 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1474 case WINED3DSPSM_SIGNNEG
:
1475 shader_addline(buffer
, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1477 case WINED3DSPSM_COMP
:
1478 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1480 case WINED3DSPSM_X2
:
1481 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1483 case WINED3DSPSM_X2NEG
:
1484 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
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
);
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
);
1494 case WINED3DSPSM_ABS
:
1495 if(ctx
->target_version
>= NV2
) {
1496 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1499 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1502 case WINED3DSPSM_ABSNEG
:
1503 if(ctx
->target_version
>= NV2
) {
1504 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1506 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1507 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1512 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1516 /* Return modified or original register, with swizzle */
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
;
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
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
)
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
);
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
;
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
);
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]);
1588 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
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
;
1614 char src_name
[3][50];
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
;
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]);
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];
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
);
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
)
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
) {
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
);
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
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");
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");
1823 shader_hw_map2gl(ins
);
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
;
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";
1847 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1848 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
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
);
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
);
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
;
1893 DWORD reg_sampler_code
;
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
;
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
);
1911 /* TEX is the only instruction that can handle DW and DZ natively */
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
);
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))
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
;
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
);
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
);
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
;
1979 DWORD reg1
= ins
->dst
[0].reg
.idx
;
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
;
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
;
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
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");
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];
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
;
2101 DWORD reg
= ins
->dst
[0].reg
.idx
;
2102 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
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
;
2145 DWORD reg
= ins
->dst
[0].reg
.idx
;
2146 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2148 char src0_name
[50], dst_name
[50];
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
;
2167 DWORD reg
= ins
->dst
[0].reg
.idx
;
2168 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
2208 DWORD reg
= ins
->dst
[0].reg
.idx
;
2209 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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.
2225 * dst_reg.xyz = 2 * --------- * N - E
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
;
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
;
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];
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];
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];
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
)
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
:
2375 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2377 case WINED3DSIH_M4x3
:
2379 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2381 case WINED3DSIH_M3x4
:
2383 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2385 case WINED3DSIH_M3x3
:
2387 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2389 case WINED3DSIH_M3x2
:
2391 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2394 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
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
);
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
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
);
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
;
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
);
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
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
;
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
,
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
,
2527 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2529 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
);
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
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];
2559 char src_name0
[50], src_name1
[50], src_name2
[50];
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
);
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):
2598 * (x/2)^4 = x^4 / 16
2599 * (x/2)^5 = x^5 / 32
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 */
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) */
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
) {
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
) {
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
;
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
);
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
);
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
);
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
;
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
)
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
);
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
;
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;
2754 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
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
);
2767 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2770 shader_addline(buffer
, "%s%s %s, TA, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src1
);
2774 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2779 shader_addline(buffer
, "%s%s %s, %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
, src1
);
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
;
2791 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2794 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
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
);
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
;
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 */
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
);
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
);
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");
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
);
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");
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");
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
);
2907 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2911 shader_addline(buffer
, "BRK;\n");
2915 static const char *get_compare(COMPARISON_TYPE 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";
2926 FIXME("Unrecognized comparison value: %u\n", flags
);
2931 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE 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
;
2942 FIXME("Unrecognized comparison value: %u\n", flags
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
;
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
);
3033 if(control_frame
->had_else
)
3035 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3039 shader_addline(buffer
, "#No else branch. else is endif\n");
3040 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
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
;
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
;
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
;
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
);
3155 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3158 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3161 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3164 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
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
);
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;
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;
3216 const char *blt_vprogram
=
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"
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
);
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
);
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");
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
;
3257 static const char * const blt_fprograms_full
[tex_type_count
] =
3264 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3265 "MOV result.depth.z, R0.x;\n"
3272 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3273 "MOV result.depth.z, R0.x;\n"
3278 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3279 "MOV result.depth.z, R0.x;\n"
3283 static const char * const blt_fprograms_masked
[tex_type_count
] =
3289 "PARAM mask = program.local[0];\n"
3291 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3292 "MUL R0.x, R0.x, R0.y;\n"
3294 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3295 "MOV result.depth.z, R0.x;\n"
3301 "PARAM mask = program.local[0];\n"
3303 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3304 "MUL R0.x, R0.x, R0.y;\n"
3306 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3307 "MOV result.depth.z, R0.x;\n"
3311 "PARAM mask = program.local[0];\n"
3313 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3314 "MUL R0.x, R0.x, R0.y;\n"
3316 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3317 "MOV result.depth.z, R0.x;\n"
3321 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3324 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type
);
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
);
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
);
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");
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 */
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
);
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
;
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]"
3420 const struct wined3d_shader_signature_element
*sig
= This
->baseShader
.input_signature
;
3421 const char *semantic_name
;
3424 switch(args
->super
.vp_mode
)
3426 case pretransformed
:
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";
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
]);
3472 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
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";
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
;
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
;
3504 unsigned int i
, found
= 0;
3506 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3509 || (This
->color0_mov
&& i
== This
->color0_reg
)
3510 || (reg_maps
->shader_version
.major
< 2 && !i
))
3513 sprintf(srgbtmp
[found
], "R%u", i
);
3515 if (found
== 4) break;
3520 sprintf(srgbtmp
[0], "TA");
3521 sprintf(srgbtmp
[1], "TB");
3522 sprintf(srgbtmp
[2], "TC");
3523 sprintf(srgbtmp
[3], "TD");
3527 sprintf(srgbtmp
[1], "TA");
3528 sprintf(srgbtmp
[2], "TB");
3529 sprintf(srgbtmp
[3], "TC");
3532 sprintf(srgbtmp
[2], "TA");
3533 sprintf(srgbtmp
[3], "TB");
3536 sprintf(srgbtmp
[3], "TA");
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
;
3580 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3583 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\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
) {
3600 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3603 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3606 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
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");
3627 if(args
->super
.srgb_correction
) {
3628 if(This
->color0_mov
) {
3629 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3631 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3632 strcpy(fragcolor
, "TMP_COLOR");
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
);
3690 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3691 control_values
[0], control_values
[1], control_values
[2]);
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
++);
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");
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;
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
++;
3747 FIXME("No free constant found to load NP2 fixup data into shader. "
3748 "Sampling from this texture will probably look wrong.\n");
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
);
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
);
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 */
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
);
3822 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
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;
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;
3846 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3848 struct wined3d_shader_signature_element
*new;
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;
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
;
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
;
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
)
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"
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";
3966 priv_ctx
->vs_output
[i
] = "TA";
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
];
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";
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";
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
;
4074 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
4075 struct shader_arb_ctx_priv priv_ctx
;
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");
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
);
4129 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4130 control_values
[0], control_values
[1], control_values
[2]);
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
)
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
);
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
);
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 */
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
);
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
;
4230 struct arb_ps_compiled_shader
*new_array
;
4231 struct wined3d_shader_buffer buffer
;
4232 struct arb_pshader_private
*shader_data
;
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);
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
));
4276 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4281 ERR("Out of memory\n");
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");
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
)
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
;
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
));
4358 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4363 ERR("Out of memory\n");
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");
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
)
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
])
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
));
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;
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
)
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;
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;
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
));
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;
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
;
4525 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
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
);
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;
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");
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
);
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
;
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
);
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))");
4698 context_release(context
);
4701 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4702 HeapFree(GetProcessHeap(), 0, shader_data
);
4703 baseShader
->baseShader
.backend_data
= NULL
;
4707 struct arb_vshader_private
*shader_data
= baseShader
->baseShader
.backend_data
;
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
);
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))");
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
=
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
;
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
);
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
;
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
]));
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
) {
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
])
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
;
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");
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
;
4839 pCaps
->VertexShaderVersion
= 0;
4840 pCaps
->MaxVertexShaderConst
= 0;
4843 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
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
;
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");
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
;
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
))
4898 TRACE("[FAILED]\n");
4902 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
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;
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
);
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");
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];
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;
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]);
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]);
5109 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5114 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
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
));
5122 ERR("Out of memory\n");
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
);
5157 ERR("Out of memory\n");
5160 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
5161 HeapFree(GetProcessHeap(), 0, dst_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
;
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
;
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
++;
5222 /* Don't bother recording when we're in a not used if branch */
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 */
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
;
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
5265 list_move_tail(©
, &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
;
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
)
5286 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5290 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5293 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, 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(©
);
5306 HeapFree(GetProcessHeap(), 0, control_frame
);
5307 return; /* Instruction is handled */
5311 /* This is a nested loop. Proceed to the normal recording function */
5312 HeapFree(GetProcessHeap(), 0, control_frame
);
5319 record_instruction(&priv
->record
, ins
);
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");
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
)
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 */
5391 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
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
);
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
,
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
,
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
;
5445 unsigned int num_textures_used
;
5448 /* Context activation is done by the caller. */
5449 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
5452 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5453 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5455 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5456 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
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
;
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
;
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
);
5492 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5493 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5494 HeapFree(GetProcessHeap(), 0, entry_arb
);
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
;
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
;
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
;
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
;
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
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 */
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
;
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 */
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
]);
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
)
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";
5693 case WINED3DTA_TEXTURE
:
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";
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");
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";
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";
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
);
5769 case WINED3DTOP_DISABLE
:
5770 if (!stage
) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5773 case WINED3DTOP_SELECTARG2
:
5775 case WINED3DTOP_SELECTARG1
:
5776 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5779 case WINED3DTOP_MODULATE4X
:
5781 case WINED3DTOP_MODULATE2X
:
5783 if (!strcmp(dstreg
, "result.color"))
5786 mul_final_dest
= TRUE
;
5788 case WINED3DTOP_MODULATE
:
5789 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5792 case WINED3DTOP_ADDSIGNED2X
:
5794 if (!strcmp(dstreg
, "result.color"))
5797 mul_final_dest
= TRUE
;
5799 case WINED3DTOP_ADDSIGNED
:
5800 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5802 case WINED3DTOP_ADD
:
5803 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5806 case WINED3DTOP_SUBTRACT
:
5807 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
5844 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5845 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
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
);
5851 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5852 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5855 case WINED3DTOP_DOTPRODUCT3
:
5857 if (!strcmp(dstreg
, "result.color"))
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
);
5867 case WINED3DTOP_MULTIPLYADD
:
5868 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
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
);
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 */
5882 FIXME("Unhandled texture op %08x\n", op
);
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
;
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];
5904 DWORD arg0
, arg1
, arg2
;
5905 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5907 const char *final_combiner_src
= "ret";
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
;
5960 if (!shader_buffer_init(&buffer
))
5962 ERR("Failed to initialize shader buffer.\n");
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
));
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
) {
6026 if(settings
->op
[stage
].projected
== proj_none
) {
6028 } else if(settings
->op
[stage
].projected
== proj_count4
||
6029 settings
->op
[stage
].projected
== proj_count3
) {
6032 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
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
);
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
);
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
);
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";
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
;
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
);
6114 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
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
);
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");
6136 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
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
);
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
);
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
);
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
;
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
);
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
);
6202 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6205 ERR("Out of memory\n");
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
);
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
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
;
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
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
)
6284 new_source
= FOGSOURCE_VS
;
6288 if (state
->render_states
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
)
6289 new_source
= FOGSOURCE_COORD
;
6291 new_source
= FOGSOURCE_FFP
;
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
= {
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
;
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
;
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
);
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
)
6508 const char *tex
, *texinstr
;
6510 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6518 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6519 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
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");
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:
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");
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
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
);
6592 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6597 case GL_TEXTURE_2D
: tex
= "2D"; break;
6598 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6600 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
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 * +----------------------------------+----
6623 * +----------------+-----------------+----
6625 * | U even rows | U odd rows |
6627 * +----------------+------------------ -
6629 * | V even rows | V odd rows |
6631 * +----------------+-----------------+----
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
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");
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");
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");
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
);
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
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
);
6738 static GLuint
gen_p8_shader(IWineD3DDeviceImpl
*device
, GLenum textype
)
6740 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6742 struct wined3d_shader_buffer buffer
;
6743 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6747 if (!shader_buffer_init(&buffer
))
6749 ERR("Failed to initialize shader buffer.\n");
6754 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6755 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6758 shader_buffer_free(&buffer
);
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");
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");
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
);
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
;
6797 priv
->p8_2d_shader
= shader
;
6799 shader_buffer_free(&buffer
);
6805 /* Context activation is done by the caller. */
6806 static void upload_palette(IWineD3DSurfaceImpl
*surface
)
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
);
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
));
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
;
6843 struct wined3d_shader_buffer buffer
;
6844 char luminance_component
;
6845 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6849 if (!shader_buffer_init(&buffer
))
6851 ERR("Failed to initialize shader buffer.\n");
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)");
6862 shader_buffer_free(&buffer
);
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
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");
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
);
6922 case COMPLEX_FIXUP_YV12
:
6923 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6925 shader_buffer_free(&buffer
);
6931 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6932 shader_buffer_free(&buffer
);
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");
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
);
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
);
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
);
6974 case COMPLEX_FIXUP_YUY2
:
6975 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
6976 else priv
->yuy2_2d_shader
= shader
;
6979 case COMPLEX_FIXUP_UYVY
:
6980 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
6981 else priv
->uyvy_2d_shader
= shader
;
6984 case COMPLEX_FIXUP_YV12
:
6985 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
6986 else priv
->yv12_2d_shader
= shader
;
6989 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
6995 /* Context activation is done by the caller. */
6996 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
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
))
7009 dump_color_fixup_desc(surface
->resource
.format
->color_fixup
);
7010 /* Don't bother setting up a shader for unconverted formats */
7013 checkGLcall("glEnable(textype)");
7018 fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
7022 case COMPLEX_FIXUP_YUY2
:
7023 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
7026 case COMPLEX_FIXUP_UYVY
:
7027 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
7030 case COMPLEX_FIXUP_YV12
:
7031 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
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
);
7042 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7045 checkGLcall("glEnable(textype)");
7050 if (!shader
) shader
= gen_yuv_shader(device
, fixup
, textype
);
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");
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
;
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)");
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
);
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");
7112 if (is_identity_fixup(src_format
->color_fixup
))
7118 /* We only support YUV conversions. */
7119 if (!is_complex_fixup(src_format
->color_fixup
))
7121 TRACE("[FAILED]\n");
7127 case COMPLEX_FIXUP_YUY2
:
7128 case COMPLEX_FIXUP_UYVY
:
7129 case COMPLEX_FIXUP_YV12
:
7130 case COMPLEX_FIXUP_P8
:
7135 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7136 TRACE("[FAILED]\n");
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
,
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
);
7163 /* Draw a textured quad */
7164 draw_textured_quad(src_surface
, src_rect
, &dst_rect
, Filter
);
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
);
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
= {
7197 arbfp_blit_supported
,
7198 arbfp_blit_color_fill