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
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
41 #define GLINFO_LOCATION (*gl_info)
43 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
44 * so upload them above that
46 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
47 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
49 /* ARB_program_shader private data */
50 struct shader_arb_priv
{
51 GLuint current_vprogram_id
;
52 GLuint current_fprogram_id
;
53 GLuint depth_blt_vprogram_id
;
54 GLuint depth_blt_fprogram_id
[tex_type_count
];
55 BOOL use_arbfp_fixed_func
;
56 struct hash_table_t
*fragment_shaders
;
59 /********************************************************
60 * ARB_[vertex/fragment]_program helper functions follow
61 ********************************************************/
64 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
65 * When constant_list == NULL, it will load all the constants.
67 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
68 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
70 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, const WineD3D_GL_Info
*gl_info
,
71 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
73 DWORD shader_version
= This
->baseShader
.reg_maps
.shader_version
;
74 local_constant
* lconst
;
78 if (TRACE_ON(d3d_shader
)) {
79 for(i
= 0; i
< max_constants
; i
++) {
80 if(!dirty_consts
[i
]) continue;
81 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
82 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
83 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
86 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
87 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& WINED3DSHADER_VERSION_MAJOR(shader_version
) == 1)
90 for(i
= 0; i
< max_constants
; i
++) {
91 if(!dirty_consts
[i
]) continue;
95 if(constants
[j
+ 0] > 1.0) lcl_const
[0] = 1.0;
96 else if(constants
[j
+ 0] < -1.0) lcl_const
[0] = -1.0;
97 else lcl_const
[0] = constants
[j
+ 0];
99 if(constants
[j
+ 1] > 1.0) lcl_const
[1] = 1.0;
100 else if(constants
[j
+ 1] < -1.0) lcl_const
[1] = -1.0;
101 else lcl_const
[1] = constants
[j
+ 1];
103 if(constants
[j
+ 2] > 1.0) lcl_const
[2] = 1.0;
104 else if(constants
[j
+ 2] < -1.0) lcl_const
[2] = -1.0;
105 else lcl_const
[2] = constants
[j
+ 2];
107 if(constants
[j
+ 3] > 1.0) lcl_const
[3] = 1.0;
108 else if(constants
[j
+ 3] < -1.0) lcl_const
[3] = -1.0;
109 else lcl_const
[3] = constants
[j
+ 3];
111 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
114 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
115 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
116 * or just reloading *all* constants at once
118 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
120 for(i
= 0; i
< max_constants
; i
++) {
121 if(!dirty_consts
[i
]) continue;
123 /* Find the next block of dirty constants */
126 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
130 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
133 for(i
= 0; i
< max_constants
; i
++) {
134 if(dirty_consts
[i
]) {
136 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
141 checkGLcall("glProgramEnvParameter4fvARB()");
143 /* Load immediate constants */
144 if(This
->baseShader
.load_local_constsF
) {
145 if (TRACE_ON(d3d_shader
)) {
146 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
147 GLfloat
* values
= (GLfloat
*)lconst
->value
;
148 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
149 values
[0], values
[1], values
[2], values
[3]);
152 /* Immediate constants are clamped for 1.X shaders at loading times */
154 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
155 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
156 ret
= max(ret
, lconst
->idx
+ 1);
157 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
159 checkGLcall("glProgramEnvParameter4fvARB()");
160 return ret
; /* The loaded immediate constants need reloading for the next shader */
162 return 0; /* No constants are dirty now */
167 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
169 * We only support float constants in ARB at the moment, so don't
170 * worry about the Integers or Booleans
172 static void shader_arb_load_constants(
173 IWineD3DDevice
* device
,
175 char useVertexShader
) {
177 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
178 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
179 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
182 if (useVertexShader
) {
183 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
185 /* Load DirectX 9 float constants for vertex shader */
186 deviceImpl
->highest_dirty_vs_const
= shader_arb_load_constantsF(
187 vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
188 deviceImpl
->highest_dirty_vs_const
,
189 stateBlock
->vertexShaderConstantF
,
190 deviceImpl
->activeContext
->vshader_const_dirty
);
192 /* Upload the position fixup */
193 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, ARB_SHADER_PRIVCONST_POS
, deviceImpl
->posFixup
));
196 if (usePixelShader
) {
198 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
199 IWineD3DPixelShaderImpl
*psi
= (IWineD3DPixelShaderImpl
*) pshader
;
201 /* Load DirectX 9 float constants for pixel shader */
202 deviceImpl
->highest_dirty_ps_const
= shader_arb_load_constantsF(
203 pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
204 deviceImpl
->highest_dirty_ps_const
,
205 stateBlock
->pixelShaderConstantF
,
206 deviceImpl
->activeContext
->pshader_const_dirty
);
208 for(i
= 0; i
< psi
->numbumpenvmatconsts
; i
++) {
209 /* The state manager takes care that this function is always called if the bump env matrix changes
211 const float *data
= (const float *)&stateBlock
->textureState
[(int) psi
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
212 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->bumpenvmatconst
[i
].const_num
, data
));
213 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->bumpenvmatconst
[i
].const_num
] = 1;
215 if(psi
->luminanceconst
[i
].const_num
!= -1) {
216 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
217 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
218 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
219 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
221 const float *scale
= (const float *)&stateBlock
->textureState
[(int) psi
->luminanceconst
[i
].texunit
][WINED3DTSS_BUMPENVLSCALE
];
222 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->luminanceconst
[i
].const_num
, scale
));
223 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->luminanceconst
[i
].const_num
] = 1;
229 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
231 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
233 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
234 * context. On a context switch the old context will be fully dirtified */
235 memset(This
->activeContext
->vshader_const_dirty
+ start
, 1,
236 sizeof(*This
->activeContext
->vshader_const_dirty
) * count
);
237 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
+ 1);
240 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
242 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
244 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
245 * context. On a context switch the old context will be fully dirtified */
246 memset(This
->activeContext
->pshader_const_dirty
+ start
, 1,
247 sizeof(*This
->activeContext
->pshader_const_dirty
) * count
);
248 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
+ 1);
251 /* Generate the variable & register declarations for the ARB_vertex_program output target */
252 static void shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
253 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
)
255 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
256 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
258 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
);
259 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
260 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
261 UINT extra_constants_needed
= 0;
262 const local_constant
*lconst
;
264 /* Temporary Output register */
265 shader_addline(buffer
, "TEMP TMP_OUT;\n");
267 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
268 if (reg_maps
->temporary
[i
])
269 shader_addline(buffer
, "TEMP R%u;\n", i
);
272 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
273 if (reg_maps
->address
[i
])
274 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
277 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
278 if (reg_maps
->texcoord
[i
])
279 shader_addline(buffer
,"TEMP T%u;\n", i
);
282 /* Texture coordinate registers must be pre-loaded */
283 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
284 if (reg_maps
->texcoord
[i
])
285 shader_addline(buffer
, "MOV T%u, fragment.texcoord[%u];\n", i
, i
);
288 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
289 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
;
290 if(!reg_maps
->bumpmat
[i
]) continue;
292 cur
= ps
->numbumpenvmatconsts
;
293 ps
->bumpenvmatconst
[cur
].const_num
= -1;
294 ps
->bumpenvmatconst
[cur
].texunit
= i
;
295 ps
->luminanceconst
[cur
].const_num
= -1;
296 ps
->luminanceconst
[cur
].texunit
= i
;
298 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
299 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
302 if(max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
)) {
303 ps
->bumpenvmatconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
304 shader_addline(buffer
, "PARAM bumpenvmat%d = program.env[%d];\n",
305 i
, ps
->bumpenvmatconst
[cur
].const_num
);
306 extra_constants_needed
++;
308 if(reg_maps
->luminanceparams
&& max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
)) {
309 ((IWineD3DPixelShaderImpl
*)This
)->luminanceconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
310 shader_addline(buffer
, "PARAM luminance%d = program.env[%d];\n",
311 i
, ps
->luminanceconst
[cur
].const_num
);
312 extra_constants_needed
++;
313 } else if(reg_maps
->luminanceparams
) {
314 FIXME("No free constant to load the luminance parameters\n");
317 FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
320 ps
->numbumpenvmatconsts
= cur
+ 1;
323 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] && pshader
) {
324 shader_addline(buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
325 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
326 shader_addline(buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
327 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
328 shader_addline(buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
329 srgb_pow
, srgb_pow
, srgb_pow
);
330 shader_addline(buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
331 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
332 shader_addline(buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
333 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
336 /* Load local constants using the program-local space,
337 * this avoids reloading them each time the shader is used
339 if(!This
->baseShader
.load_local_constsF
) {
340 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
341 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
346 /* we use the array-based constants array if the local constants are marked for loading,
347 * because then we use indirect addressing, or when the local constant list is empty,
348 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
349 * local constants do not declare the loaded constants as an array because ARB compilers usually
350 * do not optimize unused constants away
352 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
353 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
354 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
355 max_constantsF
, max_constantsF
- 1);
357 for(i
= 0; i
< max_constantsF
; i
++) {
358 if(!shader_constant_is_local(This
, i
)) {
359 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
365 static const char * const shift_tab
[] = {
366 "dummy", /* 0 (none) */
367 "coefmul.x", /* 1 (x2) */
368 "coefmul.y", /* 2 (x4) */
369 "coefmul.z", /* 3 (x8) */
370 "coefmul.w", /* 4 (x16) */
371 "dummy", /* 5 (x32) */
372 "dummy", /* 6 (x64) */
373 "dummy", /* 7 (x128) */
374 "dummy", /* 8 (d256) */
375 "dummy", /* 9 (d128) */
376 "dummy", /* 10 (d64) */
377 "dummy", /* 11 (d32) */
378 "coefdiv.w", /* 12 (d16) */
379 "coefdiv.z", /* 13 (d8) */
380 "coefdiv.y", /* 14 (d4) */
381 "coefdiv.x" /* 15 (d2) */
384 static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG
*arg
, const DWORD param
, char *write_mask
)
386 char *ptr
= write_mask
;
387 char vshader
= shader_is_vshader_version(arg
->reg_maps
->shader_version
);
389 if(vshader
&& shader_get_regtype(param
) == WINED3DSPR_ADDR
) {
392 } else if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
394 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
395 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
396 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
397 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
403 static void shader_arb_get_swizzle(const DWORD param
, BOOL fixup
, char *swizzle_str
) {
404 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
405 * but addressed as "rgba". To fix this we need to swap the register's x
406 * and z components. */
407 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
408 char *ptr
= swizzle_str
;
410 /* swizzle bits fields: wwzzyyxx */
411 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
412 DWORD swizzle_x
= swizzle
& 0x03;
413 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
414 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
415 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
417 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
418 * generate a swizzle string. Unless we need to our own swizzling. */
419 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) != swizzle
|| fixup
) {
421 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
422 *ptr
++ = swizzle_chars
[swizzle_x
];
424 *ptr
++ = swizzle_chars
[swizzle_x
];
425 *ptr
++ = swizzle_chars
[swizzle_y
];
426 *ptr
++ = swizzle_chars
[swizzle_z
];
427 *ptr
++ = swizzle_chars
[swizzle_w
];
434 static void pshader_get_register_name(IWineD3DBaseShader
* iface
,
435 const DWORD param
, char* regstr
) {
437 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
438 DWORD regtype
= shader_get_regtype(param
);
439 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
442 case WINED3DSPR_TEMP
:
443 sprintf(regstr
, "R%u", reg
);
445 case WINED3DSPR_INPUT
:
447 strcpy(regstr
, "fragment.color.primary");
449 strcpy(regstr
, "fragment.color.secondary");
452 case WINED3DSPR_CONST
:
453 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
454 sprintf(regstr
, "C[%u]", reg
);
456 sprintf(regstr
, "C%u", reg
);
459 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
460 sprintf(regstr
,"T%u", reg
);
462 case WINED3DSPR_COLOROUT
:
464 sprintf(regstr
, "TMP_COLOR");
466 /* TODO: See GL_ARB_draw_buffers */
467 FIXME("Unsupported write to render target %u\n", reg
);
468 sprintf(regstr
, "unsupported_register");
471 case WINED3DSPR_DEPTHOUT
:
472 sprintf(regstr
, "result.depth");
474 case WINED3DSPR_ATTROUT
:
475 sprintf(regstr
, "oD[%u]", reg
);
477 case WINED3DSPR_TEXCRDOUT
:
478 sprintf(regstr
, "oT[%u]", reg
);
481 FIXME("Unhandled register name Type(%d)\n", regtype
);
482 sprintf(regstr
, "unrecognized_register");
487 /* TODO: merge with pixel shader */
488 static void vshader_program_add_param(const SHADER_OPCODE_ARG
*arg
, const DWORD param
, BOOL is_input
, char *hwLine
)
490 IWineD3DVertexShaderImpl
* This
= (IWineD3DVertexShaderImpl
*) arg
->shader
;
492 /* oPos, oFog and oPts in D3D */
493 static const char * const hwrastout_reg_names
[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
495 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
496 DWORD regtype
= shader_get_regtype(param
);
498 BOOL is_color
= FALSE
;
500 if ((param
& WINED3DSP_SRCMOD_MASK
) == WINED3DSPSM_NEG
) {
501 strcat(hwLine
, " -");
507 case WINED3DSPR_TEMP
:
508 sprintf(tmpReg
, "R%u", reg
);
509 strcat(hwLine
, tmpReg
);
511 case WINED3DSPR_INPUT
:
513 if (This
->swizzle_map
& (1 << reg
)) is_color
= TRUE
;
515 sprintf(tmpReg
, "vertex.attrib[%u]", reg
);
516 strcat(hwLine
, tmpReg
);
518 case WINED3DSPR_CONST
:
519 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
520 if(reg
>= This
->rel_offset
) {
521 sprintf(tmpReg
, "C[A0.x + %u]", reg
- This
->rel_offset
);
523 sprintf(tmpReg
, "C[A0.x - %u]", -reg
+ This
->rel_offset
);
526 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
527 sprintf(tmpReg
, "C[%u]", reg
);
529 sprintf(tmpReg
, "C%u", reg
);
532 strcat(hwLine
, tmpReg
);
534 case WINED3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
535 sprintf(tmpReg
, "A%u", reg
);
536 strcat(hwLine
, tmpReg
);
538 case WINED3DSPR_RASTOUT
:
539 sprintf(tmpReg
, "%s", hwrastout_reg_names
[reg
]);
540 strcat(hwLine
, tmpReg
);
542 case WINED3DSPR_ATTROUT
:
544 strcat(hwLine
, "result.color.primary");
546 strcat(hwLine
, "result.color.secondary");
549 case WINED3DSPR_TEXCRDOUT
:
550 sprintf(tmpReg
, "result.texcoord[%u]", reg
);
551 strcat(hwLine
, tmpReg
);
554 FIXME("Unknown reg type %d %d\n", regtype
, reg
);
555 strcat(hwLine
, "unrecognized_register");
561 shader_arb_get_write_mask(arg
, param
, write_mask
);
562 strcat(hwLine
, write_mask
);
565 shader_arb_get_swizzle(param
, is_color
, swizzle
);
566 strcat(hwLine
, swizzle
);
570 static void shader_hw_sample(const SHADER_OPCODE_ARG
*arg
, DWORD sampler_idx
, const char *dst_str
,
571 const char *coord_reg
, BOOL projected
, BOOL bias
)
573 SHADER_BUFFER
* buffer
= arg
->buffer
;
574 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
575 const char *tex_type
;
577 switch(sampler_type
) {
584 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
585 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
586 if(device
->stateBlock
->textures
[sampler_idx
] &&
587 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
595 case WINED3DSTT_VOLUME
:
599 case WINED3DSTT_CUBE
:
604 ERR("Unexpected texture type %d\n", sampler_type
);
609 /* Shouldn't be possible, but let's check for it */
610 if(projected
) FIXME("Biased and Projected texture sampling\n");
611 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
612 shader_addline(buffer
, "TXB %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
613 } else if (projected
) {
614 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
616 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
620 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
622 switch(channel_source
)
624 case CHANNEL_SOURCE_ZERO
: return "0";
625 case CHANNEL_SOURCE_ONE
: return "1";
626 case CHANNEL_SOURCE_X
: return "x";
627 case CHANNEL_SOURCE_Y
: return "y";
628 case CHANNEL_SOURCE_Z
: return "z";
629 case CHANNEL_SOURCE_W
: return "w";
631 FIXME("Unhandled channel source %#x\n", channel_source
);
636 static void gen_color_correction(SHADER_BUFFER
*buffer
, const char *reg
, DWORD dst_mask
,
637 const char *one
, const char *two
, struct color_fixup_desc fixup
)
641 if (is_yuv_fixup(fixup
))
643 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
644 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
649 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
650 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
651 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
652 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
657 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
658 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
659 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
663 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
664 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
665 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
666 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
672 char *ptr
= reg_mask
;
674 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
677 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
678 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
679 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
680 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
684 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
688 static void shader_arb_color_correction(const struct SHADER_OPCODE_ARG
* arg
, struct color_fixup_desc fixup
)
691 pshader_get_register_name(arg
->shader
, arg
->dst
, reg
);
692 gen_color_correction(arg
->buffer
, reg
, arg
->dst
& WINED3DSP_WRITEMASK_ALL
, "one", "coefmul.x", fixup
);
695 static void pshader_gen_input_modifier_line (
696 IWineD3DBaseShader
*iface
,
697 SHADER_BUFFER
* buffer
,
702 /* Generate a line that does the input modifier computation and return the input register to use */
707 /* Assume a new line will be added */
710 /* Get register name */
711 pshader_get_register_name(iface
, instr
, regstr
);
712 shader_arb_get_swizzle(instr
, FALSE
, swzstr
);
714 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
715 case WINED3DSPSM_NONE
:
716 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
719 case WINED3DSPSM_NEG
:
720 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
723 case WINED3DSPSM_BIAS
:
724 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
726 case WINED3DSPSM_BIASNEG
:
727 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
729 case WINED3DSPSM_SIGN
:
730 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
732 case WINED3DSPSM_SIGNNEG
:
733 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
735 case WINED3DSPSM_COMP
:
736 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
739 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
741 case WINED3DSPSM_X2NEG
:
742 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
745 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
746 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
749 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
750 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
753 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
757 /* Return modified or original register, with swizzle */
759 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
762 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER
*buffer
, int saturate
, const char *write_mask
,
763 int shift
, const char *regstr
)
765 /* Generate a line that does the output modifier computation */
766 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", saturate
? "_SAT" : "",
767 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
770 static void pshader_hw_bem(const SHADER_OPCODE_ARG
*arg
)
772 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
774 SHADER_BUFFER
* buffer
= arg
->buffer
;
776 char src_name
[2][50];
778 DWORD sampler_code
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
779 BOOL has_bumpmat
= FALSE
;
782 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
783 if(This
->bumpenvmatconst
[i
].const_num
!= -1 && This
->bumpenvmatconst
[i
].texunit
== sampler_code
) {
789 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
790 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
791 strcat(dst_name
, dst_wmask
);
793 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
794 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
797 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
798 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
799 shader_addline(buffer
, "DP3 TMP.r, TMP2, %s;\n", src_name
[1]);
800 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
801 shader_addline(buffer
, "DP3 TMP.g, TMP2, %s;\n", src_name
[1]);
803 shader_addline(buffer
, "ADD %s, %s, TMP;\n", dst_name
, src_name
[0]);
805 shader_addline(buffer
, "MOV %s, %s;\n", dst_name
, src_name
[0]);
809 static void pshader_hw_cnd(const SHADER_OPCODE_ARG
*arg
)
811 SHADER_BUFFER
* buffer
= arg
->buffer
;
814 char src_name
[3][50];
815 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
816 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
818 /* FIXME: support output modifiers */
820 /* Handle output register */
821 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
822 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
824 /* Generate input register names (with modifiers) */
825 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
826 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
827 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
829 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
830 if (arg
->reg_maps
->shader_version
<= WINED3DPS_VERSION(1, 3) && arg
->opcode_token
& WINED3DSI_COISSUE
)
832 shader_addline(buffer
, "MOV%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1]);
834 shader_addline(buffer
, "ADD TMP, -%s, coefdiv.x;\n", src_name
[0]);
835 shader_addline(buffer
, "CMP%s %s%s, TMP, %s, %s;\n",
836 sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1], src_name
[2]);
839 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
842 static void pshader_hw_cmp(const SHADER_OPCODE_ARG
*arg
)
844 SHADER_BUFFER
* buffer
= arg
->buffer
;
847 char src_name
[3][50];
848 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
849 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
851 /* FIXME: support output modifiers */
853 /* Handle output register */
854 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
855 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
857 /* Generate input register names (with modifiers) */
858 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
859 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
860 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
862 shader_addline(buffer
, "CMP%s %s%s, %s, %s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
863 src_name
[0], src_name
[2], src_name
[1]);
866 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
869 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
870 * dst = dot2(src0, src1) + src2 */
871 static void pshader_hw_dp2add(const SHADER_OPCODE_ARG
*arg
)
873 SHADER_BUFFER
* buffer
= arg
->buffer
;
876 char src_name
[3][50];
877 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
878 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
880 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
881 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
883 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
884 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
885 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
887 /* Emulate a DP2 with a DP3 and 0.0 */
888 shader_addline(buffer
, "MOV TMP, %s;\n", src_name
[0]);
889 shader_addline(buffer
, "MOV TMP.z, 0.0;\n");
890 shader_addline(buffer
, "DP3 TMP2, TMP, %s;\n", src_name
[1]);
891 shader_addline(buffer
, "ADD%s %s%s, TMP2, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[2]);
894 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
897 /* Map the opcode 1-to-1 to the GL code */
898 static void shader_hw_map2gl(const SHADER_OPCODE_ARG
*arg
)
900 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
901 SHADER_BUFFER
* buffer
= arg
->buffer
;
902 DWORD dst
= arg
->dst
;
903 const DWORD
*src
= arg
->src
;
904 const char *instruction
;
908 switch (curOpcode
->opcode
)
910 case WINED3DSIO_ABS
: instruction
= "ABS"; break;
911 case WINED3DSIO_ADD
: instruction
= "ADD"; break;
912 case WINED3DSIO_CRS
: instruction
= "XPD"; break;
913 case WINED3DSIO_DP3
: instruction
= "DP3"; break;
914 case WINED3DSIO_DP4
: instruction
= "DP4"; break;
915 case WINED3DSIO_DST
: instruction
= "DST"; break;
916 case WINED3DSIO_EXP
: instruction
= "EX2"; break;
917 case WINED3DSIO_EXPP
: instruction
= "EXP"; break;
918 case WINED3DSIO_FRC
: instruction
= "FRC"; break;
919 case WINED3DSIO_LIT
: instruction
= "LIT"; break;
920 case WINED3DSIO_LOG
: instruction
= "LG2"; break;
921 case WINED3DSIO_LOGP
: instruction
= "LOG"; break;
922 case WINED3DSIO_LRP
: instruction
= "LRP"; break;
923 case WINED3DSIO_MAD
: instruction
= "MAD"; break;
924 case WINED3DSIO_MAX
: instruction
= "MAX"; break;
925 case WINED3DSIO_MIN
: instruction
= "MIN"; break;
926 case WINED3DSIO_MOV
: instruction
= "MOV"; break;
927 case WINED3DSIO_MUL
: instruction
= "MUL"; break;
928 case WINED3DSIO_NOP
: instruction
= "NOP"; break;
929 case WINED3DSIO_POW
: instruction
= "POW"; break;
930 case WINED3DSIO_SGE
: instruction
= "SGE"; break;
931 case WINED3DSIO_SLT
: instruction
= "SLT"; break;
932 case WINED3DSIO_SUB
: instruction
= "SUB"; break;
933 default: instruction
= "";
934 FIXME("Unhandled opcode %s\n", curOpcode
->name
);
938 if (shader_is_pshader_version(arg
->reg_maps
->shader_version
))
940 /* Output token related */
941 char output_rname
[256];
942 char output_wmask
[20];
943 char operands
[4][100];
944 BOOL saturate
= FALSE
;
945 BOOL centroid
= FALSE
;
946 BOOL partialprecision
= FALSE
;
947 const char *modifier
;
950 if (!curOpcode
->num_params
)
952 ERR("Opcode \"%s\" has no parameters\n", curOpcode
->name
);
956 /* Process modifiers */
957 if (dst
& WINED3DSP_DSTMOD_MASK
)
959 DWORD mask
= dst
& WINED3DSP_DSTMOD_MASK
;
961 saturate
= mask
& WINED3DSPDM_SATURATE
;
962 centroid
= mask
& WINED3DSPDM_MSAMPCENTROID
;
963 partialprecision
= mask
& WINED3DSPDM_PARTIALPRECISION
;
964 mask
&= ~(WINED3DSPDM_MSAMPCENTROID
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_SATURATE
);
966 FIXME("Unrecognized modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
969 FIXME("Unhandled modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
971 shift
= (dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
972 modifier
= (saturate
&& !shift
) ? "_SAT" : "";
974 /* Generate input register names (with modifiers) */
975 for (i
= 1; i
< curOpcode
->num_params
; ++i
)
976 pshader_gen_input_modifier_line(arg
->shader
, buffer
, src
[i
-1], i
-1, operands
[i
]);
978 /* Handle output register */
979 pshader_get_register_name(arg
->shader
, dst
, output_rname
);
980 strcpy(operands
[0], output_rname
);
981 shader_arb_get_write_mask(arg
, dst
, output_wmask
);
982 strcat(operands
[0], output_wmask
);
985 strcat(arguments
, operands
[0]);
986 for (i
= 1; i
< curOpcode
->num_params
; i
++)
988 strcat(arguments
, ", ");
989 strcat(arguments
, operands
[i
]);
991 shader_addline(buffer
, "%s%s %s;\n", instruction
, modifier
, arguments
);
993 /* A shift requires another line. */
994 if (shift
) pshader_gen_output_modifier_line(buffer
, saturate
, output_wmask
, shift
, output_rname
);
996 /* Note that vshader_program_add_param() adds spaces. */
999 if (curOpcode
->num_params
> 0)
1001 vshader_program_add_param(arg
, dst
, FALSE
, arguments
);
1002 for (i
= 1; i
< curOpcode
->num_params
; ++i
)
1004 strcat(arguments
, ",");
1005 vshader_program_add_param(arg
, src
[i
-1], TRUE
, arguments
);
1008 shader_addline(buffer
, "%s%s;\n", instruction
, arguments
);
1012 static void shader_hw_mov(const SHADER_OPCODE_ARG
*arg
)
1014 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1016 if ((WINED3DSHADER_VERSION_MAJOR(arg
->reg_maps
->shader_version
) == 1
1017 && !shader_is_pshader_version(arg
->reg_maps
->shader_version
)
1018 && shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
)
1019 || arg
->opcode
->opcode
== WINED3DSIO_MOVA
)
1021 SHADER_BUFFER
*buffer
= arg
->buffer
;
1022 char src0_param
[256];
1024 if (arg
->opcode
->opcode
== WINED3DSIO_MOVA
)
1025 FIXME("mova should round\n");
1027 src0_param
[0] = '\0';
1028 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1030 vshader_program_add_param(arg
, arg
->src
[0], TRUE
, src0_param
);
1031 shader_addline(buffer
, "ADD TMP.x, %s, helper_const.z;\n", src0_param
);
1032 shader_addline(buffer
, "ARL A0.x, TMP.x;\n");
1036 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1037 * with more than one component. Thus replicate the first source argument over all
1038 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1040 DWORD parm
= arg
->src
[0] & ~(WINED3DVS_SWIZZLE_MASK
);
1041 if((arg
->src
[0] & WINED3DVS_X_W
) == WINED3DVS_X_W
)
1042 parm
|= WINED3DVS_X_W
| WINED3DVS_Y_W
| WINED3DVS_Z_W
| WINED3DVS_W_W
;
1043 else if((arg
->src
[0] & WINED3DVS_X_Z
) == WINED3DVS_X_Z
)
1044 parm
|= WINED3DVS_X_Z
| WINED3DVS_Y_Z
| WINED3DVS_Z_Z
| WINED3DVS_W_Z
;
1045 else if((arg
->src
[0] & WINED3DVS_X_Y
) == WINED3DVS_X_Y
)
1046 parm
|= WINED3DVS_X_Y
| WINED3DVS_Y_Y
| WINED3DVS_Z_Y
| WINED3DVS_W_Y
;
1047 else if((arg
->src
[0] & WINED3DVS_X_X
) == WINED3DVS_X_X
)
1048 parm
|= WINED3DVS_X_X
| WINED3DVS_Y_X
| WINED3DVS_Z_X
| WINED3DVS_W_X
;
1049 vshader_program_add_param(arg
, parm
, TRUE
, src0_param
);
1050 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1055 shader_hw_map2gl(arg
);
1059 static void pshader_hw_texkill(const SHADER_OPCODE_ARG
*arg
)
1061 DWORD shader_version
= arg
->reg_maps
->shader_version
;
1062 SHADER_BUFFER
* buffer
= arg
->buffer
;
1065 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1066 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1068 pshader_get_register_name(arg
->shader
, arg
->dst
, reg_dest
);
1070 if (shader_version
>= WINED3DPS_VERSION(2,0))
1072 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1073 shader_addline(buffer
, "KIL %s;\n", reg_dest
);
1075 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1076 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1078 shader_addline(buffer
, "MOV TMP, %s;\n", reg_dest
);
1079 shader_addline(buffer
, "MOV TMP.w, one.w;\n");
1080 shader_addline(buffer
, "KIL TMP;\n");
1084 static void pshader_hw_tex(const SHADER_OPCODE_ARG
*arg
)
1086 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1087 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1089 DWORD dst
= arg
->dst
;
1090 const DWORD
*src
= arg
->src
;
1091 SHADER_BUFFER
* buffer
= arg
->buffer
;
1092 DWORD shader_version
= arg
->reg_maps
->shader_version
;
1093 BOOL projected
= FALSE
, bias
= FALSE
;
1097 DWORD reg_dest_code
;
1098 DWORD reg_sampler_code
;
1100 /* All versions have a destination register */
1101 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1102 pshader_get_register_name(arg
->shader
, dst
, reg_dest
);
1104 /* 1.0-1.3: Use destination register as coordinate source.
1105 1.4+: Use provided coordinate source register. */
1106 if (shader_version
< WINED3DPS_VERSION(1,4))
1107 strcpy(reg_coord
, reg_dest
);
1109 pshader_gen_input_modifier_line(arg
->shader
, buffer
, src
[0], 0, reg_coord
);
1111 /* 1.0-1.4: Use destination register number as texture code.
1112 2.0+: Use provided sampler number as texure code. */
1113 if (shader_version
< WINED3DPS_VERSION(2,0))
1114 reg_sampler_code
= reg_dest_code
;
1116 reg_sampler_code
= src
[1] & WINED3DSP_REGNUM_MASK
;
1119 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1120 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1121 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1123 if (shader_version
< WINED3DPS_VERSION(1,4))
1126 if(reg_sampler_code
< MAX_TEXTURES
) {
1127 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1129 if (flags
& WINED3DTTFF_PROJECTED
) {
1133 else if (shader_version
< WINED3DPS_VERSION(2,0))
1135 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1136 if (src_mod
== WINED3DSPSM_DZ
) {
1138 } else if(src_mod
== WINED3DSPSM_DW
) {
1142 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
1145 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
1149 shader_hw_sample(arg
, reg_sampler_code
, reg_dest
, reg_coord
, projected
, bias
);
1152 static void pshader_hw_texcoord(const SHADER_OPCODE_ARG
*arg
)
1154 DWORD dst
= arg
->dst
;
1155 SHADER_BUFFER
* buffer
= arg
->buffer
;
1158 shader_arb_get_write_mask(arg
, dst
, tmp
);
1159 if (arg
->reg_maps
->shader_version
!= WINED3DPS_VERSION(1,4))
1161 DWORD reg
= dst
& WINED3DSP_REGNUM_MASK
;
1162 shader_addline(buffer
, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg
, tmp
, reg
);
1164 DWORD reg1
= dst
& WINED3DSP_REGNUM_MASK
;
1167 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, reg_src
);
1168 shader_addline(buffer
, "MOV R%u%s, %s;\n", reg1
, tmp
, reg_src
);
1172 static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG
*arg
)
1174 SHADER_BUFFER
* buffer
= arg
->buffer
;
1175 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1176 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1179 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1183 sprintf(dst_str
, "T%u", reg1
);
1184 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1185 shader_addline(buffer
, "MOV TMP.x, %s.w;\n", src_str
);
1186 shader_addline(buffer
, "MOV TMP.y, %s.x;\n", src_str
);
1187 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1188 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1191 static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG
*arg
)
1193 SHADER_BUFFER
* buffer
= arg
->buffer
;
1195 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1199 sprintf(dst_str
, "T%u", reg1
);
1200 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1201 shader_addline(buffer
, "MOV TMP.x, %s.y;\n", src_str
);
1202 shader_addline(buffer
, "MOV TMP.y, %s.z;\n", src_str
);
1203 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", FALSE
, FALSE
);
1206 static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG
*arg
)
1208 SHADER_BUFFER
* buffer
= arg
->buffer
;
1209 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1213 sprintf(dst_str
, "T%u", reg1
);
1214 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1215 shader_hw_sample(arg
, reg1
, dst_str
, src_str
, FALSE
, FALSE
);
1218 static void pshader_hw_texbem(const SHADER_OPCODE_ARG
*arg
)
1220 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1221 BOOL has_bumpmat
= FALSE
;
1222 BOOL has_luminance
= FALSE
;
1225 DWORD dst
= arg
->dst
;
1226 DWORD src
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1227 SHADER_BUFFER
* buffer
= arg
->buffer
;
1230 DWORD reg_dest_code
;
1232 /* All versions have a destination register */
1233 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1234 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1235 pshader_get_register_name(arg
->shader
, dst
, reg_coord
);
1237 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1238 if(This
->bumpenvmatconst
[i
].const_num
!= -1 && reg_dest_code
== This
->bumpenvmatconst
[i
].texunit
) {
1243 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1244 if(This
->luminanceconst
[i
].const_num
!= -1 && reg_dest_code
== This
->luminanceconst
[i
].texunit
) {
1245 has_luminance
= TRUE
;
1251 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1253 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1254 shader_addline(buffer
, "DP3 TMP.x, TMP2, T%u;\n", src
);
1255 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1256 shader_addline(buffer
, "DP3 TMP.y, TMP2, T%u;\n", src
);
1258 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1259 * so we can't let the GL handle this.
1261 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1262 & WINED3DTTFF_PROJECTED
) {
1263 shader_addline(buffer
, "RCP TMP2.w, %s.w;\n", reg_coord
);
1264 shader_addline(buffer
, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord
);
1265 shader_addline(buffer
, "ADD TMP.xy, TMP, TMP2;\n");
1267 shader_addline(buffer
, "ADD TMP.xy, TMP, %s;\n", reg_coord
);
1270 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, "TMP", FALSE
, FALSE
);
1272 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
&& has_luminance
) {
1273 shader_addline(buffer
, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1274 src
, reg_dest_code
, reg_dest_code
);
1275 shader_addline(buffer
, "MUL %s, %s, TMP;\n", reg_coord
, reg_coord
);
1280 if(reg_dest_code
< MAX_TEXTURES
) {
1281 tf
= ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1285 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1286 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, reg_coord
, tf
& WINED3DTTFF_PROJECTED
, FALSE
);
1290 static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG
*arg
)
1292 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1293 SHADER_BUFFER
* buffer
= arg
->buffer
;
1296 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1297 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", reg
, src0_name
);
1300 static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG
*arg
)
1302 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1303 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1305 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1306 SHADER_BUFFER
* buffer
= arg
->buffer
;
1310 sprintf(dst_str
, "T%u", reg
);
1311 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1312 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", reg
, src0_name
);
1313 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1314 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1317 static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG
*arg
)
1319 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1320 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1321 SHADER_BUFFER
* buffer
= arg
->buffer
;
1322 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1325 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1326 shader_addline(buffer
, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state
->current_row
, reg
, src0_name
);
1327 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1330 static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG
*arg
)
1332 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1333 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1335 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1336 SHADER_BUFFER
* buffer
= arg
->buffer
;
1337 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1341 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1342 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1344 /* Sample the texture using the calculated coordinates */
1345 sprintf(dst_str
, "T%u", reg
);
1346 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1347 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1348 current_state
->current_row
= 0;
1351 static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG
*arg
)
1353 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1354 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1356 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1357 SHADER_BUFFER
* buffer
= arg
->buffer
;
1358 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1362 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1363 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1365 /* Construct the eye-ray vector from w coordinates */
1366 shader_addline(buffer
, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
1367 shader_addline(buffer
, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
1368 shader_addline(buffer
, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg
);
1370 /* Calculate reflection vector
1372 shader_addline(buffer
, "DP3 TMP.w, TMP, TMP2;\n");
1373 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1374 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1375 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1376 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1377 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1378 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1380 /* Sample the texture using the calculated coordinates */
1381 sprintf(dst_str
, "T%u", reg
);
1382 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1383 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1384 current_state
->current_row
= 0;
1387 static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG
*arg
)
1389 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1390 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1392 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1393 DWORD reg3
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1394 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1395 SHADER_BUFFER
* buffer
= arg
->buffer
;
1399 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1400 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1402 /* Calculate reflection vector.
1405 * TMP.xyz = 2 * --------- * N - E
1408 * Which normalizes the normal vector
1410 shader_addline(buffer
, "DP3 TMP.w, TMP, C[%u];\n", reg3
);
1411 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1412 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1413 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1414 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1415 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3
);
1417 /* Sample the texture using the calculated coordinates */
1418 sprintf(dst_str
, "T%u", reg
);
1419 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1420 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1421 current_state
->current_row
= 0;
1424 static void pshader_hw_texdepth(const SHADER_OPCODE_ARG
*arg
)
1426 SHADER_BUFFER
* buffer
= arg
->buffer
;
1429 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1430 * which is essentially an input, is the destination register because it is the first
1431 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1434 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1436 /* According to the msdn, the source register(must be r5) is unusable after
1437 * the texdepth instruction, so we're free to modify it
1439 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
1441 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1442 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1443 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1445 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
1446 shader_addline(buffer
, "MUL TMP.x, %s.x, %s.y;\n", dst_name
, dst_name
);
1447 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1448 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1451 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1452 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1453 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1454 static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG
*arg
)
1456 SHADER_BUFFER
* buffer
= arg
->buffer
;
1457 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1461 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1462 shader_addline(buffer
, "MOV TMP, 0.0;\n");
1463 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", sampler_idx
, src0
);
1465 sprintf(dst_str
, "T%u", sampler_idx
);
1466 shader_hw_sample(arg
, sampler_idx
, dst_str
, "TMP", FALSE
/* Only one coord, can't be projected */, FALSE
);
1469 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1470 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1471 static void pshader_hw_texdp3(const SHADER_OPCODE_ARG
*arg
)
1476 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1477 SHADER_BUFFER
* buffer
= arg
->buffer
;
1479 /* Handle output register */
1480 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_str
);
1481 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1483 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1484 shader_addline(buffer
, "DP3 %s%s, T%u, %s;\n", dst_str
, dst_mask
, dstreg
, src0
);
1486 /* TODO: Handle output modifiers */
1489 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1490 * Perform the 3rd row of a 3x3 matrix multiply */
1491 static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG
*arg
)
1493 SHADER_BUFFER
* buffer
= arg
->buffer
;
1497 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1499 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_str
);
1500 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1502 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1503 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", dst_reg
, src0
);
1504 shader_addline(buffer
, "MOV %s%s, TMP;\n", dst_str
, dst_mask
);
1506 /* TODO: Handle output modifiers */
1509 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1510 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1511 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1512 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1514 static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG
*arg
)
1516 SHADER_BUFFER
* buffer
= arg
->buffer
;
1517 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1520 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1521 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", dst_reg
, src0
);
1523 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1524 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1525 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1527 shader_addline(buffer
, "RCP TMP.y, TMP.y;\n");
1528 shader_addline(buffer
, "MUL TMP.x, TMP.x, TMP.y;\n");
1529 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.x;\n");
1530 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1533 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1534 Vertex/Pixel shaders to ARB_vertex_program codes */
1535 static void shader_hw_mnxn(const SHADER_OPCODE_ARG
*arg
)
1538 int nComponents
= 0;
1539 SHADER_OPCODE_ARG tmpArg
;
1540 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1541 const SHADER_OPCODE
*opcode_table
= shader
->baseShader
.shader_ins
;
1542 DWORD shader_version
= arg
->reg_maps
->shader_version
;
1544 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1546 /* Set constants for the temporary argument */
1547 tmpArg
.shader
= arg
->shader
;
1548 tmpArg
.buffer
= arg
->buffer
;
1549 tmpArg
.src
[0] = arg
->src
[0];
1550 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1551 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1552 tmpArg
.reg_maps
= arg
->reg_maps
;
1554 switch(arg
->opcode
->opcode
) {
1555 case WINED3DSIO_M4x4
:
1557 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP4
);
1559 case WINED3DSIO_M4x3
:
1561 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP4
);
1563 case WINED3DSIO_M3x4
:
1565 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1567 case WINED3DSIO_M3x3
:
1569 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1571 case WINED3DSIO_M3x2
:
1573 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1579 for (i
= 0; i
< nComponents
; i
++) {
1580 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1581 tmpArg
.src
[1] = arg
->src
[1]+i
;
1582 shader_hw_map2gl(&tmpArg
);
1586 static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG
*arg
)
1588 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1589 SHADER_BUFFER
* buffer
= arg
->buffer
;
1590 DWORD dst
= arg
->dst
;
1591 DWORD src
= arg
->src
[0];
1592 DWORD swizzle
= (src
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1593 const char *instruction
;
1597 switch(curOpcode
->opcode
)
1599 case WINED3DSIO_RSQ
: instruction
= "RSQ"; break;
1600 case WINED3DSIO_RCP
: instruction
= "RCP"; break;
1601 default: instruction
= "";
1602 FIXME("Unhandled opcode %s\n", curOpcode
->name
);
1606 strcpy(tmpLine
, instruction
);
1607 vshader_program_add_param(arg
, dst
, FALSE
, tmpLine
); /* Destination */
1608 strcat(tmpLine
, ",");
1609 vshader_program_add_param(arg
, src
, TRUE
, tmpLine
);
1610 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) == swizzle
) {
1611 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1614 strcat(tmpLine
, ".w");
1617 shader_addline(buffer
, "%s;\n", tmpLine
);
1620 static void shader_hw_nrm(const SHADER_OPCODE_ARG
*arg
)
1622 SHADER_BUFFER
* buffer
= arg
->buffer
;
1626 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1627 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1629 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1630 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1632 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
);
1633 shader_addline(buffer
, "DP3 TMP, %s, %s;\n", src_name
, src_name
);
1634 shader_addline(buffer
, "RSQ TMP, TMP.x;\n");
1635 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1636 shader_addline(buffer
, "MUL%s %s%s, %s, TMP;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1640 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1643 static void shader_hw_sincos(const SHADER_OPCODE_ARG
*arg
)
1645 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1646 * must contain fixed constants. So we need a separate function to filter those constants and
1649 SHADER_BUFFER
* buffer
= arg
->buffer
;
1653 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1654 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1656 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1657 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1659 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
);
1660 shader_addline(buffer
, "SCS%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1664 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1668 static GLuint
create_arb_blt_vertex_program(const WineD3D_GL_Info
*gl_info
)
1670 GLuint program_id
= 0;
1671 const char *blt_vprogram
=
1673 "PARAM c[1] = { { 1, 0.5 } };\n"
1674 "MOV result.position, vertex.position;\n"
1675 "MOV result.color, c[0].x;\n"
1676 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1679 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1680 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
1681 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1683 if (glGetError() == GL_INVALID_OPERATION
) {
1685 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1686 FIXME("Vertex program error at position %d: %s\n", pos
,
1687 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1693 static GLuint
create_arb_blt_fragment_program(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
1695 GLuint program_id
= 0;
1696 static const char * const blt_fprograms
[tex_type_count
] =
1703 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1704 "MOV result.depth.z, R0.x;\n"
1711 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1712 "MOV result.depth.z, R0.x;\n"
1717 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1718 "MOV result.depth.z, R0.x;\n"
1722 if (!blt_fprograms
[tex_type
])
1724 FIXME("tex_type %#x not supported\n", tex_type
);
1728 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1729 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1730 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprograms
[tex_type
]), blt_fprograms
[tex_type
]));
1732 if (glGetError() == GL_INVALID_OPERATION
) {
1734 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1735 FIXME("Fragment program error at position %d: %s\n", pos
,
1736 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1742 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
1743 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1744 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1745 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1748 TRACE("Using vertex shader\n");
1749 IWineD3DVertexShaderImpl_CompileShader(This
->stateBlock
->vertexShader
);
1751 priv
->current_vprogram_id
= ((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
)->prgId
;
1753 /* Bind the vertex program */
1754 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1755 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1757 /* Enable OpenGL vertex programs */
1758 glEnable(GL_VERTEX_PROGRAM_ARB
);
1759 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1760 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1761 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
1762 priv
->current_vprogram_id
= 0;
1763 glDisable(GL_VERTEX_PROGRAM_ARB
);
1764 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1768 struct ps_compile_args compile_args
;
1769 TRACE("Using pixel shader\n");
1770 find_ps_compile_args((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
, This
->stateBlock
, &compile_args
);
1771 priv
->current_fprogram_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
,
1774 /* Bind the fragment program */
1775 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1776 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1778 if(!priv
->use_arbfp_fixed_func
) {
1779 /* Enable OpenGL fragment programs */
1780 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1781 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1783 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1784 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
) && !priv
->use_arbfp_fixed_func
) {
1785 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1786 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1787 * replacement shader
1789 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1790 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1791 priv
->current_fprogram_id
= 0;
1795 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
1796 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1797 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1798 GLuint
*blt_fprogram
= &priv
->depth_blt_fprogram_id
[tex_type
];
1799 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1801 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
1802 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
1803 glEnable(GL_VERTEX_PROGRAM_ARB
);
1805 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
);
1806 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
1807 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1810 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
1811 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1812 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1813 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1815 if (priv
->current_vprogram_id
) {
1816 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
1817 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1819 glEnable(GL_VERTEX_PROGRAM_ARB
);
1820 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1822 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
1824 glDisable(GL_VERTEX_PROGRAM_ARB
);
1825 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1828 if (priv
->current_fprogram_id
) {
1829 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
1830 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1832 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1833 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1835 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
1837 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1838 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1842 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
1843 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
1844 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
)->adapter
->gl_info
;
1846 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
))
1848 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
1852 for(i
= 0; i
< This
->num_gl_shaders
; i
++) {
1853 GL_EXTCALL(glDeleteProgramsARB(1, &This
->gl_shaders
[i
].prgId
));
1854 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1857 HeapFree(GetProcessHeap(), 0, This
->gl_shaders
);
1858 This
->gl_shaders
= NULL
;
1859 This
->num_gl_shaders
= 0;
1860 This
->shader_array_size
= 0;
1862 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*) iface
;
1865 GL_EXTCALL(glDeleteProgramsARB(1, &This
->prgId
));
1866 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId))");
1867 ((IWineD3DVertexShaderImpl
*) This
)->prgId
= 0;
1870 baseShader
->baseShader
.is_compiled
= FALSE
;
1873 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
1874 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1875 This
->shader_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
1879 static void shader_arb_free(IWineD3DDevice
*iface
) {
1880 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1881 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1882 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1885 if(priv
->depth_blt_vprogram_id
) {
1886 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
1888 for (i
= 0; i
< tex_type_count
; ++i
) {
1889 if (priv
->depth_blt_fprogram_id
[i
]) {
1890 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
[i
]));
1894 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
1897 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
1901 static void arbfp_add_sRGB_correction(SHADER_BUFFER
*buffer
, const char *fragcolor
, const char *tmp1
,
1902 const char *tmp2
, const char *tmp3
, const char *tmp4
) {
1903 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1905 /* Calculate the > 0.0031308 case */
1906 shader_addline(buffer
, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1
, fragcolor
);
1907 shader_addline(buffer
, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1
, fragcolor
);
1908 shader_addline(buffer
, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1
, fragcolor
);
1909 shader_addline(buffer
, "MUL %s, %s, srgb_mul_hi;\n", tmp1
, tmp1
);
1910 shader_addline(buffer
, "SUB %s, %s, srgb_sub_hi;\n", tmp1
, tmp1
);
1911 /* Calculate the < case */
1912 shader_addline(buffer
, "MUL %s, srgb_mul_low, %s;\n", tmp2
, fragcolor
);
1913 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1914 shader_addline(buffer
, "SLT %s, srgb_comparison, %s;\n", tmp3
, fragcolor
);
1915 shader_addline(buffer
, "SGE %s, srgb_comparison, %s;\n", tmp4
, fragcolor
);
1916 /* Store the components > 0.0031308 in the destination */
1917 shader_addline(buffer
, "MUL %s, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
1918 /* Add the components that are < 0.0031308 */
1919 shader_addline(buffer
, "MAD result.color.xyz, %s, %s, %s;\n", tmp2
, tmp4
, fragcolor
);
1920 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1923 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
) {
1924 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1925 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
1926 CONST DWORD
*function
= This
->baseShader
.function
;
1927 DWORD shader_version
= reg_maps
->shader_version
;
1928 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
1929 const local_constant
*lconst
;
1931 const char *fragcolor
;
1933 /* Create the hw ARB shader */
1934 shader_addline(buffer
, "!!ARBfp1.0\n");
1936 if (shader_version
< WINED3DPS_VERSION(3,0)) {
1941 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
1944 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
1947 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
1952 shader_addline(buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
1953 shader_addline(buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
1954 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
1955 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
1956 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
1957 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1958 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1959 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1961 if (shader_version
< WINED3DPS_VERSION(2,0)) {
1964 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
1965 fragcolor
= "TMP_COLOR";
1968 /* Base Declarations */
1969 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
1971 /* Base Shader Body */
1972 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
1974 if(args
->srgb_correction
) {
1975 arbfp_add_sRGB_correction(buffer
, fragcolor
, "TMP", "TMP2", "TA", "TB");
1977 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
1978 shader_addline(buffer
, "END\n");
1980 /* TODO: change to resource.glObjectHandle or something like that */
1981 GL_EXTCALL(glGenProgramsARB(1, &retval
));
1983 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
1984 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
1986 TRACE("Created hw pixel shader, prg=%d\n", retval
);
1987 /* Create the program and check for errors */
1988 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1989 buffer
->bsize
, buffer
->buffer
));
1991 if (glGetError() == GL_INVALID_OPERATION
) {
1993 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
1994 FIXME("HW PixelShader Error at position %d: %s\n",
1995 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1999 /* Load immediate constants */
2000 if(!This
->baseShader
.load_local_constsF
) {
2001 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2002 const float *value
= (const float *)lconst
->value
;
2003 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst
->idx
, value
));
2004 checkGLcall("glProgramLocalParameter4fvARB");
2011 static void shader_arb_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
2012 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
2013 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2014 CONST DWORD
*function
= This
->baseShader
.function
;
2015 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2016 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
2017 const local_constant
*lconst
;
2019 /* Create the hw ARB shader */
2020 shader_addline(buffer
, "!!ARBvp1.0\n");
2021 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
2023 /* Mesa supports only 95 constants */
2024 if (GL_VEND(MESA
) || GL_VEND(WINE
))
2025 This
->baseShader
.limits
.constant_float
=
2026 min(95, This
->baseShader
.limits
.constant_float
);
2028 shader_addline(buffer
, "TEMP TMP;\n");
2030 /* Base Declarations */
2031 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
2033 /* We need a constant to fixup the final position */
2034 shader_addline(buffer
, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS
);
2036 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2037 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2038 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2039 * a replacement shader depend on the texcoord.w being set properly.
2041 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2042 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2043 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2044 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2045 * this can eat a number of instructions, so skip it unless this cap is set as well
2047 if(!GL_SUPPORT(NV_VERTEX_PROGRAM
)) {
2048 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
2050 if((GLINFO_LOCATION
).set_texcoord_w
&& !device
->frag_pipe
->ffp_proj_control
) {
2052 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2053 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
2054 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2055 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
2061 /* Base Shader Body */
2062 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
2064 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2066 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2068 /* Write the final position.
2070 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2071 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2072 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2073 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2075 shader_addline(buffer
, "MUL TMP, posFixup, TMP_OUT.w;\n");
2076 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2077 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2079 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2080 * and the glsl equivalent
2082 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2084 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2086 shader_addline(buffer
, "END\n");
2088 /* TODO: change to resource.glObjectHandle or something like that */
2089 GL_EXTCALL(glGenProgramsARB(1, &This
->prgId
));
2091 TRACE("Creating a hw vertex shader, prg=%d\n", This
->prgId
);
2092 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, This
->prgId
));
2094 TRACE("Created hw vertex shader, prg=%d\n", This
->prgId
);
2095 /* Create the program and check for errors */
2096 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2097 buffer
->bsize
, buffer
->buffer
));
2099 if (glGetError() == GL_INVALID_OPERATION
) {
2101 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2102 FIXME("HW VertexShader Error at position %d: %s\n",
2103 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2107 /* Load immediate constants */
2108 if(!This
->baseShader
.load_local_constsF
) {
2109 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2110 const float *value
= (const float *)lconst
->value
;
2111 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst
->idx
, value
));
2116 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
2118 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2119 * then overwrite the shader specific ones
2121 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
2123 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
2124 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
2125 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2126 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
2129 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2130 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
2131 pCaps
->PixelShader1xMaxValue
= 8.0;
2132 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2136 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
2138 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
2140 TRACE("Checking support for color_fixup:\n");
2141 dump_color_fixup_desc(fixup
);
2144 /* We support everything except YUV conversions. */
2145 if (!is_yuv_fixup(fixup
))
2151 TRACE("[FAILED]\n");
2155 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
2157 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
2158 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
2159 /* WINED3DSIH_BEM */ pshader_hw_bem
,
2160 /* WINED3DSIH_BREAK */ NULL
,
2161 /* WINED3DSIH_BREAKC */ NULL
,
2162 /* WINED3DSIH_BREAKP */ NULL
,
2163 /* WINED3DSIH_CALL */ NULL
,
2164 /* WINED3DSIH_CALLNZ */ NULL
,
2165 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
2166 /* WINED3DSIH_CND */ pshader_hw_cnd
,
2167 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
2168 /* WINED3DSIH_DCL */ NULL
,
2169 /* WINED3DSIH_DEF */ NULL
,
2170 /* WINED3DSIH_DEFB */ NULL
,
2171 /* WINED3DSIH_DEFI */ NULL
,
2172 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
2173 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
2174 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
2175 /* WINED3DSIH_DST */ shader_hw_map2gl
,
2176 /* WINED3DSIH_DSX */ NULL
,
2177 /* WINED3DSIH_DSY */ NULL
,
2178 /* WINED3DSIH_ELSE */ NULL
,
2179 /* WINED3DSIH_ENDIF */ NULL
,
2180 /* WINED3DSIH_ENDLOOP */ NULL
,
2181 /* WINED3DSIH_ENDREP */ NULL
,
2182 /* WINED3DSIH_EXP */ shader_hw_map2gl
,
2183 /* WINED3DSIH_EXPP */ shader_hw_map2gl
,
2184 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
2185 /* WINED3DSIH_IF */ NULL
,
2186 /* WINED3DSIH_IFC */ NULL
,
2187 /* WINED3DSIH_LABEL */ NULL
,
2188 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
2189 /* WINED3DSIH_LOG */ shader_hw_map2gl
,
2190 /* WINED3DSIH_LOGP */ shader_hw_map2gl
,
2191 /* WINED3DSIH_LOOP */ NULL
,
2192 /* WINED3DSIH_LRP */ shader_hw_map2gl
,
2193 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
2194 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
2195 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
2196 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
2197 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
2198 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
2199 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
2200 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
2201 /* WINED3DSIH_MOV */ shader_hw_mov
,
2202 /* WINED3DSIH_MOVA */ shader_hw_mov
,
2203 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
2204 /* WINED3DSIH_NOP */ shader_hw_map2gl
,
2205 /* WINED3DSIH_NRM */ shader_hw_nrm
,
2206 /* WINED3DSIH_PHASE */ NULL
,
2207 /* WINED3DSIH_POW */ shader_hw_map2gl
,
2208 /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp
,
2209 /* WINED3DSIH_REP */ NULL
,
2210 /* WINED3DSIH_RET */ NULL
,
2211 /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp
,
2212 /* WINED3DSIH_SETP */ NULL
,
2213 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
2214 /* WINED3DSIH_SGN */ NULL
,
2215 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
2216 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
2217 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
2218 /* WINED3DSIH_TEX */ pshader_hw_tex
,
2219 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
2220 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
2221 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
2222 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
2223 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
2224 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
2225 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
2226 /* WINED3DSIH_TEXLDD */ NULL
,
2227 /* WINED3DSIH_TEXLDL */ NULL
,
2228 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
2229 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
2230 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
2231 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
2232 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
2233 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
2234 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
2235 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
2236 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
2237 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
2238 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
2239 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
2242 const shader_backend_t arb_program_shader_backend
= {
2243 shader_arb_instruction_handler_table
,
2245 shader_arb_select_depth_blt
,
2246 shader_arb_deselect_depth_blt
,
2247 shader_arb_update_float_vertex_constants
,
2248 shader_arb_update_float_pixel_constants
,
2249 shader_arb_load_constants
,
2250 shader_arb_color_correction
,
2254 shader_arb_dirty_const
,
2255 shader_arb_generate_pshader
,
2256 shader_arb_generate_vshader
,
2257 shader_arb_get_caps
,
2258 shader_arb_color_fixup_supported
,
2261 /* ARB_fragment_program fixed function pipeline replacement definitions */
2262 #define ARB_FFP_CONST_TFACTOR 0
2263 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
2264 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2265 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2266 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2268 struct arbfp_ffp_desc
2270 struct ffp_frag_desc parent
;
2272 unsigned int num_textures_used
;
2275 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
2277 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
2278 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2280 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
2281 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2285 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
2286 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2287 struct shader_arb_priv
*priv
;
2288 /* Share private data between the shader backend and the pipeline replacement, if both
2289 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2290 * if no pixel shader is bound or not
2292 if(This
->shader_backend
== &arb_program_shader_backend
) {
2293 This
->fragment_priv
= This
->shader_priv
;
2295 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
2296 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
2298 priv
= (struct shader_arb_priv
*) This
->fragment_priv
;
2299 priv
->fragment_shaders
= hash_table_create(ffp_frag_program_key_hash
, ffp_frag_program_key_compare
);
2300 priv
->use_arbfp_fixed_func
= TRUE
;
2304 static void arbfp_free_ffpshader(void *value
, void *gli
) {
2305 const WineD3D_GL_Info
*gl_info
= gli
;
2306 struct arbfp_ffp_desc
*entry_arb
= value
;
2309 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
2310 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2311 HeapFree(GetProcessHeap(), 0, entry_arb
);
2315 static void arbfp_free(IWineD3DDevice
*iface
) {
2316 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
2317 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->fragment_priv
;
2319 hash_table_destroy(priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
2320 priv
->use_arbfp_fixed_func
= FALSE
;
2322 if(This
->shader_backend
!= &arb_program_shader_backend
) {
2323 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
2327 static void arbfp_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
)
2329 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
2330 WINED3DTEXOPCAPS_SELECTARG1
|
2331 WINED3DTEXOPCAPS_SELECTARG2
|
2332 WINED3DTEXOPCAPS_MODULATE4X
|
2333 WINED3DTEXOPCAPS_MODULATE2X
|
2334 WINED3DTEXOPCAPS_MODULATE
|
2335 WINED3DTEXOPCAPS_ADDSIGNED2X
|
2336 WINED3DTEXOPCAPS_ADDSIGNED
|
2337 WINED3DTEXOPCAPS_ADD
|
2338 WINED3DTEXOPCAPS_SUBTRACT
|
2339 WINED3DTEXOPCAPS_ADDSMOOTH
|
2340 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
2341 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
2342 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
2343 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
2344 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
2345 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
2346 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
2347 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
2348 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
2349 WINED3DTEXOPCAPS_DOTPRODUCT3
|
2350 WINED3DTEXOPCAPS_MULTIPLYADD
|
2351 WINED3DTEXOPCAPS_LERP
|
2352 WINED3DTEXOPCAPS_BUMPENVMAP
|
2353 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
2355 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2357 caps
->MaxTextureBlendStages
= 8;
2358 caps
->MaxSimultaneousTextures
= min(GL_LIMITS(fragment_samplers
), 8);
2360 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
2362 #undef GLINFO_LOCATION
2364 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2365 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2367 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2369 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2370 * application provided constants
2372 if(device
->shader_backend
== &arb_program_shader_backend
) {
2373 if (use_ps(stateblock
)) return;
2375 device
= stateblock
->wineD3DDevice
;
2376 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
2377 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
2380 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
2381 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
2382 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2386 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2388 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2390 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2391 * application provided constants
2393 if(device
->shader_backend
== &arb_program_shader_backend
) {
2394 if (use_ps(stateblock
)) return;
2396 device
= stateblock
->wineD3DDevice
;
2397 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
2398 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
2401 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
2402 /* The specular color has no alpha */
2403 col
[0] = 1.0; col
[1] = 1.0;
2404 col
[2] = 1.0; col
[3] = 0.0;
2406 col
[0] = 0.0; col
[1] = 0.0;
2407 col
[2] = 0.0; col
[3] = 0.0;
2409 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
2410 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2413 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2414 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2415 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2418 if (use_ps(stateblock
))
2421 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
[stage
]) {
2422 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2425 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2426 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2430 if(device
->shader_backend
== &arb_program_shader_backend
) {
2431 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2434 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2435 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
2436 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
2439 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
2440 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
2441 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
2442 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
2444 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
2445 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2448 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2449 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
2450 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2453 if (use_ps(stateblock
))
2456 ((IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
[stage
]) {
2457 /* The pixel shader has to know the luminance offset. Do a constants update if it
2458 * isn't scheduled anyway
2460 if(!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
)) {
2461 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
2465 if(device
->shader_backend
== &arb_program_shader_backend
) {
2466 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2469 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
2470 device
->activeContext
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
2471 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
2474 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
2475 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
2479 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
2480 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2483 static const char *get_argreg(SHADER_BUFFER
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
) {
2486 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
2488 switch(arg
& WINED3DTA_SELECTMASK
) {
2489 case WINED3DTA_DIFFUSE
:
2490 ret
= "fragment.color.primary"; break;
2492 case WINED3DTA_CURRENT
:
2493 if(stage
== 0) ret
= "fragment.color.primary";
2497 case WINED3DTA_TEXTURE
:
2499 case 0: ret
= "tex0"; break;
2500 case 1: ret
= "tex1"; break;
2501 case 2: ret
= "tex2"; break;
2502 case 3: ret
= "tex3"; break;
2503 case 4: ret
= "tex4"; break;
2504 case 5: ret
= "tex5"; break;
2505 case 6: ret
= "tex6"; break;
2506 case 7: ret
= "tex7"; break;
2507 default: ret
= "unknown texture";
2511 case WINED3DTA_TFACTOR
:
2512 ret
= "tfactor"; break;
2514 case WINED3DTA_SPECULAR
:
2515 ret
= "fragment.color.secondary"; break;
2517 case WINED3DTA_TEMP
:
2518 ret
= "tempreg"; break;
2520 case WINED3DTA_CONSTANT
:
2521 FIXME("Implement perstage constants\n");
2523 case 0: ret
= "const0"; break;
2524 case 1: ret
= "const1"; break;
2525 case 2: ret
= "const2"; break;
2526 case 3: ret
= "const3"; break;
2527 case 4: ret
= "const4"; break;
2528 case 5: ret
= "const5"; break;
2529 case 6: ret
= "const6"; break;
2530 case 7: ret
= "const7"; break;
2531 default: ret
= "unknown constant";
2539 if(arg
& WINED3DTA_COMPLEMENT
) {
2540 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
2541 if(argnum
== 0) ret
= "arg0";
2542 if(argnum
== 1) ret
= "arg1";
2543 if(argnum
== 2) ret
= "arg2";
2545 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
2546 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
2547 if(argnum
== 0) ret
= "arg0";
2548 if(argnum
== 1) ret
= "arg1";
2549 if(argnum
== 2) ret
= "arg2";
2554 static void gen_ffp_instr(SHADER_BUFFER
*buffer
, unsigned int stage
, BOOL color
, BOOL alpha
,
2555 DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
) {
2556 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
2557 unsigned int mul
= 1;
2558 BOOL mul_final_dest
= FALSE
;
2560 if(color
&& alpha
) dstmask
= "";
2561 else if(color
) dstmask
= ".xyz";
2562 else dstmask
= ".w";
2564 if(dst
== tempreg
) dstreg
= "tempreg";
2565 else dstreg
= "ret";
2567 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
2568 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
2569 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
2572 case WINED3DTOP_DISABLE
:
2573 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
2576 case WINED3DTOP_SELECTARG2
:
2578 case WINED3DTOP_SELECTARG1
:
2579 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
2582 case WINED3DTOP_MODULATE4X
:
2584 case WINED3DTOP_MODULATE2X
:
2586 if(strcmp(dstreg
, "result.color") == 0) {
2588 mul_final_dest
= TRUE
;
2590 case WINED3DTOP_MODULATE
:
2591 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2594 case WINED3DTOP_ADDSIGNED2X
:
2596 if(strcmp(dstreg
, "result.color") == 0) {
2598 mul_final_dest
= TRUE
;
2600 case WINED3DTOP_ADDSIGNED
:
2601 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2603 case WINED3DTOP_ADD
:
2604 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2607 case WINED3DTOP_SUBTRACT
:
2608 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
2611 case WINED3DTOP_ADDSMOOTH
:
2612 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
2613 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2616 case WINED3DTOP_BLENDCURRENTALPHA
:
2617 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
2618 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2620 case WINED3DTOP_BLENDFACTORALPHA
:
2621 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
2622 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2624 case WINED3DTOP_BLENDTEXTUREALPHA
:
2625 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2626 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2628 case WINED3DTOP_BLENDDIFFUSEALPHA
:
2629 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
2630 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2633 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
2634 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
2635 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
2636 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2639 /* D3DTOP_PREMODULATE ???? */
2641 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
2642 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
2643 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
2645 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
2646 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2648 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
2649 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
2650 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
2652 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
2653 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
2656 case WINED3DTOP_DOTPRODUCT3
:
2658 if(strcmp(dstreg
, "result.color") == 0) {
2660 mul_final_dest
= TRUE
;
2662 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
2663 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
2664 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
2667 case WINED3DTOP_MULTIPLYADD
:
2668 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
2671 case WINED3DTOP_LERP
:
2672 /* The msdn is not quite right here */
2673 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
2676 case WINED3DTOP_BUMPENVMAP
:
2677 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
2678 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2682 FIXME("Unhandled texture op %08x\n", op
);
2686 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2687 } else if(mul
== 4) {
2688 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
2692 /* The stateblock is passed for GLINFO_LOCATION */
2693 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
2696 SHADER_BUFFER buffer
;
2697 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2698 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2699 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
2700 const char *textype
;
2701 const char *instr
, *sat
;
2702 char colorcor_dst
[8];
2704 DWORD arg0
, arg1
, arg2
;
2705 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
2707 const char *final_combiner_src
= "ret";
2709 /* Find out which textures are read */
2710 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2711 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
2712 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
2713 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
2714 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
2715 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2716 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2717 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2719 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
2720 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
2721 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
2722 bump_used
[stage
] = TRUE
;
2723 tex_read
[stage
] = TRUE
;
2725 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2726 bump_used
[stage
] = TRUE
;
2727 tex_read
[stage
] = TRUE
;
2728 luminance_used
[stage
] = TRUE
;
2729 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
2730 tfactor_used
= TRUE
;
2733 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2734 tfactor_used
= TRUE
;
2737 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
2738 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2739 tempreg_used
= TRUE
;
2742 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
2743 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
2744 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
2745 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
2746 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2747 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2748 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
2750 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
2751 tempreg_used
= TRUE
;
2753 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
2754 tfactor_used
= TRUE
;
2759 shader_buffer_init(&buffer
);
2761 shader_addline(&buffer
, "!!ARBfp1.0\n");
2763 switch(settings
->fog
) {
2764 case FOG_OFF
: break;
2765 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
2766 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
2767 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
2768 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
2771 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
2772 shader_addline(&buffer
, "TEMP TMP;\n");
2773 shader_addline(&buffer
, "TEMP ret;\n");
2774 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
2775 shader_addline(&buffer
, "TEMP arg0;\n");
2776 shader_addline(&buffer
, "TEMP arg1;\n");
2777 shader_addline(&buffer
, "TEMP arg2;\n");
2778 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2779 if(!tex_read
[stage
]) continue;
2780 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
2781 if(!bump_used
[stage
]) continue;
2782 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
2783 if(!luminance_used
[stage
]) continue;
2784 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
2787 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
2789 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
2791 if(settings
->sRGB_write
) {
2792 shader_addline(&buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2793 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
2794 shader_addline(&buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
2795 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
2796 shader_addline(&buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
2797 srgb_pow
, srgb_pow
, srgb_pow
);
2798 shader_addline(&buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
2799 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
2800 shader_addline(&buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
2801 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
2804 /* Generate texture sampling instructions) */
2805 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
2806 if(!tex_read
[stage
]) continue;
2808 switch(settings
->op
[stage
].tex_type
) {
2809 case tex_1d
: textype
= "1D"; break;
2810 case tex_2d
: textype
= "2D"; break;
2811 case tex_3d
: textype
= "3D"; break;
2812 case tex_cube
: textype
= "CUBE"; break;
2813 case tex_rect
: textype
= "RECT"; break;
2814 default: textype
= "unexpected_textype"; break;
2817 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
2818 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2824 if(settings
->op
[stage
].projected
== proj_none
) {
2826 } else if(settings
->op
[stage
].projected
== proj_count4
||
2827 settings
->op
[stage
].projected
== proj_count3
) {
2830 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
2835 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
2836 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
2837 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
2838 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
2839 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
2840 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
2842 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2843 * so multiply the displacement with the dividing parameter before passing it to TXP
2845 if (settings
->op
[stage
].projected
!= proj_none
) {
2846 if(settings
->op
[stage
].projected
== proj_count4
) {
2847 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
2848 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
2850 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
2851 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
2854 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
2857 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2858 instr
, sat
, stage
, stage
, textype
);
2859 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
2860 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2861 stage
- 1, stage
- 1, stage
- 1);
2862 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
2864 } else if(settings
->op
[stage
].projected
== proj_count3
) {
2865 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
2866 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
2867 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
2868 instr
, sat
, stage
, stage
, textype
);
2870 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2871 instr
, sat
, stage
, stage
, stage
, textype
);
2874 sprintf(colorcor_dst
, "tex%u", stage
);
2875 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
2876 settings
->op
[stage
].color_fixup
);
2879 /* Generate the main shader */
2880 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
2881 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
2883 final_combiner_src
= "fragment.color.primary";
2888 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2889 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2890 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
2891 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
2892 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2893 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
2894 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2895 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
2896 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
2897 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
2898 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
2899 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2901 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
2902 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
2903 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
2904 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
2907 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
2908 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2909 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2910 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2912 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
2914 } else if(op_equal
) {
2915 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
2916 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2917 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2919 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
2920 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
2921 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
2922 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
2923 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
2924 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
2928 if(settings
->sRGB_write
) {
2929 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
2930 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg");
2931 shader_addline(&buffer
, "MOV result.color.w, ret.w;\n");
2933 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
2937 shader_addline(&buffer
, "END\n");
2939 /* Generate the shader */
2940 GL_EXTCALL(glGenProgramsARB(1, &ret
));
2941 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
2942 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
2944 if (glGetError() == GL_INVALID_OPERATION
) {
2946 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
2947 FIXME("Fragment program error at position %d: %s\n", pos
,
2948 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2950 shader_buffer_free(&buffer
);
2954 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
2955 IWineD3DDeviceImpl
*device
= stateblock
->wineD3DDevice
;
2956 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) device
->fragment_priv
;
2957 BOOL use_pshader
= use_ps(stateblock
);
2958 BOOL use_vshader
= use_vs(stateblock
);
2959 struct ffp_frag_settings settings
;
2960 const struct arbfp_ffp_desc
*desc
;
2963 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
2964 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
2965 /* Reload fixed function constants since they collide with the pixel shader constants */
2966 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
2967 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
2969 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
2970 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
2971 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
2972 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
2978 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2979 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
2980 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(priv
->fragment_shaders
, &settings
);
2982 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
2985 ERR("Out of memory\n");
2988 new_desc
->num_textures_used
= 0;
2989 for(i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
2990 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
2991 new_desc
->num_textures_used
= i
;
2994 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
2995 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
2996 add_ffp_frag_shader(priv
->fragment_shaders
, &new_desc
->parent
);
2997 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
3001 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3002 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3005 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
3006 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3007 priv
->current_fprogram_id
= desc
->shader
;
3009 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
3010 /* Reload fixed function constants since they collide with the pixel shader constants */
3011 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
3012 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
3014 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
3015 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
3019 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3020 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3021 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3022 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3023 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3025 * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
3026 * to be compiled before activating them(needs some cleanups in the shader backend interface)
3028 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
3029 device
->shader_backend
->shader_select((IWineD3DDevice
*)stateblock
->wineD3DDevice
, use_pshader
, use_vshader
);
3031 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
)) {
3032 device
->StateTable
[STATE_VERTEXSHADERCONSTANT
].apply(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
3036 device
->StateTable
[STATE_PIXELSHADERCONSTANT
].apply(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
3040 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3041 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3042 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3043 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3044 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3046 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3047 enum fogsource new_source
;
3049 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3050 fragment_prog_arbfp(state
, stateblock
, context
);
3053 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
3055 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
3056 if(use_vs(stateblock
)) {
3057 new_source
= FOGSOURCE_VS
;
3059 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
3060 new_source
= FOGSOURCE_COORD
;
3062 new_source
= FOGSOURCE_FFP
;
3066 new_source
= FOGSOURCE_FFP
;
3068 if(new_source
!= context
->fog_source
) {
3069 context
->fog_source
= new_source
;
3070 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
3074 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
3075 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
3076 fragment_prog_arbfp(state
, stateblock
, context
);
3080 #undef GLINFO_LOCATION
3082 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
3083 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, 0 },
3084 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3085 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3086 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3087 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3088 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3089 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3090 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3091 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3092 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3093 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3094 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3095 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3096 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3097 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3098 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3099 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3100 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3101 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3102 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3103 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3104 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3105 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3106 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3107 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3108 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3109 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3110 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3111 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3112 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3113 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3114 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3115 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3116 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3117 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3118 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3119 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3120 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3121 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3122 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3123 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3124 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3125 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3126 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3127 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3128 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3129 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3130 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3131 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3132 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3133 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3134 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3135 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3136 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3137 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3138 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3139 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3140 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3141 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3142 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3143 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3144 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3145 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3146 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3147 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3148 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3149 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3150 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3151 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3152 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3153 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3154 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3155 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3156 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3157 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3158 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3159 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3160 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3161 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3162 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3163 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3164 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3165 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3166 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3167 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3168 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3169 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3170 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3171 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3172 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3173 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3174 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3175 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3176 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3177 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3178 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3179 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3180 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3181 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3182 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3183 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3184 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3185 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3186 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3187 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3188 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3189 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3190 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3191 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3192 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3193 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3194 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3195 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3196 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3197 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3198 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3199 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3200 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3201 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, 0 },
3202 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3203 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, 0 },
3204 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, 0 },
3205 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, 0 },
3206 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, 0 },
3207 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, 0 },
3208 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, 0 },
3209 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, 0 },
3210 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, 0 },
3211 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, 0 },
3212 { STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3213 { STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3214 { STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3215 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, 0 },
3216 { STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3217 { STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, 0 },
3218 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, fragment_prog_arbfp
}, 0 },
3219 { STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, 0 },
3220 { STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, 0 },
3221 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3222 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3223 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3224 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3225 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3226 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3227 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3228 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, 0 },
3229 { STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, 0 },
3230 {0 /* Terminate */, { 0, 0 }, 0 },
3233 const struct fragment_pipeline arbfp_fragment_pipeline
= {
3238 shader_arb_color_fixup_supported
,
3239 arbfp_fragmentstate_template
,
3240 TRUE
/* We can disable projected textures */
3243 #define GLINFO_LOCATION device->adapter->gl_info
3245 struct arbfp_blit_priv
{
3246 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
3247 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
3248 GLenum yv12_rect_shader
, yv12_2d_shader
;
3251 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
3252 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3253 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
3254 if(!device
->blit_priv
) {
3255 ERR("Out of memory\n");
3256 return E_OUTOFMEMORY
;
3260 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
3261 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3262 struct arbfp_blit_priv
*priv
= (struct arbfp_blit_priv
*) device
->blit_priv
;
3265 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
3266 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
3267 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
3268 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
3269 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
3270 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
3271 checkGLcall("Delete yuv programs\n");
3275 static BOOL
gen_planar_yuv_read(SHADER_BUFFER
*buffer
, enum yuv_fixup yuv_fixup
, GLenum textype
, char *luminance
)
3278 const char *tex
, *texinstr
;
3280 if (yuv_fixup
== YUV_FIXUP_UYVY
) {
3288 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
3289 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
3291 /* This is more tricky than just replacing the texture type - we have to navigate
3292 * properly in the texture to find the correct chroma values
3294 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3298 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3299 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3300 * filtering when we sample the texture.
3302 * These are the rules for reading the chroma:
3308 * So we have to get the sampling x position in non-normalized coordinates in integers
3310 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
3311 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3312 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
3314 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3316 /* We must not allow filtering between pixel x and x+1, this would mix U and V
3317 * Vertical filtering is ok. However, bear in mind that the pixel center is at
3320 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
3321 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
3323 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3324 * even and odd pixels respectively
3326 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
3327 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
3329 /* Sample Pixel 1 */
3330 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3332 /* Put the value into either of the chroma values */
3333 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3334 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
3335 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3336 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
3338 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3339 * the pixel right to the current one. Otherwise, sample the left pixel.
3340 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3342 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3343 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
3344 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
3346 /* Put the value into the other chroma */
3347 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
3348 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
3349 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
3350 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
3352 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3353 * the current one and lerp the two U and V values
3356 /* This gives the correctly filtered luminance value */
3357 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
3362 static BOOL
gen_yv12_read(SHADER_BUFFER
*buffer
, GLenum textype
, char *luminance
)
3367 case GL_TEXTURE_2D
: tex
= "2D"; break;
3368 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
3370 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3374 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3375 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3376 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3377 * pitch of the luminance plane, the packing into the gl texture is a bit
3378 * unfortunate. If the whole texture is interpreted as luminance data it looks
3379 * approximately like this:
3381 * +----------------------------------+----
3393 * +----------------+-----------------+----
3395 * | U even rows | U odd rows |
3397 * +----------------+------------------ -
3399 * | V even rows | V odd rows |
3401 * +----------------+-----------------+----
3405 * So it appears as if there are 4 chroma images, but in fact the odd rows
3406 * in the chroma images are in the same row as the even ones. So its is
3407 * kinda tricky to read
3409 * When reading from rectangle textures, keep in mind that the input y coordinates
3410 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3412 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3413 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3415 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3416 /* the chroma planes have only half the width */
3417 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
3419 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3420 * the coordinate. Also read the right side of the image when reading odd lines
3422 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3425 if(textype
== GL_TEXTURE_2D
) {
3427 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
3429 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
3431 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
3432 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3434 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3435 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3436 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3437 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3438 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3440 /* clamp, keep the half pixel origin in mind */
3441 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3442 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3443 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3444 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3446 /* Read from [size - size+size/4] */
3447 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3448 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3450 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3451 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3452 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
3453 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3454 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3455 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3457 /* Make sure to read exactly from the pixel center */
3458 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
3459 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
3462 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
3463 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
3464 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3465 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
3466 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
3468 /* Read the texture, put the result into the output register */
3469 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3470 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
3472 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3473 * No need to clamp because we're just reusing the already clamped value from above
3475 if(textype
== GL_TEXTURE_2D
) {
3476 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3478 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3480 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
3481 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
3483 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3484 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3485 * values due to filtering
3487 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
3488 if(textype
== GL_TEXTURE_2D
) {
3489 /* Multiply the y coordinate by 2/3 and clamp it */
3490 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3491 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3492 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
3493 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3495 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3496 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3499 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
3500 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
3501 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
3508 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum yuv_fixup yuv_fixup
, GLenum textype
)
3511 SHADER_BUFFER buffer
;
3512 char luminance_component
;
3513 struct arbfp_blit_priv
*priv
= (struct arbfp_blit_priv
*) device
->blit_priv
;
3516 shader_buffer_init(&buffer
);
3519 GL_EXTCALL(glGenProgramsARB(1, &shader
));
3520 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3521 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3522 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3525 shader_buffer_free(&buffer
);
3529 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3530 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3531 * two chroma(U and V) values. Each macropixel has two luminance values, one for
3532 * each single pixel it contains, and one U and one V value shared between both
3535 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3536 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3537 * take the format into account when generating the read swizzles
3539 * Reading the Y value is straightforward - just sample the texture. The hardware
3540 * takes care of filtering in the horizontal and vertical direction.
3542 * Reading the U and V values is harder. We have to avoid filtering horizontally,
3543 * because that would mix the U and V values of one pixel or two adjacent pixels.
3544 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3545 * regardless of the filtering setting. Vertical filtering works automatically
3546 * though - the U and V values of two rows are mixed nicely.
3548 * Appart of avoiding filtering issues, the code has to know which value it just
3549 * read, and where it can find the other one. To determine this, it checks if
3550 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3552 * Handling horizontal filtering of U and V values requires reading a 2nd pair
3553 * of pixels, extracting U and V and mixing them. This is not implemented yet.
3555 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3556 * with width / 2. This way one read gives all 3 values, finding U and V is easy
3557 * in an unfiltered situation. Finding the luminance on the other hand requires
3558 * finding out if it is an odd or even pixel. The real drawback of this approach
3559 * is filtering. This would have to be emulated completely in the shader, reading
3560 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3561 * vertically. Beyond that it would require adjustments to the texture handling
3562 * code to deal with the width scaling
3564 shader_addline(&buffer
, "!!ARBfp1.0\n");
3565 shader_addline(&buffer
, "TEMP luminance;\n");
3566 shader_addline(&buffer
, "TEMP temp;\n");
3567 shader_addline(&buffer
, "TEMP chroma;\n");
3568 shader_addline(&buffer
, "TEMP texcrd;\n");
3569 shader_addline(&buffer
, "TEMP texcrd2;\n");
3570 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3571 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3572 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
3576 case YUV_FIXUP_UYVY
:
3577 case YUV_FIXUP_YUY2
:
3578 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
3580 shader_buffer_free(&buffer
);
3585 case YUV_FIXUP_YV12
:
3586 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
3588 shader_buffer_free(&buffer
);
3594 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3595 shader_buffer_free(&buffer
);
3599 /* Calculate the final result. Formula is taken from
3600 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3601 * ranges from -0.5 to 0.5
3603 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
3605 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
3606 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
3607 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3608 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
3609 shader_addline(&buffer
, "END\n");
3612 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(buffer
.buffer
), buffer
.buffer
));
3614 if (glGetError() == GL_INVALID_OPERATION
) {
3616 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3617 FIXME("Fragment program error at position %d: %s\n", pos
,
3618 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3620 shader_buffer_free(&buffer
);
3625 case YUV_FIXUP_YUY2
:
3626 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
3627 else priv
->yuy2_2d_shader
= shader
;
3630 case YUV_FIXUP_UYVY
:
3631 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
3632 else priv
->uyvy_2d_shader
= shader
;
3635 case YUV_FIXUP_YV12
:
3636 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
3637 else priv
->yv12_2d_shader
= shader
;
3644 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, WINED3DFORMAT fmt
, GLenum textype
, UINT width
, UINT height
) {
3646 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3647 float size
[4] = {width
, height
, 1, 1};
3648 struct arbfp_blit_priv
*priv
= (struct arbfp_blit_priv
*) device
->blit_priv
;
3649 const struct GlPixelFormatDesc
*glDesc
;
3650 enum yuv_fixup yuv_fixup
;
3652 getFormatDescEntry(fmt
, &GLINFO_LOCATION
, &glDesc
);
3654 if (!is_yuv_fixup(glDesc
->color_fixup
))
3657 dump_color_fixup_desc(glDesc
->color_fixup
);
3658 /* Don't bother setting up a shader for unconverted formats */
3661 checkGLcall("glEnable(textype)");
3666 yuv_fixup
= get_yuv_fixup(glDesc
->color_fixup
);
3670 case YUV_FIXUP_YUY2
:
3671 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
3674 case YUV_FIXUP_UYVY
:
3675 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
3678 case YUV_FIXUP_YV12
:
3679 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
3683 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup
);
3686 checkGLcall("glEnable(textype)");
3691 if (!shader
) shader
= gen_yuv_shader(device
, yuv_fixup
, textype
);
3694 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
3695 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3696 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
3697 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3698 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
3699 checkGLcall("glProgramLocalParameter4fvARB");
3705 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
3706 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
3709 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
3710 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3711 glDisable(GL_TEXTURE_2D
);
3712 checkGLcall("glDisable(GL_TEXTURE_2D)");
3713 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3714 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3715 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3717 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3718 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3719 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3724 static BOOL
arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup
)
3726 enum yuv_fixup yuv_fixup
;
3728 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
3730 TRACE("Checking support for fixup:\n");
3731 dump_color_fixup_desc(fixup
);
3734 if (is_identity_fixup(fixup
))
3740 /* We only support YUV conversions. */
3741 if (!is_yuv_fixup(fixup
))
3743 TRACE("[FAILED]\n");
3747 yuv_fixup
= get_yuv_fixup(fixup
);
3750 case YUV_FIXUP_YUY2
:
3751 case YUV_FIXUP_UYVY
:
3752 case YUV_FIXUP_YV12
:
3757 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
3758 TRACE("[FAILED]\n");
3763 const struct blit_shader arbfp_blit
= {
3768 arbfp_blit_color_fixup_supported
,
3771 #undef GLINFO_LOCATION