2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 /* Extract a line. Note that this modifies the source string. */
45 static char *get_line(char **ptr
)
50 if (!(q
= strstr(p
, "\n")))
62 static void shader_arb_dump_program_source(const char *source
)
64 unsigned long source_size
;
65 char *ptr
, *line
, *tmp
;
67 source_size
= strlen(source
) + 1;
68 tmp
= HeapAlloc(GetProcessHeap(), 0, source_size
);
71 ERR("Failed to allocate %lu bytes for shader source.\n", source_size
);
74 memcpy(tmp
, source
, source_size
);
77 while ((line
= get_line(&ptr
))) FIXME(" %s\n", line
);
80 HeapFree(GetProcessHeap(), 0, tmp
);
83 /* GL locking for state handlers is done by the caller. */
84 static BOOL
need_mova_const(IWineD3DBaseShader
*shader
, const struct wined3d_gl_info
*gl_info
)
86 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) shader
;
87 if(!This
->baseShader
.reg_maps
.usesmova
) return FALSE
;
88 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
91 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
92 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
94 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
95 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
98 static BOOL
need_helper_const(const struct wined3d_gl_info
*gl_info
)
100 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
] /* Need to init colors. */
101 || gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
/* Load the immval offset. */
102 || gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
/* Have to init texcoords. */
103 || (!use_nv_clip(gl_info
)) /* Init the clip texcoord */)
110 static unsigned int reserved_vs_const(IWineD3DBaseShader
*shader
, const struct wined3d_gl_info
*gl_info
)
112 unsigned int ret
= 1;
113 /* We use one PARAM for the pos fixup, and in some cases one to load
114 * some immediate values into the shader
116 if(need_helper_const(gl_info
)) ret
++;
117 if(need_mova_const(shader
, gl_info
)) ret
++;
121 static inline BOOL
ffp_clip_emul(IWineD3DStateBlockImpl
*stateblock
)
123 return stateblock
->lowest_disabled_stage
< 7;
126 /* ARB_program_shader private data */
145 struct wined3d_shader_loop_control loop_control
;
149 struct arb_ps_np2fixup_info
151 struct ps_np2fixup_info super
;
152 /* For ARB we need a offset value:
153 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
154 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
155 * array we need an offset to the index inside the program local parameter array. */
159 struct arb_ps_compile_args
161 struct ps_compile_args super
;
163 WORD clip
; /* only a boolean, use a WORD for alignment */
164 unsigned char loop_ctrl
[MAX_CONST_I
][3];
167 struct stb_const_desc
169 unsigned char texunit
;
173 struct arb_ps_compiled_shader
175 struct arb_ps_compile_args args
;
176 struct arb_ps_np2fixup_info np2fixup_info
;
177 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
178 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
179 UINT int_consts
[MAX_CONST_I
];
182 unsigned char numbumpenvmatconsts
;
186 struct arb_vs_compile_args
188 struct vs_compile_args super
;
197 DWORD boolclip_compare
;
202 unsigned char samplers
[4];
203 DWORD samplers_compare
;
205 unsigned char loop_ctrl
[MAX_CONST_I
][3];
208 struct arb_vs_compiled_shader
210 struct arb_vs_compile_args args
;
212 UINT int_consts
[MAX_CONST_I
];
214 char need_color_unclamp
;
218 struct recorded_instruction
220 struct wined3d_shader_instruction ins
;
224 struct shader_arb_ctx_priv
229 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
231 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
233 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
237 const struct arb_vs_compile_args
*cur_vs_args
;
238 const struct arb_ps_compile_args
*cur_ps_args
;
239 const struct arb_ps_compiled_shader
*compiled_fprog
;
240 const struct arb_vs_compiled_shader
*compiled_vprog
;
241 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
242 struct list control_frames
;
246 unsigned int num_loops
, loop_depth
, num_ifcs
;
249 unsigned int vs_clipplanes
;
253 /* For 3.0 vertex shaders */
254 const char *vs_output
[MAX_REG_OUTPUT
];
255 /* For 2.x and earlier vertex shaders */
256 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
258 /* 3.0 pshader input for compatibility with fixed function */
259 const char *ps_input
[MAX_REG_INPUT
];
264 struct wined3d_shader_signature_element
*sig
;
266 struct wine_rb_entry entry
;
269 struct arb_pshader_private
{
270 struct arb_ps_compiled_shader
*gl_shaders
;
271 UINT num_gl_shaders
, shader_array_size
;
272 BOOL has_signature_idx
;
273 DWORD input_signature_idx
;
274 DWORD clipplane_emulation
;
278 struct arb_vshader_private
{
279 struct arb_vs_compiled_shader
*gl_shaders
;
280 UINT num_gl_shaders
, shader_array_size
;
283 struct shader_arb_priv
285 GLuint current_vprogram_id
;
286 GLuint current_fprogram_id
;
287 const struct arb_ps_compiled_shader
*compiled_fprog
;
288 const struct arb_vs_compiled_shader
*compiled_vprog
;
289 GLuint depth_blt_vprogram_id
;
290 GLuint depth_blt_fprogram_id_full
[tex_type_count
];
291 GLuint depth_blt_fprogram_id_masked
[tex_type_count
];
292 BOOL use_arbfp_fixed_func
;
293 struct wine_rb_tree fragment_shaders
;
294 BOOL last_ps_const_clamped
;
295 BOOL last_vs_color_unclamp
;
297 struct wine_rb_tree signature_tree
;
301 /********************************************************
302 * ARB_[vertex/fragment]_program helper functions follow
303 ********************************************************/
305 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
306 * When constant_list == NULL, it will load all the constants.
308 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
309 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
311 /* GL locking is done by the caller */
312 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
313 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
315 local_constant
* lconst
;
319 if (TRACE_ON(d3d_constants
))
321 for(i
= 0; i
< max_constants
; i
++) {
322 if(!dirty_consts
[i
]) continue;
323 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
324 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
325 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
331 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
332 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
335 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
336 * shaders, the first 8 constants are marked dirty for reload
338 for(; i
< min(8, max_constants
); i
++) {
339 if(!dirty_consts
[i
]) continue;
343 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
344 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
345 else lcl_const
[0] = constants
[j
+ 0];
347 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
348 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
349 else lcl_const
[1] = constants
[j
+ 1];
351 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
352 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
353 else lcl_const
[2] = constants
[j
+ 2];
355 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
356 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
357 else lcl_const
[3] = constants
[j
+ 3];
359 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
362 /* If further constants are dirty, reload them without clamping.
364 * The alternative is not to touch them, but then we cannot reset the dirty constant count
365 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
366 * above would always re-check the first 8 constants since max_constant remains at the init
371 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
373 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
374 * or just reloading *all* constants at once
376 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
378 for(; i
< max_constants
; i
++) {
379 if(!dirty_consts
[i
]) continue;
381 /* Find the next block of dirty constants */
384 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
388 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
391 for(; i
< max_constants
; i
++) {
392 if(dirty_consts
[i
]) {
394 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
398 checkGLcall("glProgramEnvParameter4fvARB()");
400 /* Load immediate constants */
401 if(This
->baseShader
.load_local_constsF
) {
402 if (TRACE_ON(d3d_shader
)) {
403 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
404 GLfloat
* values
= (GLfloat
*)lconst
->value
;
405 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
406 values
[0], values
[1], values
[2], values
[3]);
409 /* Immediate constants are clamped for 1.X shaders at loading times */
411 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
412 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
413 ret
= max(ret
, lconst
->idx
+ 1);
414 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
416 checkGLcall("glProgramEnvParameter4fvARB()");
417 return ret
; /* The loaded immediate constants need reloading for the next shader */
419 return 0; /* No constants are dirty now */
424 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
426 static void shader_arb_load_np2fixup_constants(
427 IWineD3DDevice
* device
,
429 char useVertexShader
) {
431 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
432 const struct shader_arb_priv
* const priv
= (const struct shader_arb_priv
*) deviceImpl
->shader_priv
;
433 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
434 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
436 if (!usePixelShader
) {
437 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
441 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
442 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
444 WORD active
= fixup
->super
.active
;
445 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
447 for (i
= 0; active
; active
>>= 1, ++i
) {
448 const unsigned char idx
= fixup
->super
.idx
[i
];
449 const IWineD3DTextureImpl
* const tex
= (const IWineD3DTextureImpl
*) stateBlock
->textures
[i
];
450 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
452 if (!(active
& 1)) continue;
455 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
460 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
462 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
466 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
467 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
468 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
473 /* GL locking is done by the caller. */
474 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
476 const struct wined3d_context
*context
= context_get_current();
477 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
478 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
480 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
481 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
483 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
485 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
487 /* The state manager takes care that this function is always called if the bump env matrix changes */
488 const float *data
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVMAT00
];
489 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
491 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
493 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
494 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
495 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
496 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
498 const float *scale
= (const float *)&stateBlock
->textureState
[texunit
][WINED3DTSS_BUMPENVLSCALE
];
499 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->luminanceconst
[i
].const_num
, scale
));
502 checkGLcall("Load bumpmap consts");
504 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
506 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
507 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
512 val
[0] = context
->render_offscreen
? 0.0f
513 : deviceImpl
->render_targets
[0]->currentDesc
.Height
;
514 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
517 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
518 checkGLcall("y correction loading");
521 if(gl_shader
->num_int_consts
== 0) return;
523 for(i
= 0; i
< MAX_CONST_I
; i
++)
525 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
528 val
[0] = stateBlock
->pixelShaderConstantI
[4 * i
];
529 val
[1] = stateBlock
->pixelShaderConstantI
[4 * i
+ 1];
530 val
[2] = stateBlock
->pixelShaderConstantI
[4 * i
+ 2];
533 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
536 checkGLcall("Load ps int consts");
539 /* GL locking is done by the caller. */
540 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
542 IWineD3DStateBlockImpl
* stateBlock
;
543 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
545 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
546 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
548 /* Upload the position fixup */
549 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, deviceImpl
->posFixup
));
551 if(gl_shader
->num_int_consts
== 0) return;
553 stateBlock
= deviceImpl
->stateBlock
;
555 for(i
= 0; i
< MAX_CONST_I
; i
++)
557 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
560 val
[0] = stateBlock
->vertexShaderConstantI
[4 * i
];
561 val
[1] = stateBlock
->vertexShaderConstantI
[4 * i
+ 1];
562 val
[2] = stateBlock
->vertexShaderConstantI
[4 * i
+ 2];
565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
568 checkGLcall("Load vs int consts");
572 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
574 * We only support float constants in ARB at the moment, so don't
575 * worry about the Integers or Booleans
577 /* GL locking is done by the caller (state handler) */
578 static void shader_arb_load_constants(const struct wined3d_context
*context
, char usePixelShader
, char useVertexShader
)
580 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
581 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
582 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
584 if (useVertexShader
) {
585 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
587 /* Load DirectX 9 float constants for vertex shader */
588 device
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
589 device
->highest_dirty_vs_const
, stateBlock
->vertexShaderConstantF
, context
->vshader_const_dirty
);
590 shader_arb_vs_local_constants(device
);
593 if (usePixelShader
) {
594 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
596 /* Load DirectX 9 float constants for pixel shader */
597 device
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
598 device
->highest_dirty_ps_const
, stateBlock
->pixelShaderConstantF
, context
->pshader_const_dirty
);
599 shader_arb_ps_local_constants(device
);
603 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
605 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
606 struct wined3d_context
*context
= context_get_current();
608 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
609 * context. On a context switch the old context will be fully dirtified */
610 if (!context
|| context
->swapchain
->device
!= This
) return;
612 memset(context
->vshader_const_dirty
+ start
, 1, sizeof(*context
->vshader_const_dirty
) * count
);
613 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
);
616 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
618 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
619 struct wined3d_context
*context
= context_get_current();
621 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
622 * context. On a context switch the old context will be fully dirtified */
623 if (!context
|| context
->swapchain
->device
!= This
) return;
625 memset(context
->pshader_const_dirty
+ start
, 1, sizeof(*context
->pshader_const_dirty
) * count
);
626 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
);
629 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
633 const local_constant
*lconst
;
635 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
637 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.constant_float
);
639 ERR("Out of memory\n");
643 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
644 ret
[lconst
->idx
] = idx
++;
649 /* Generate the variable & register declarations for the ARB_vertex_program output target */
650 static DWORD
shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
651 struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, DWORD
*lconst_map
,
652 DWORD
*num_clipplanes
, struct shader_arb_ctx_priv
*ctx
)
654 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
655 DWORD i
, next_local
= 0;
656 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
657 unsigned max_constantsF
;
658 const local_constant
*lconst
;
661 /* In pixel shaders, all private constants are program local, we don't need anything
662 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
663 * If we need a private constant the GL implementation will squeeze it in somewhere
665 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
666 * immediate values. The posFixup is loaded using program.env for now, so always
667 * subtract one from the number of constants. If the shader uses indirect addressing,
668 * account for the helper const too because we have to declare all availabke d3d constants
669 * and don't know which are actually used.
673 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
674 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
675 if (max_constantsF
< 24)
676 max_constantsF
= gl_info
->limits
.arb_ps_float_constants
;
680 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
681 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
682 * Also prevents max_constantsF from becoming less than 0 and
684 if (max_constantsF
< 96)
685 max_constantsF
= gl_info
->limits
.arb_vs_float_constants
;
687 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
688 DWORD highest_constf
= 0, clip_limit
;
690 max_constantsF
-= reserved_vs_const(iface
, gl_info
);
691 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
693 for(i
= 0; i
< This
->baseShader
.limits
.constant_float
; i
++)
696 DWORD shift
= i
& 0x1f;
697 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
700 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
702 if(ctx
->cur_vs_args
->super
.clip_enabled
)
703 clip_limit
= gl_info
->limits
.clipplanes
;
709 unsigned int mask
= ctx
->cur_vs_args
->clip
.boolclip
.clipplane_mask
;
710 clip_limit
= min(count_bits(mask
), 4);
712 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
713 max_constantsF
-= *num_clipplanes
;
714 if(*num_clipplanes
< clip_limit
)
716 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, gl_info
->limits
.clipplanes
);
721 if (ctx
->target_version
>= NV2
) *num_clipplanes
= gl_info
->limits
.clipplanes
;
722 else *num_clipplanes
= min(gl_info
->limits
.clipplanes
, 4);
726 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
728 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
731 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
733 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
736 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
738 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
740 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
744 /* Load local constants using the program-local space,
745 * this avoids reloading them each time the shader is used
748 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
749 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
750 lconst_map
[lconst
->idx
]);
751 next_local
= max(next_local
, lconst_map
[lconst
->idx
] + 1);
755 /* After subtracting privately used constants from the hardware limit(they are loaded as
756 * local constants), make sure the shader doesn't violate the env constant limit
760 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
764 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
767 /* Avoid declaring more constants than needed */
768 max_constantsF
= min(max_constantsF
, This
->baseShader
.limits
.constant_float
);
770 /* we use the array-based constants array if the local constants are marked for loading,
771 * because then we use indirect addressing, or when the local constant list is empty,
772 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
773 * local constants do not declare the loaded constants as an array because ARB compilers usually
774 * do not optimize unused constants away
776 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
777 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
778 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
779 max_constantsF
, max_constantsF
- 1);
781 for(i
= 0; i
< max_constantsF
; i
++) {
784 mask
= 1 << (i
& 0x1f);
785 if(!shader_constant_is_local(This
, i
) && (This
->baseShader
.reg_maps
.constf
[idx
] & mask
)) {
786 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
794 static const char * const shift_tab
[] = {
795 "dummy", /* 0 (none) */
796 "coefmul.x", /* 1 (x2) */
797 "coefmul.y", /* 2 (x4) */
798 "coefmul.z", /* 3 (x8) */
799 "coefmul.w", /* 4 (x16) */
800 "dummy", /* 5 (x32) */
801 "dummy", /* 6 (x64) */
802 "dummy", /* 7 (x128) */
803 "dummy", /* 8 (d256) */
804 "dummy", /* 9 (d128) */
805 "dummy", /* 10 (d64) */
806 "dummy", /* 11 (d32) */
807 "coefdiv.w", /* 12 (d16) */
808 "coefdiv.z", /* 13 (d8) */
809 "coefdiv.y", /* 14 (d4) */
810 "coefdiv.x" /* 15 (d2) */
813 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
814 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
816 char *ptr
= write_mask
;
818 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
821 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
822 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
823 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
824 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
830 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
832 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
833 * but addressed as "rgba". To fix this we need to swap the register's x
834 * and z components. */
835 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
836 char *ptr
= swizzle_str
;
838 /* swizzle bits fields: wwzzyyxx */
839 DWORD swizzle
= param
->swizzle
;
840 DWORD swizzle_x
= swizzle
& 0x03;
841 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
842 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
843 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
845 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
846 * generate a swizzle string. Unless we need to our own swizzling. */
847 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
850 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
851 *ptr
++ = swizzle_chars
[swizzle_x
];
853 *ptr
++ = swizzle_chars
[swizzle_x
];
854 *ptr
++ = swizzle_chars
[swizzle_y
];
855 *ptr
++ = swizzle_chars
[swizzle_z
];
856 *ptr
++ = swizzle_chars
[swizzle_w
];
863 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
865 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
866 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
868 if(strcmp(priv
->addr_reg
, src
) == 0) return;
870 strcpy(priv
->addr_reg
, src
);
871 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
874 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
875 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
877 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
878 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
880 /* oPos, oFog and oPts in D3D */
881 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
882 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
883 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
884 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
890 case WINED3DSPR_TEMP
:
891 sprintf(register_name
, "R%u", reg
->idx
);
894 case WINED3DSPR_INPUT
:
897 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
899 if (reg
->idx
== 0) strcpy(register_name
, "fragment.color.primary");
900 else strcpy(register_name
, "fragment.color.secondary");
907 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
909 if(strcmp(rel_reg
, "**aL_emul**") == 0)
911 DWORD idx
= ctx
->aL
+ reg
->idx
;
912 if(idx
< MAX_REG_INPUT
)
914 strcpy(register_name
, ctx
->ps_input
[idx
]);
918 ERR("Pixel shader input register out of bounds: %u\n", idx
);
919 sprintf(register_name
, "out_of_bounds_%u", idx
);
922 else if(This
->baseShader
.reg_maps
.input_registers
& 0x0300)
924 /* There are two ways basically:
926 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
927 * That means trouble if the loop also contains a breakc or if the control values
928 * aren't local constants.
929 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
930 * source dynamically. The trouble is that we cannot simply read aL.y because it
931 * is an ADDRESS register. We could however push it, load .zw with a value and use
932 * ADAC to load the condition code register and pop it again afterwards
934 FIXME("Relative input register addressing with more than 8 registers\n");
936 /* This is better than nothing for now */
937 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
939 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
941 /* This is problematic because we'd have to consult the ctx->ps_input strings
942 * for where to find the varying. Some may be "0.0", others can be texcoords or
943 * colors. This needs either a pipeline replacement to make the vertex shader feed
944 * proper varyings, or loop unrolling
946 * For now use the texcoords and hope for the best
948 FIXME("Non-vertex shader varying input with indirect addressing\n");
949 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
953 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
954 * pulls GL_NV_fragment_program2 in
956 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
961 if(reg
->idx
< MAX_REG_INPUT
)
963 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
967 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
968 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
975 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
976 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
980 case WINED3DSPR_CONST
:
981 if (!pshader
&& reg
->rel_addr
)
985 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
986 if(This
->baseShader
.reg_maps
.shader_version
.major
< 2) {
987 sprintf(rel_reg
, "A0.x");
989 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
990 if(ctx
->target_version
== ARB
) {
991 if(strcmp(rel_reg
, "**aL_emul**") == 0) {
994 shader_arb_request_a0(ins
, rel_reg
);
995 sprintf(rel_reg
, "A0.x");
1000 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
);
1001 else if (reg
->idx
>= rel_offset
)
1002 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
- rel_offset
);
1004 sprintf(register_name
, "C[%s - %u]", rel_reg
, -reg
->idx
+ rel_offset
);
1008 if (This
->baseShader
.reg_maps
.usesrelconstF
)
1009 sprintf(register_name
, "C[%u]", reg
->idx
);
1011 sprintf(register_name
, "C%u", reg
->idx
);
1015 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1017 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 &&
1018 This
->baseShader
.reg_maps
.shader_version
.minor
<= 3) {
1019 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1020 * and as source to most instructions. For some instructions it is the texcoord
1021 * input. Those instructions know about the special use
1023 sprintf(register_name
, "T%u", reg
->idx
);
1025 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1026 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
1031 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1033 sprintf(register_name
, "A%u", reg
->idx
);
1037 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
1042 case WINED3DSPR_COLOROUT
:
1043 if(ctx
->cur_ps_args
->super
.srgb_correction
&& reg
->idx
== 0)
1045 strcpy(register_name
, "TMP_COLOR");
1049 if(ctx
->cur_ps_args
->super
.srgb_correction
) FIXME("sRGB correction on higher render targets\n");
1050 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
1052 sprintf(register_name
, "result.color[%u]", reg
->idx
);
1056 strcpy(register_name
, "result.color");
1061 case WINED3DSPR_RASTOUT
:
1062 if(reg
->idx
== 1) sprintf(register_name
, "%s", ctx
->fog_output
);
1063 else sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
1066 case WINED3DSPR_DEPTHOUT
:
1067 strcpy(register_name
, "result.depth");
1070 case WINED3DSPR_ATTROUT
:
1071 /* case WINED3DSPR_OUTPUT: */
1072 if (pshader
) sprintf(register_name
, "oD[%u]", reg
->idx
);
1073 else strcpy(register_name
, ctx
->color_output
[reg
->idx
]);
1076 case WINED3DSPR_TEXCRDOUT
:
1079 sprintf(register_name
, "oT[%u]", reg
->idx
);
1083 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
1085 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1089 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
1094 case WINED3DSPR_LOOP
:
1095 if(ctx
->target_version
>= NV2
)
1097 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1098 if(pshader
) sprintf(register_name
, "A0.x");
1099 else sprintf(register_name
, "aL.y");
1103 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1104 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1105 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1106 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1109 sprintf(register_name
, "**aL_emul**");
1114 case WINED3DSPR_CONSTINT
:
1115 sprintf(register_name
, "I%u", reg
->idx
);
1118 case WINED3DSPR_MISCTYPE
:
1121 sprintf(register_name
, "vpos");
1123 else if(reg
->idx
== 1)
1125 sprintf(register_name
, "fragment.facing.x");
1129 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1134 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1135 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
1140 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1141 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1143 char register_name
[255];
1147 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1148 strcpy(str
, register_name
);
1150 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1151 strcat(str
, write_mask
);
1154 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1156 switch(channel_source
)
1158 case CHANNEL_SOURCE_ZERO
: return "0";
1159 case CHANNEL_SOURCE_ONE
: return "1";
1160 case CHANNEL_SOURCE_X
: return "x";
1161 case CHANNEL_SOURCE_Y
: return "y";
1162 case CHANNEL_SOURCE_Z
: return "z";
1163 case CHANNEL_SOURCE_W
: return "w";
1165 FIXME("Unhandled channel source %#x\n", channel_source
);
1170 static void gen_color_correction(struct wined3d_shader_buffer
*buffer
, const char *reg
,
1171 DWORD dst_mask
, const char *one
, const char *two
, struct color_fixup_desc fixup
)
1175 if (is_complex_fixup(fixup
))
1177 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1178 FIXME("Complex fixup (%#x) not supported\n", complex_fixup
);
1183 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1184 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1185 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1186 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1191 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1192 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1193 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1197 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1198 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1199 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1200 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1206 char *ptr
= reg_mask
;
1208 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1211 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1212 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1213 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1214 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1218 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1222 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1225 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1226 if (!ins
->dst_count
) return "";
1228 mod
= ins
->dst
[0].modifiers
;
1230 /* Silently ignore PARTIALPRECISION if its not supported */
1231 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1233 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1235 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1236 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1241 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1244 case WINED3DSPDM_SATURATE
:
1247 case WINED3DSPDM_PARTIALPRECISION
:
1254 FIXME("Unknown modifiers 0x%08x\n", mod
);
1259 #define TEX_PROJ 0x1
1260 #define TEX_BIAS 0x2
1262 #define TEX_DERIV 0x10
1264 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1265 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1267 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1268 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1269 const char *tex_type
;
1270 BOOL np2_fixup
= FALSE
;
1271 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1272 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1273 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1275 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1277 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1278 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1280 switch(sampler_type
) {
1286 if(device
->stateBlock
->textures
[sampler_idx
] &&
1287 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
1292 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1294 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1296 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1297 else np2_fixup
= TRUE
;
1302 case WINED3DSTT_VOLUME
:
1306 case WINED3DSTT_CUBE
:
1311 ERR("Unexpected texture type %d\n", sampler_type
);
1315 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1316 * so don't use shader_arb_get_modifier
1318 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1321 /* Fragment samplers always have indentity mapping */
1322 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1324 sampler_idx
= priv
->cur_vs_args
->vertex
.samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1327 if (flags
& TEX_DERIV
)
1329 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1330 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1331 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1332 dsx
, dsy
,sampler_idx
, tex_type
);
1334 else if(flags
& TEX_LOD
)
1336 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1337 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1338 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1339 sampler_idx
, tex_type
);
1341 else if (flags
& TEX_BIAS
)
1343 /* Shouldn't be possible, but let's check for it */
1344 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1345 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1346 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1348 else if (flags
& TEX_PROJ
)
1350 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1356 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1357 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1358 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1360 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1363 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1368 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1369 "one", "coefmul.x", priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1373 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1374 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1376 /* Generate a line that does the input modifier computation and return the input register to use */
1377 BOOL is_color
= FALSE
;
1381 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1382 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1384 /* Assume a new line will be added */
1387 /* Get register name */
1388 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1389 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1391 switch (src
->modifiers
)
1393 case WINED3DSPSM_NONE
:
1394 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1397 case WINED3DSPSM_NEG
:
1398 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1401 case WINED3DSPSM_BIAS
:
1402 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1404 case WINED3DSPSM_BIASNEG
:
1405 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1407 case WINED3DSPSM_SIGN
:
1408 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
1410 case WINED3DSPSM_SIGNNEG
:
1411 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
1413 case WINED3DSPSM_COMP
:
1414 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
1416 case WINED3DSPSM_X2
:
1417 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1419 case WINED3DSPSM_X2NEG
:
1420 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1422 case WINED3DSPSM_DZ
:
1423 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1424 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1426 case WINED3DSPSM_DW
:
1427 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1428 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1430 case WINED3DSPSM_ABS
:
1431 if(ctx
->target_version
>= NV2
) {
1432 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1435 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1438 case WINED3DSPSM_ABSNEG
:
1439 if(ctx
->target_version
>= NV2
) {
1440 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1442 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1443 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1448 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1452 /* Return modified or original register, with swizzle */
1454 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1457 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1459 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1460 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1462 char src_name
[2][50];
1463 DWORD sampler_code
= dst
->reg
.idx
;
1465 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1467 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1469 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1470 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1473 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1474 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1475 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1476 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1477 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1479 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1480 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1483 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1488 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1489 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1490 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1491 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1492 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1493 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1494 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1495 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1496 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1497 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1498 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1499 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1500 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1502 FIXME("Unknown modifier %u\n", mod
);
1506 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1508 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1509 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1511 char src_name
[3][50];
1512 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1513 ins
->ctx
->reg_maps
->shader_version
.minor
);
1516 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1517 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1519 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1520 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
1522 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1524 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1527 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1528 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1530 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1531 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1532 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1533 /* No modifiers supported on CMP */
1534 shader_addline(buffer
, "CMP %s, TA, %s, %s;\n", dst_name
, src_name
[1], src_name
[2]);
1536 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1537 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1539 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1540 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, dst_name
);
1545 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1547 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1548 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1550 char src_name
[3][50];
1553 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1555 /* Generate input register names (with modifiers) */
1556 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1557 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1558 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1560 /* No modifiers are supported on CMP */
1561 shader_addline(buffer
, "CMP %s, %s, %s, %s;\n", dst_name
,
1562 src_name
[0], src_name
[2], src_name
[1]);
1564 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1566 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1567 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name
[0]);
1571 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1572 * dst = dot2(src0, src1) + src2 */
1573 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1575 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1576 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1578 char src_name
[3][50];
1579 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1581 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1582 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1583 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1585 if(ctx
->target_version
>= NV3
)
1587 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1588 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1589 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1590 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1592 else if(ctx
->target_version
>= NV2
)
1594 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1595 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1596 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1597 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1599 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1601 * .xyxy and other swizzles that we could get with this are not valid in
1602 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1604 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1605 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1606 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1608 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1610 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1611 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1615 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1616 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1617 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1619 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1620 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1621 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1622 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1626 /* Map the opcode 1-to-1 to the GL code */
1627 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1629 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1630 const char *instruction
;
1631 char arguments
[256], dst_str
[50];
1633 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1635 switch (ins
->handler_idx
)
1637 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1638 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1639 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1640 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1641 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1642 case WINED3DSIH_DST
: instruction
= "DST"; break;
1643 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1644 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1645 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1646 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1647 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1648 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1649 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1650 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1651 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1652 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1653 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1654 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1655 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1656 default: instruction
= "";
1657 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1661 /* Note that shader_arb_add_dst_param() adds spaces. */
1662 arguments
[0] = '\0';
1663 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1664 for (i
= 0; i
< ins
->src_count
; ++i
)
1667 strcat(arguments
, ", ");
1668 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1669 strcat(arguments
, operand
);
1671 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1674 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1676 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1677 shader_addline(buffer
, "NOP;\n");
1680 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1682 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1683 BOOL pshader
= shader_is_pshader_version(shader
->baseShader
.reg_maps
.shader_version
.type
);
1684 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1686 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1687 char src0_param
[256];
1689 if(ins
->handler_idx
== WINED3DSIH_MOVA
) {
1692 if(ctx
->target_version
>= NV2
) {
1693 shader_hw_map2gl(ins
);
1696 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1697 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1699 /* This implements the mova formula used in GLSL. The first two instructions
1700 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1704 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1706 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1707 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1709 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask
, src0_param
);
1710 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask
);
1712 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1713 shader_addline(buffer
, "ADD TA%s, TA, mova_const.x;\n", write_mask
);
1714 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1715 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1717 shader_addline(buffer
, "ADD TA%s, TA, helper_const.z;\n", write_mask
);
1719 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1721 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1722 } else if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1723 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1724 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1726 src0_param
[0] = '\0';
1727 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1729 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1730 shader_addline(buffer
, "ADD TA.x, %s, helper_const.z;\n", src0_param
);
1731 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1735 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1736 * with more than one component. Thus replicate the first source argument over all
1737 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1738 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1739 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1740 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1741 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1744 else if(ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& ins
->dst
[0].reg
.idx
== 0 && pshader
)
1746 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) shader
;
1747 if(ctx
->cur_ps_args
->super
.srgb_correction
&& ps
->color0_mov
)
1749 shader_addline(buffer
, "#mov handled in srgb write code\n");
1752 shader_hw_map2gl(ins
);
1756 shader_hw_map2gl(ins
);
1760 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1762 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1763 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1766 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1767 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1769 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1771 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1773 const char *kilsrc
= "TA";
1776 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1777 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1783 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1784 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1785 * masked out components to 0(won't kill)
1787 char x
= '0', y
= '0', z
= '0', w
= '0';
1788 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1789 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1790 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1791 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1792 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1794 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1796 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1797 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1799 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1800 * or pass in any temporary register(in shader phase 2)
1802 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1803 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1805 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1807 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1808 shader_addline(buffer
, "KIL TA;\n");
1812 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1814 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1815 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
1816 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1817 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1818 ins
->ctx
->reg_maps
->shader_version
.minor
);
1819 struct wined3d_shader_src_param src
;
1823 DWORD reg_sampler_code
;
1826 /* All versions have a destination register */
1827 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1829 /* 1.0-1.4: Use destination register number as texture code.
1830 2.0+: Use provided sampler number as texure code. */
1831 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1832 reg_sampler_code
= dst
->reg
.idx
;
1834 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1836 /* 1.0-1.3: Use the texcoord varying.
1837 1.4+: Use provided coordinate source register. */
1838 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1839 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1841 /* TEX is the only instruction that can handle DW and DZ natively */
1843 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1844 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1845 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1849 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1850 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1851 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1853 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1856 if(reg_sampler_code
< MAX_TEXTURES
) {
1857 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1859 if (flags
& WINED3DTTFF_PROJECTED
) {
1860 myflags
|= TEX_PROJ
;
1863 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1865 DWORD src_mod
= ins
->src
[0].modifiers
;
1866 if (src_mod
== WINED3DSPSM_DZ
) {
1867 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1868 * varying register, so we need a temp reg
1870 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1871 strcpy(reg_coord
, "TA");
1872 myflags
|= TEX_PROJ
;
1873 } else if(src_mod
== WINED3DSPSM_DW
) {
1874 myflags
|= TEX_PROJ
;
1877 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1878 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1880 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1883 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1885 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1886 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1887 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1888 ins
->ctx
->reg_maps
->shader_version
.minor
);
1891 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1893 DWORD reg
= dst
->reg
.idx
;
1895 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1896 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1900 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1901 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1902 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1906 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1908 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1909 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1910 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
1913 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1917 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1918 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1919 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1920 /* Move .x first in case src_str is "TA" */
1921 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
1922 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
1923 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1924 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1927 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
1929 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1931 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1935 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1936 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1937 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1938 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
1939 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
1940 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
1943 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
1945 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1949 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1950 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1951 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1952 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
1955 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
1957 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1958 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
1959 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1960 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1961 char reg_coord
[40], dst_reg
[50], src_reg
[50];
1962 DWORD reg_dest_code
;
1964 /* All versions have a destination register. The Tx where the texture coordinates come
1965 * from is the varying incarnation of the texture register
1967 reg_dest_code
= dst
->reg
.idx
;
1968 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
1969 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
1970 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
1972 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1973 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1975 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1976 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1978 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1979 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1982 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1983 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
1984 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1985 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
1987 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1988 * so we can't let the GL handle this.
1990 if (device
->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
)
1992 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
1993 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
1994 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
1996 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
1999 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
2001 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2003 /* No src swizzles are allowed, so this is ok */
2004 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2005 src_reg
, reg_dest_code
, reg_dest_code
);
2006 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
2010 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2012 DWORD reg
= ins
->dst
[0].reg
.idx
;
2013 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2014 char src0_name
[50], dst_name
[50];
2016 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2018 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2019 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2020 * T<reg+1> register. Use this register to store the calculated vector
2022 tmp_reg
.idx
= reg
+ 1;
2023 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2024 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2027 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2029 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2030 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2032 DWORD reg
= ins
->dst
[0].reg
.idx
;
2033 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2039 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2040 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2042 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2043 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2044 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2045 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2046 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2049 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2051 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2052 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2053 DWORD reg
= ins
->dst
[0].reg
.idx
;
2054 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2055 char src0_name
[50], dst_name
[50];
2056 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2059 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2060 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2061 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2063 tmp_reg
.idx
= reg
+ 2 - current_state
->current_row
;
2064 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2066 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2067 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2068 dst_name
, 'x' + current_state
->current_row
, reg
, src0_name
);
2069 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2072 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2074 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2075 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2076 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2078 DWORD reg
= ins
->dst
[0].reg
.idx
;
2079 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2081 char src0_name
[50], dst_name
[50];
2084 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2085 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2086 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2088 /* Sample the texture using the calculated coordinates */
2089 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2090 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2091 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2092 current_state
->current_row
= 0;
2095 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2097 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2098 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2099 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2101 DWORD reg
= ins
->dst
[0].reg
.idx
;
2102 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2108 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2109 * components for temporary data storage
2111 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2112 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2113 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2115 /* Construct the eye-ray vector from w coordinates */
2116 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
2117 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
2118 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2120 /* Calculate reflection vector
2122 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2123 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2124 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2125 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2126 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2127 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2128 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2130 /* Sample the texture using the calculated coordinates */
2131 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2132 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2133 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2134 current_state
->current_row
= 0;
2137 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2139 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2140 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2141 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2143 DWORD reg
= ins
->dst
[0].reg
.idx
;
2144 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2151 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2152 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2153 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2154 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2155 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2157 /* Calculate reflection vector.
2160 * dst_reg.xyz = 2 * --------- * N - E
2163 * Which normalizes the normal vector
2165 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2166 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2167 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2168 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2169 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2170 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2172 /* Sample the texture using the calculated coordinates */
2173 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2174 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2175 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2176 current_state
->current_row
= 0;
2179 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2181 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2182 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2185 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2186 * which is essentially an input, is the destination register because it is the first
2187 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2188 * here(writemasks/swizzles are not valid on texdepth)
2190 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2192 /* According to the msdn, the source register(must be r5) is unusable after
2193 * the texdepth instruction, so we're free to modify it
2195 shader_addline(buffer
, "MIN %s.y, %s.y, one.y;\n", dst_name
, dst_name
);
2197 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2198 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2199 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2201 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2202 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2203 shader_addline(buffer
, "MIN TA.x, TA.x, one.x;\n");
2204 shader_addline(buffer
, "MAX result.depth, TA.x, 0.0;\n");
2207 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2208 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2209 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2210 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2212 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2213 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2217 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2218 shader_addline(buffer
, "MOV TB, 0.0;\n");
2219 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2221 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2222 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2225 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2226 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2227 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2229 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2232 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2234 /* Handle output register */
2235 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2236 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2237 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
2240 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2241 * Perform the 3rd row of a 3x3 matrix multiply */
2242 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2244 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2245 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2246 char dst_str
[50], dst_name
[50];
2250 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2251 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2252 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2253 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2254 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2257 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2258 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2259 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2260 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2262 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2264 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2265 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2266 char src0
[50], dst_name
[50];
2269 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2270 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2271 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2273 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2274 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2275 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2277 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2278 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2279 shader_addline(buffer
, "MIN %s.x, %s.x, one.x;\n", dst_name
, dst_name
);
2280 shader_addline(buffer
, "MAX result.depth, %s.x, 0.0;\n", dst_name
);
2283 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2284 Vertex/Pixel shaders to ARB_vertex_program codes */
2285 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2288 int nComponents
= 0;
2289 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2290 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2291 struct wined3d_shader_instruction tmp_ins
;
2293 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2295 /* Set constants for the temporary argument */
2296 tmp_ins
.ctx
= ins
->ctx
;
2297 tmp_ins
.dst_count
= 1;
2298 tmp_ins
.dst
= &tmp_dst
;
2299 tmp_ins
.src_count
= 2;
2300 tmp_ins
.src
= tmp_src
;
2302 switch(ins
->handler_idx
)
2304 case WINED3DSIH_M4x4
:
2306 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2308 case WINED3DSIH_M4x3
:
2310 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2312 case WINED3DSIH_M3x4
:
2314 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2316 case WINED3DSIH_M3x3
:
2318 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2320 case WINED3DSIH_M3x2
:
2322 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2325 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2329 tmp_dst
= ins
->dst
[0];
2330 tmp_src
[0] = ins
->src
[0];
2331 tmp_src
[1] = ins
->src
[1];
2332 for (i
= 0; i
< nComponents
; i
++) {
2333 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2334 shader_hw_map2gl(&tmp_ins
);
2335 ++tmp_src
[1].reg
.idx
;
2339 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2341 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2342 const char *instruction
;
2347 switch(ins
->handler_idx
)
2349 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2350 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2351 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
2352 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
2353 default: instruction
= "";
2354 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2358 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2359 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2360 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2362 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2368 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2371 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2373 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2376 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2377 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2379 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2380 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2382 if(pshader
&& priv
->target_version
>= NV3
)
2384 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2388 shader_addline(buffer
, "DP3 TA, %s, %s;\n", src_name
, src_name
);
2389 shader_addline(buffer
, "RSQ TA, TA.x;\n");
2390 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2391 shader_addline(buffer
, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins
), dst_name
,
2396 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2398 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2400 char src_name
[3][50];
2402 /* ARB_fragment_program has a convenient LRP instruction */
2403 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2404 shader_hw_map2gl(ins
);
2408 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2409 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2410 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2411 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2413 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2414 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2415 dst_name
, src_name
[0], src_name
[2]);
2418 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2420 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2421 * must contain fixed constants. So we need a separate function to filter those constants and
2424 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2425 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2426 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2428 char src_name0
[50], src_name1
[50], src_name2
[50];
2431 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2432 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2433 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2434 /* No modifiers are supported on SCS */
2435 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2437 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2439 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2440 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2442 } else if(priv
->target_version
>= NV2
) {
2443 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2445 /* Sincos writemask must be .x, .y or .xy */
2446 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2447 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2448 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2449 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2451 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2452 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2454 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2455 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2457 * The constants we get are:
2459 * +1 +1, -1 -1 +1 +1 -1 -1
2460 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2461 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2463 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2467 * (x/2)^4 = x^4 / 16
2468 * (x/2)^5 = x^5 / 32
2471 * To get the final result:
2472 * sin(x) = 2 * sin(x/2) * cos(x/2)
2473 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2474 * (from sin(x+y) and cos(x+y) rules)
2476 * As per MSDN, dst.z is undefined after the operation, and so is
2477 * dst.x and dst.y if they're masked out by the writemask. Ie
2478 * sincos dst.y, src1, c0, c1
2479 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2480 * vsa.exe also stops with an error if the dest register is the same register as the source
2481 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2482 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2484 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2485 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2486 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2488 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2489 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2490 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2491 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2492 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2493 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2497 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2498 * properly merge that with MULs in the code above?
2499 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2500 * we can merge the sine and cosine MAD rows to calculate them together.
2502 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2503 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2504 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2505 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2508 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2509 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2510 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2512 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2514 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2515 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2517 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2519 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2520 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2525 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2527 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2530 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2532 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2533 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2535 /* SGN is only valid in vertex shaders */
2536 if(ctx
->target_version
>= NV2
) {
2537 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2541 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2542 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2544 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2545 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2547 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2548 * Then use TA, and calculate the final result
2550 * Not reading from TA? Store the first result in TA to avoid overwriting the
2551 * destination if src reg = dst reg
2553 if(strstr(src_name
, "TA"))
2555 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2556 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2557 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2561 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2562 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2563 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2568 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2570 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2576 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2577 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2578 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2580 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2581 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2584 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2590 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2591 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2592 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2593 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2594 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2595 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2596 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2597 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2598 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2599 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2600 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2601 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2602 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2604 FIXME("Unknown modifier %u\n", mod
);
2608 static void shader_hw_log_pow(const struct wined3d_shader_instruction
*ins
)
2610 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2611 char src0
[50], src1
[50], dst
[50];
2612 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2613 BOOL need_abs
= FALSE
;
2617 switch(ins
->handler_idx
)
2619 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2620 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2621 case WINED3DSIH_POW
: instr
= "POW"; arg2
= TRUE
; break;
2623 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2627 /* LOG, LOGP and POW operate on the absolute value of the input */
2628 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2630 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2631 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2632 if(arg2
) shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2636 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2639 shader_addline(buffer
, "%s%s %s, TA, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src1
);
2643 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2648 shader_addline(buffer
, "%s%s %s, %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
, src1
);
2652 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2656 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2658 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2660 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2663 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2667 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2668 struct list
*e
= list_head(&priv
->control_frames
);
2669 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2671 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2672 /* The constant loader makes sure to load -1 into iX.w */
2673 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2674 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2675 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2679 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2683 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2685 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2687 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2689 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2691 /* The constant loader makes sure to load -1 into iX.w */
2694 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2695 struct list
*e
= list_head(&priv
->control_frames
);
2696 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2698 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2700 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2701 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2702 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2706 shader_addline(buffer
, "REP %s;\n", src_name
);
2710 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2712 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2713 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2717 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2718 struct list
*e
= list_head(&priv
->control_frames
);
2719 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2721 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2722 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2723 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2725 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2729 shader_addline(buffer
, "ENDLOOP;\n");
2733 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2735 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2736 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2740 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2741 struct list
*e
= list_head(&priv
->control_frames
);
2742 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2744 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2745 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2746 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2748 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2752 shader_addline(buffer
, "ENDREP;\n");
2756 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2758 struct control_frame
*control_frame
;
2760 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2762 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2764 ERR("Could not find loop for break\n");
2768 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2770 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2771 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2772 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2776 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2780 shader_addline(buffer
, "BRK;\n");
2784 static const char *get_compare(COMPARISON_TYPE flags
)
2788 case COMPARISON_GT
: return "GT";
2789 case COMPARISON_EQ
: return "EQ";
2790 case COMPARISON_GE
: return "GE";
2791 case COMPARISON_LT
: return "LT";
2792 case COMPARISON_NE
: return "NE";
2793 case COMPARISON_LE
: return "LE";
2795 FIXME("Unrecognized comparison value: %u\n", flags
);
2800 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE flags
)
2804 case COMPARISON_GT
: return COMPARISON_LE
;
2805 case COMPARISON_EQ
: return COMPARISON_NE
;
2806 case COMPARISON_GE
: return COMPARISON_LT
;
2807 case COMPARISON_LT
: return COMPARISON_GE
;
2808 case COMPARISON_NE
: return COMPARISON_EQ
;
2809 case COMPARISON_LE
: return COMPARISON_GT
;
2811 FIXME("Unrecognized comparison value: %u\n", flags
);
2816 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
2818 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2819 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2820 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2823 const char *comp
= get_compare(ins
->flags
);
2825 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2826 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2830 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2831 * away the subtraction result
2833 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2834 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
2838 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2839 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
2843 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
2845 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2846 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2847 struct list
*e
= list_head(&priv
->control_frames
);
2848 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2852 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2854 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2855 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2859 /* Invert the flag. We jump to the else label if the condition is NOT true */
2860 comp
= get_compare(invert_compare(ins
->flags
));
2861 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2862 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
2866 comp
= get_compare(ins
->flags
);
2867 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2868 shader_addline(buffer
, "IF %s.x;\n", comp
);
2872 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
2874 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2875 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2876 struct list
*e
= list_head(&priv
->control_frames
);
2877 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2878 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2882 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
2883 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
2884 control_frame
->had_else
= TRUE
;
2888 shader_addline(buffer
, "ELSE;\n");
2892 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
2894 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2895 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2896 struct list
*e
= list_head(&priv
->control_frames
);
2897 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2898 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2902 if(control_frame
->had_else
)
2904 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
2908 shader_addline(buffer
, "#No else branch. else is endif\n");
2909 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
2914 shader_addline(buffer
, "ENDIF;\n");
2918 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
2920 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
2922 char reg_src
[3][40];
2923 DWORD flags
= TEX_DERIV
;
2925 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
2926 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
2927 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
2928 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
2930 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
2931 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
2933 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
2936 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
2938 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
2941 DWORD flags
= TEX_LOD
;
2943 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
2944 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
2946 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
2947 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
2949 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
2952 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
2954 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2955 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2957 priv
->in_main_func
= FALSE
;
2958 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
2959 * subroutine, don't generate a label that will make GL complain
2961 if(priv
->target_version
== ARB
) return;
2963 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
);
2966 static void vshader_add_footer(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
2967 const struct arb_vs_compile_args
*args
, struct shader_arb_ctx_priv
*priv_ctx
)
2969 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
2970 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
2971 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2974 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2975 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2976 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2977 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2979 if(args
->super
.fog_src
== VS_FOG_Z
) {
2980 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2981 } else if (!reg_maps
->fog
) {
2982 /* posFixup.x is always 1.0, so we can savely use it */
2983 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2986 /* Write the final position.
2988 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2989 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2990 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2991 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2993 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
2994 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2995 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2997 if(use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
2999 if(args
->super
.clip_enabled
)
3001 for(i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
3003 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
3007 else if(args
->clip
.boolclip
.clip_texcoord
)
3009 unsigned int cur_clip
= 0;
3010 char component
[4] = {'x', 'y', 'z', 'w'};
3012 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
3014 if(args
->clip
.boolclip
.clipplane_mask
& (1 << i
))
3016 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3017 component
[cur_clip
++], i
);
3023 shader_addline(buffer
, "MOV TA, -helper_const.w;\n");
3026 shader_addline(buffer
, "MOV TA.yzw, -helper_const.w;\n");
3029 shader_addline(buffer
, "MOV TA.zw, -helper_const.w;\n");
3032 shader_addline(buffer
, "MOV TA.w, -helper_const.w;\n");
3035 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3036 args
->clip
.boolclip
.clip_texcoord
- 1);
3039 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3040 * and the glsl equivalent
3042 if(need_helper_const(gl_info
)) {
3043 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
3045 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3046 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3049 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
3051 priv_ctx
->footer_written
= TRUE
;
3054 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
3056 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3057 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3058 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*) ins
->ctx
->shader
;
3059 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3061 if(priv
->target_version
== ARB
) return;
3065 if(priv
->in_main_func
) vshader_add_footer((IWineD3DVertexShaderImpl
*) shader
, buffer
, priv
->cur_vs_args
, priv
);
3068 shader_addline(buffer
, "RET;\n");
3071 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3073 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3074 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
);
3077 /* GL locking is done by the caller */
3078 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3080 GLuint program_id
= 0;
3083 const char *blt_vprogram
=
3085 "PARAM c[1] = { { 1, 0.5 } };\n"
3086 "MOV result.position, vertex.position;\n"
3087 "MOV result.color, c[0].x;\n"
3088 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3091 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3092 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3093 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3094 strlen(blt_vprogram
), blt_vprogram
));
3095 checkGLcall("glProgramStringARB()");
3097 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3100 FIXME("Vertex program error at position %d: %s\n\n", pos
,
3101 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3102 shader_arb_dump_program_source(blt_vprogram
);
3108 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3109 checkGLcall("glGetProgramivARB()");
3110 if (!native
) WARN("Program exceeds native resource limits.\n");
3116 /* GL locking is done by the caller */
3117 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
,
3118 enum tex_types tex_type
, BOOL masked
)
3120 GLuint program_id
= 0;
3121 const char *fprogram
;
3124 static const char * const blt_fprograms_full
[tex_type_count
] =
3131 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3132 "MOV result.depth.z, R0.x;\n"
3139 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3140 "MOV result.depth.z, R0.x;\n"
3145 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3146 "MOV result.depth.z, R0.x;\n"
3150 static const char * const blt_fprograms_masked
[tex_type_count
] =
3156 "PARAM mask = program.local[0];\n"
3158 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3159 "MUL R0.x, R0.x, R0.y;\n"
3161 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3162 "MOV result.depth.z, R0.x;\n"
3168 "PARAM mask = program.local[0];\n"
3170 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3171 "MUL R0.x, R0.x, R0.y;\n"
3173 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3174 "MOV result.depth.z, R0.x;\n"
3178 "PARAM mask = program.local[0];\n"
3180 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3181 "MUL R0.x, R0.x, R0.y;\n"
3183 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3184 "MOV result.depth.z, R0.x;\n"
3188 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3191 FIXME("tex_type %#x not supported\n", tex_type
);
3195 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3196 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3197 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(fprogram
), fprogram
));
3198 checkGLcall("glProgramStringARB()");
3200 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3203 FIXME("Fragment program error at position %d: %s\n\n", pos
,
3204 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3205 shader_arb_dump_program_source(fprogram
);
3211 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3212 checkGLcall("glGetProgramivARB()");
3213 if (!native
) WARN("Program exceeds native resource limits.\n");
3219 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3220 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3222 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3226 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3227 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3228 /* Calculate the > 0.0031308 case */
3229 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3230 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3231 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3232 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3233 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3234 /* Calculate the < case */
3235 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3239 /* Calculate the > 0.0031308 case */
3240 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3241 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3242 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3243 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3244 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3245 /* Calculate the < case */
3246 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3247 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3248 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3249 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3250 /* Store the components > 0.0031308 in the destination */
3251 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3252 /* Add the components that are < 0.0031308 */
3253 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3254 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3255 * result.color writes(.rgb first, then .a), or handle overwriting already written
3256 * components. The assembler uses a temporary register in this case, which is usually
3257 * not allocated from one of our registers that were used earlier.
3260 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3263 static const DWORD
*find_loop_control_values(IWineD3DBaseShaderImpl
*This
, DWORD idx
)
3265 const local_constant
*constant
;
3267 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
3269 if (constant
->idx
== idx
)
3271 return constant
->value
;
3277 static void init_ps_input(const IWineD3DPixelShaderImpl
*This
, const struct arb_ps_compile_args
*args
,
3278 struct shader_arb_ctx_priv
*priv
)
3280 const char *texcoords
[8] =
3282 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3283 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3286 const struct wined3d_shader_signature_element
*sig
= This
->baseShader
.input_signature
;
3287 const char *semantic_name
;
3290 switch(args
->super
.vp_mode
)
3292 case pretransformed
:
3294 /* The pixelshader has to collect the varyings on its own. In any case properly load
3295 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3296 * other attribs to 0.0.
3298 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3299 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3300 * load the texcoord attrib pointers to match the pixel shader signature
3302 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3304 semantic_name
= sig
[i
].semantic_name
;
3305 semantic_idx
= sig
[i
].semantic_idx
;
3306 if(semantic_name
== NULL
) continue;
3308 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3310 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.color.primary";
3311 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3312 else priv
->ps_input
[i
] = "0.0";
3314 else if(args
->super
.vp_mode
== fixedfunction
)
3316 priv
->ps_input
[i
] = "0.0";
3318 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3320 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3321 else priv
->ps_input
[i
] = "0.0";
3323 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3325 if(semantic_idx
== 0) priv
->ps_input
[i
] = "fragment.fogcoord";
3326 else priv
->ps_input
[i
] = "0.0";
3330 priv
->ps_input
[i
] = "0.0";
3333 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3338 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3341 for(i
= 0; i
< 8; i
++)
3343 priv
->ps_input
[i
] = texcoords
[i
];
3345 priv
->ps_input
[8] = "fragment.color.primary";
3346 priv
->ps_input
[9] = "fragment.color.secondary";
3351 /* GL locking is done by the caller */
3352 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3353 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3355 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3356 CONST DWORD
*function
= This
->baseShader
.function
;
3357 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3358 const local_constant
*lconst
;
3361 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
), next_local
, cur
;
3362 struct shader_arb_ctx_priv priv_ctx
;
3363 BOOL dcl_td
= FALSE
;
3364 BOOL want_nv_prog
= FALSE
;
3365 struct arb_pshader_private
*shader_priv
= This
->baseShader
.backend_data
;
3370 unsigned int i
, found
= 0;
3372 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3375 || (This
->color0_mov
&& i
== This
->color0_reg
)
3376 || (reg_maps
->shader_version
.major
< 2 && i
== 0))
3379 sprintf(srgbtmp
[found
], "R%u", i
);
3381 if (found
== 4) break;
3386 sprintf(srgbtmp
[0], "TA");
3387 sprintf(srgbtmp
[1], "TB");
3388 sprintf(srgbtmp
[2], "TC");
3389 sprintf(srgbtmp
[3], "TD");
3393 sprintf(srgbtmp
[1], "TA");
3394 sprintf(srgbtmp
[2], "TB");
3395 sprintf(srgbtmp
[3], "TC");
3398 sprintf(srgbtmp
[2], "TA");
3399 sprintf(srgbtmp
[3], "TB");
3402 sprintf(srgbtmp
[3], "TA");
3408 /* Create the hw ARB shader */
3409 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3410 priv_ctx
.cur_ps_args
= args
;
3411 priv_ctx
.compiled_fprog
= compiled
;
3412 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3413 init_ps_input(This
, args
, &priv_ctx
);
3414 list_init(&priv_ctx
.control_frames
);
3416 /* Avoid enabling NV_fragment_program* if we do not need it.
3418 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3419 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3420 * is faster than what we gain from using higher native instructions. There are some things though
3421 * that cannot be emulated. In that case enable the extensions.
3422 * If the extension is enabled, instruction handlers that support both ways will use it.
3424 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3425 * So enable the best we can get.
3427 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3428 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3430 want_nv_prog
= TRUE
;
3433 shader_addline(buffer
, "!!ARBfp1.0\n");
3434 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3436 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3437 priv_ctx
.target_version
= NV3
;
3439 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3441 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3442 priv_ctx
.target_version
= NV2
;
3446 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3449 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3452 priv_ctx
.target_version
= ARB
;
3455 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
3457 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3460 if (reg_maps
->shader_version
.major
< 3)
3462 switch(args
->super
.fog
) {
3466 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3469 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3472 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3477 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3478 * unused temps away(but occupies them for the whole shader if they're used once). Always
3479 * declaring them avoids tricky bookkeeping work
3481 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3482 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3483 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3484 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3485 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3486 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3487 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
3489 if (reg_maps
->shader_version
.major
< 2)
3491 strcpy(fragcolor
, "R0");
3493 if(args
->super
.srgb_correction
) {
3494 if(This
->color0_mov
) {
3495 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3497 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3498 strcpy(fragcolor
, "TMP_COLOR");
3501 strcpy(fragcolor
, "result.color");
3505 if(args
->super
.srgb_correction
) {
3506 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3507 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3508 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3509 srgb_sub_high
, 0.0, 0.0, 0.0);
3512 /* Base Declarations */
3513 next_local
= shader_generate_arb_declarations((IWineD3DBaseShader
*)This
,
3514 reg_maps
, buffer
, gl_info
, lconst_map
, NULL
, &priv_ctx
);
3516 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3518 if (!(map
& 1)) continue;
3520 cur
= compiled
->numbumpenvmatconsts
;
3521 compiled
->bumpenvmatconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3522 compiled
->bumpenvmatconst
[cur
].texunit
= i
;
3523 compiled
->luminanceconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3524 compiled
->luminanceconst
[cur
].texunit
= i
;
3526 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3527 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3528 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3529 * textures due to conditional NP2 restrictions)
3531 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3532 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3533 * their location is shader dependent anyway and they cannot be loaded globally.
3535 compiled
->bumpenvmatconst
[cur
].const_num
= next_local
++;
3536 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3537 i
, compiled
->bumpenvmatconst
[cur
].const_num
);
3538 compiled
->numbumpenvmatconsts
= cur
+ 1;
3540 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3542 compiled
->luminanceconst
[cur
].const_num
= next_local
++;
3543 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3544 i
, compiled
->luminanceconst
[cur
].const_num
);
3547 for(i
= 0; i
< MAX_CONST_I
; i
++)
3549 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3550 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3552 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3556 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3557 control_values
[0], control_values
[1], control_values
[2]);
3561 compiled
->int_consts
[i
] = next_local
;
3562 compiled
->num_int_consts
++;
3563 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3568 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3570 compiled
->ycorrection
= next_local
;
3571 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3575 shader_addline(buffer
, "TEMP vpos;\n");
3576 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3577 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3578 * ycorrection.z: 1.0
3579 * ycorrection.w: 0.0
3581 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3582 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3587 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3590 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3591 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3592 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3593 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3594 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3595 * shader compilation errors and the subsequent errors when drawing with this shader. */
3596 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3598 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3599 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3600 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3602 fixup
->offset
= next_local
;
3603 fixup
->super
.active
= 0;
3606 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3607 if (!(map
& (1 << i
))) continue;
3609 if (fixup
->offset
+ (cur
>> 1) < max_lconsts
) {
3610 fixup
->super
.active
|= (1 << i
);
3611 fixup
->super
.idx
[i
] = cur
++;
3613 FIXME("No free constant found to load NP2 fixup data into shader. "
3614 "Sampling from this texture will probably look wrong.\n");
3619 fixup
->super
.num_consts
= (cur
+ 1) >> 1;
3620 if (fixup
->super
.num_consts
) {
3621 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3622 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3625 next_local
+= fixup
->super
.num_consts
;
3628 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3630 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3633 /* Base Shader Body */
3634 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3636 if(args
->super
.srgb_correction
) {
3637 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3638 priv_ctx
.target_version
>= NV2
);
3641 if(strcmp(fragcolor
, "result.color")) {
3642 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3644 shader_addline(buffer
, "END\n");
3646 /* TODO: change to resource.glObjectHandle or something like that */
3647 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3649 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3650 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3652 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3653 /* Create the program and check for errors */
3654 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3655 buffer
->bsize
, buffer
->buffer
));
3656 checkGLcall("glProgramStringARB()");
3658 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3661 FIXME("HW PixelShader Error at position %d: %s\n\n",
3662 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3663 shader_arb_dump_program_source(buffer
->buffer
);
3670 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3671 checkGLcall("glGetProgramivARB()");
3672 if (!native
) WARN("Program exceeds native resource limits.\n");
3675 /* Load immediate constants */
3677 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3678 const float *value
= (const float *)lconst
->value
;
3679 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3680 checkGLcall("glProgramLocalParameter4fvARB");
3682 HeapFree(GetProcessHeap(), 0, lconst_map
);
3688 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3693 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3695 if(sig1
[i
].semantic_name
== NULL
|| sig2
[i
].semantic_name
== NULL
)
3697 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3698 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3702 ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
);
3703 if(ret
!= 0) return ret
;
3704 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3705 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3706 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].sysval_semantic
< sig2
[i
].component_type
? -1 : 1;
3707 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3708 if(sig1
[i
].mask
!= sig2
->mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3713 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3715 struct wined3d_shader_signature_element
*new;
3719 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3720 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3722 if(sig
[i
].semantic_name
== NULL
)
3728 /* Clone the semantic string */
3729 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3730 strcpy(name
, sig
[i
].semantic_name
);
3731 new[i
].semantic_name
= name
;
3736 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3738 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3739 struct ps_signature
*found_sig
;
3743 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3744 TRACE("Found existing signature %u\n", found_sig
->idx
);
3745 return found_sig
->idx
;
3747 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3748 found_sig
->sig
= clone_sig(sig
);
3749 found_sig
->idx
= priv
->ps_sig_number
++;
3750 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3751 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3753 ERR("Failed to insert program entry.\n");
3755 return found_sig
->idx
;
3758 static void init_output_registers(IWineD3DVertexShaderImpl
*shader
, DWORD sig_num
, struct shader_arb_ctx_priv
*priv_ctx
,
3759 struct arb_vs_compiled_shader
*compiled
)
3762 static const char *texcoords
[8] =
3764 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3765 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3767 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
3768 IWineD3DBaseShaderClass
*baseshader
= &shader
->baseShader
;
3769 const struct wined3d_shader_signature_element
*sig
;
3770 const char *semantic_name
;
3771 DWORD semantic_idx
, reg_idx
;
3773 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3774 * and varying 9 to result.color.secondary
3776 const char *decl_idx_to_string
[MAX_REG_INPUT
] =
3778 texcoords
[0], texcoords
[1], texcoords
[2], texcoords
[3],
3779 texcoords
[4], texcoords
[5], texcoords
[6], texcoords
[7],
3780 "result.color.primary", "result.color.secondary"
3785 TRACE("Pixel shader uses builtin varyings\n");
3786 /* Map builtins to builtins */
3787 for(i
= 0; i
< 8; i
++)
3789 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3791 priv_ctx
->color_output
[0] = "result.color.primary";
3792 priv_ctx
->color_output
[1] = "result.color.secondary";
3793 priv_ctx
->fog_output
= "result.fogcoord";
3795 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3796 for (i
= 0; i
< (sizeof(baseshader
->output_signature
) / sizeof(*baseshader
->output_signature
)); ++i
)
3798 semantic_name
= baseshader
->output_signature
[i
].semantic_name
;
3799 if(semantic_name
== NULL
) continue;
3801 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3803 TRACE("o%u is TMP_OUT\n", i
);
3804 if (baseshader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "TMP_OUT";
3805 else priv_ctx
->vs_output
[i
] = "TA";
3807 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3809 TRACE("o%u is result.pointsize\n", i
);
3810 if (baseshader
->output_signature
[i
].semantic_idx
== 0) priv_ctx
->vs_output
[i
] = "result.pointsize";
3811 else priv_ctx
->vs_output
[i
] = "TA";
3813 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3815 TRACE("o%u is result.color.?, idx %u\n", i
, baseshader
->output_signature
[i
].semantic_idx
);
3816 if (baseshader
->output_signature
[i
].semantic_idx
== 0)
3817 priv_ctx
->vs_output
[i
] = "result.color.primary";
3818 else if (baseshader
->output_signature
[i
].semantic_idx
== 1)
3819 priv_ctx
->vs_output
[i
] = "result.color.secondary";
3820 else priv_ctx
->vs_output
[i
] = "TA";
3822 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3824 TRACE("o%u is %s\n", i
, texcoords
[baseshader
->output_signature
[i
].semantic_idx
]);
3825 if (baseshader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
3826 else priv_ctx
->vs_output
[i
] = texcoords
[baseshader
->output_signature
[i
].semantic_idx
];
3828 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3830 TRACE("o%u is result.fogcoord\n", i
);
3831 if (baseshader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
3832 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
3836 priv_ctx
->vs_output
[i
] = "TA";
3842 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3843 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3845 sig
= ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.input_signature
;
3846 TRACE("Pixel shader uses declared varyings\n");
3848 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3849 for(i
= 0; i
< 8; i
++)
3851 priv_ctx
->texcrd_output
[i
] = "TA";
3853 priv_ctx
->color_output
[0] = "TA";
3854 priv_ctx
->color_output
[1] = "TA";
3855 priv_ctx
->fog_output
= "TA";
3857 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3859 semantic_name
= sig
[i
].semantic_name
;
3860 semantic_idx
= sig
[i
].semantic_idx
;
3861 reg_idx
= sig
[i
].register_idx
;
3862 if(semantic_name
== NULL
) continue;
3864 /* If a declared input register is not written by builtin arguments, don't write to it.
3865 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3867 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3868 * to TMP_OUT in any case
3870 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3872 if(semantic_idx
< 8) priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3874 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3876 if(semantic_idx
< 2) priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
3878 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3880 if(semantic_idx
== 0) priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
3887 if(strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary") == 0 ||
3888 strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary") == 0)
3890 compiled
->need_color_unclamp
= TRUE
;
3894 /* Map declared to declared */
3895 for (i
= 0; i
< (sizeof(baseshader
->output_signature
) / sizeof(*baseshader
->output_signature
)); ++i
)
3897 /* Write unread output to TA to throw them away */
3898 priv_ctx
->vs_output
[i
] = "TA";
3899 semantic_name
= baseshader
->output_signature
[i
].semantic_name
;
3900 if(semantic_name
== NULL
)
3905 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
)
3906 && baseshader
->output_signature
[i
].semantic_idx
== 0)
3908 priv_ctx
->vs_output
[i
] = "TMP_OUT";
3911 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
)
3912 && baseshader
->output_signature
[i
].semantic_idx
== 0)
3914 priv_ctx
->vs_output
[i
] = "result.pointsize";
3918 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
3920 if(sig
[j
].semantic_name
== NULL
)
3925 if (strcmp(sig
[j
].semantic_name
, semantic_name
) == 0
3926 && sig
[j
].semantic_idx
== baseshader
->output_signature
[i
].semantic_idx
)
3928 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
3930 if(strcmp(priv_ctx
->vs_output
[i
], "result.color.primary") == 0 ||
3931 strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary") == 0)
3933 compiled
->need_color_unclamp
= TRUE
;
3940 /* GL locking is done by the caller */
3941 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3942 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
3944 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3945 CONST DWORD
*function
= This
->baseShader
.function
;
3946 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3947 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3948 const local_constant
*lconst
;
3950 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
3951 struct shader_arb_ctx_priv priv_ctx
;
3955 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3956 priv_ctx
.cur_vs_args
= args
;
3957 list_init(&priv_ctx
.control_frames
);
3958 init_output_registers(This
, args
->ps_signature
, &priv_ctx
, compiled
);
3960 /* Create the hw ARB shader */
3961 shader_addline(buffer
, "!!ARBvp1.0\n");
3963 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3964 * mesurable performance penalty, and we can always make use of it for clipplanes.
3966 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
3968 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
3969 priv_ctx
.target_version
= NV3
;
3970 shader_addline(buffer
, "ADDRESS aL;\n");
3972 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
3974 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
3975 priv_ctx
.target_version
= NV2
;
3976 shader_addline(buffer
, "ADDRESS aL;\n");
3978 priv_ctx
.target_version
= ARB
;
3981 shader_addline(buffer
, "TEMP TMP_OUT;\n");
3982 if(need_helper_const(gl_info
)) {
3983 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
3985 if(need_mova_const((IWineD3DBaseShader
*) This
, gl_info
)) {
3986 shader_addline(buffer
, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3987 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
3990 shader_addline(buffer
, "TEMP TA;\n");
3992 /* Base Declarations */
3993 next_local
= shader_generate_arb_declarations((IWineD3DBaseShader
*)This
,
3994 reg_maps
, buffer
, gl_info
, lconst_map
, &priv_ctx
.vs_clipplanes
, &priv_ctx
);
3996 for(i
= 0; i
< MAX_CONST_I
; i
++)
3998 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3999 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
4001 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
4005 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4006 control_values
[0], control_values
[1], control_values
[2]);
4010 compiled
->int_consts
[i
] = next_local
;
4011 compiled
->num_int_consts
++;
4012 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
4017 /* We need a constant to fixup the final position */
4018 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
4019 compiled
->pos_fixup
= next_local
++;
4021 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4022 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4023 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4024 * a replacement shader depend on the texcoord.w being set properly.
4026 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4027 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4028 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4029 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4030 * this can eat a number of instructions, so skip it unless this cap is set as well
4032 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
4034 shader_addline(buffer
, "MOV result.color.secondary, -helper_const.wwwy;\n");
4036 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !device
->frag_pipe
->ffp_proj_control
)
4039 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
4040 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
4041 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
4042 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
4048 /* The shader starts with the main function */
4049 priv_ctx
.in_main_func
= TRUE
;
4050 /* Base Shader Body */
4051 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4053 if(!priv_ctx
.footer_written
) vshader_add_footer(This
, buffer
, args
, &priv_ctx
);
4055 shader_addline(buffer
, "END\n");
4057 /* TODO: change to resource.glObjectHandle or something like that */
4058 GL_EXTCALL(glGenProgramsARB(1, &ret
));
4060 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
4061 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
4063 TRACE("Created hw vertex shader, prg=%d\n", ret
);
4064 /* Create the program and check for errors */
4065 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
4066 buffer
->bsize
, buffer
->buffer
));
4067 checkGLcall("glProgramStringARB()");
4069 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
4072 FIXME("HW VertexShader Error at position %d: %s\n\n",
4073 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
4074 shader_arb_dump_program_source(buffer
->buffer
);
4081 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
4082 checkGLcall("glGetProgramivARB()");
4083 if (!native
) WARN("Program exceeds native resource limits.\n");
4085 /* Load immediate constants */
4087 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
4088 const float *value
= (const float *)lconst
->value
;
4089 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
4093 HeapFree(GetProcessHeap(), 0, lconst_map
);
4098 /* GL locking is done by the caller */
4099 static struct arb_ps_compiled_shader
*find_arb_pshader(IWineD3DPixelShaderImpl
*shader
, const struct arb_ps_compile_args
*args
)
4103 struct arb_ps_compiled_shader
*new_array
;
4104 struct wined3d_shader_buffer buffer
;
4105 struct arb_pshader_private
*shader_data
;
4108 if (!shader
->baseShader
.backend_data
)
4110 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
4111 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4112 struct shader_arb_priv
*priv
= device
->shader_priv
;
4114 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4115 shader_data
= shader
->baseShader
.backend_data
;
4116 shader_data
->clamp_consts
= shader
->baseShader
.reg_maps
.shader_version
.major
== 1;
4118 if(shader
->baseShader
.reg_maps
.shader_version
.major
< 3) shader_data
->input_signature_idx
= ~0;
4119 else shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->baseShader
.input_signature
);
4121 shader_data
->has_signature_idx
= TRUE
;
4122 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4124 if (!device
->vs_clipping
)
4125 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->baseShader
.reg_maps
,
4126 gl_info
->limits
.texture_stages
- 1);
4128 shader_data
->clipplane_emulation
= ~0U;
4130 shader_data
= shader
->baseShader
.backend_data
;
4132 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4133 * so a linear search is more performant than a hashmap or a binary search
4134 * (cache coherency etc)
4136 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4137 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
4138 return &shader_data
->gl_shaders
[i
];
4142 TRACE("No matching GL shader found, compiling a new shader\n");
4143 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4144 if (shader_data
->num_gl_shaders
)
4146 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4147 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4148 new_size
* sizeof(*shader_data
->gl_shaders
));
4150 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4155 ERR("Out of memory\n");
4158 shader_data
->gl_shaders
= new_array
;
4159 shader_data
->shader_array_size
= new_size
;
4162 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4164 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4165 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
4167 if (!shader_buffer_init(&buffer
))
4169 ERR("Failed to initialize shader buffer.\n");
4173 ret
= shader_arb_generate_pshader(shader
, &buffer
, args
,
4174 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4175 shader_buffer_free(&buffer
);
4176 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4178 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4181 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4182 const DWORD use_map
, BOOL skip_int
) {
4183 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4184 if(stored
->super
.clip_enabled
!= new->super
.clip_enabled
) return FALSE
;
4185 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4186 if(stored
->clip
.boolclip_compare
!= new->clip
.boolclip_compare
) return FALSE
;
4187 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4188 if(stored
->vertex
.samplers_compare
!= new->vertex
.samplers_compare
) return FALSE
;
4189 if(skip_int
) return TRUE
;
4191 return memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
)) == 0;
4194 static struct arb_vs_compiled_shader
*find_arb_vshader(IWineD3DVertexShaderImpl
*shader
, const struct arb_vs_compile_args
*args
)
4198 struct arb_vs_compiled_shader
*new_array
;
4199 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4200 struct wined3d_shader_buffer buffer
;
4201 struct arb_vshader_private
*shader_data
;
4203 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4205 if (!shader
->baseShader
.backend_data
)
4207 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4209 shader_data
= shader
->baseShader
.backend_data
;
4211 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4212 * so a linear search is more performant than a hashmap or a binary search
4213 * (cache coherency etc)
4215 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4216 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4217 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4219 return &shader_data
->gl_shaders
[i
];
4223 TRACE("No matching GL shader found, compiling a new shader\n");
4225 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4226 if (shader_data
->num_gl_shaders
)
4228 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4229 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4230 new_size
* sizeof(*shader_data
->gl_shaders
));
4232 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4237 ERR("Out of memory\n");
4240 shader_data
->gl_shaders
= new_array
;
4241 shader_data
->shader_array_size
= new_size
;
4244 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4246 if (!shader_buffer_init(&buffer
))
4248 ERR("Failed to initialize shader buffer.\n");
4252 ret
= shader_arb_generate_vshader(shader
, &buffer
, args
,
4253 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4254 shader_buffer_free(&buffer
);
4255 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4257 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4260 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4261 struct arb_ps_compile_args
*args
)
4265 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4266 find_ps_compile_args(shader
, stateblock
, &args
->super
);
4268 /* This forces all local boolean constants to 1 to make them stateblock independent */
4269 args
->bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4271 for(i
= 0; i
< MAX_CONST_B
; i
++)
4273 if(stateblock
->pixelShaderConstantB
[i
]) args
->bools
|= ( 1 << i
);
4276 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4277 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4278 * duplicate the shader than have a no-op KIL instruction in every shader
4280 if((!((IWineD3DDeviceImpl
*) shader
->baseShader
.device
)->vs_clipping
) && use_vs(stateblock
) &&
4281 stateblock
->renderState
[WINED3DRS_CLIPPING
] && stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
])
4290 /* Skip if unused or local, or supported natively */
4291 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4292 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4294 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4298 for(i
= 0; i
< MAX_CONST_I
; i
++)
4300 if(int_skip
& (1 << i
))
4302 args
->loop_ctrl
[i
][0] = 0;
4303 args
->loop_ctrl
[i
][1] = 0;
4304 args
->loop_ctrl
[i
][2] = 0;
4308 args
->loop_ctrl
[i
][0] = stateblock
->pixelShaderConstantI
[i
* 4];
4309 args
->loop_ctrl
[i
][1] = stateblock
->pixelShaderConstantI
[i
* 4 + 1];
4310 args
->loop_ctrl
[i
][2] = stateblock
->pixelShaderConstantI
[i
* 4 + 2];
4315 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4316 struct arb_vs_compile_args
*args
)
4320 IWineD3DDeviceImpl
*dev
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
4321 const struct wined3d_gl_info
*gl_info
= &dev
->adapter
->gl_info
;
4322 find_vs_compile_args(shader
, stateblock
, &args
->super
);
4324 args
->clip
.boolclip_compare
= 0;
4325 if(use_ps(stateblock
))
4327 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) stateblock
->pixelShader
;
4328 struct arb_pshader_private
*shader_priv
= ps
->baseShader
.backend_data
;
4329 args
->ps_signature
= shader_priv
->input_signature_idx
;
4331 args
->clip
.boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4335 args
->ps_signature
= ~0;
4336 if(!dev
->vs_clipping
)
4338 args
->clip
.boolclip
.clip_texcoord
= ffp_clip_emul(stateblock
) ? gl_info
->limits
.texture_stages
: 0;
4340 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4343 if(args
->clip
.boolclip
.clip_texcoord
)
4345 if(stateblock
->renderState
[WINED3DRS_CLIPPING
])
4347 args
->clip
.boolclip
.clipplane_mask
= stateblock
->renderState
[WINED3DRS_CLIPPLANEENABLE
];
4349 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4352 /* This forces all local boolean constants to 1 to make them stateblock independent */
4353 args
->clip
.boolclip
.bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4354 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4355 for(i
= 0; i
< MAX_CONST_B
; i
++)
4357 if(stateblock
->vertexShaderConstantB
[i
]) args
->clip
.boolclip
.bools
|= ( 1 << i
);
4360 args
->vertex
.samplers
[0] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4361 args
->vertex
.samplers
[1] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4362 args
->vertex
.samplers
[2] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4363 args
->vertex
.samplers
[3] = 0;
4365 /* Skip if unused or local */
4366 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4367 /* This is about flow control, not clipping. */
4368 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4370 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4374 for(i
= 0; i
< MAX_CONST_I
; i
++)
4376 if(int_skip
& (1 << i
))
4378 args
->loop_ctrl
[i
][0] = 0;
4379 args
->loop_ctrl
[i
][1] = 0;
4380 args
->loop_ctrl
[i
][2] = 0;
4384 args
->loop_ctrl
[i
][0] = stateblock
->vertexShaderConstantI
[i
* 4];
4385 args
->loop_ctrl
[i
][1] = stateblock
->vertexShaderConstantI
[i
* 4 + 1];
4386 args
->loop_ctrl
[i
][2] = stateblock
->vertexShaderConstantI
[i
* 4 + 2];
4391 /* GL locking is done by the caller */
4392 static void shader_arb_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4394 IWineD3DDeviceImpl
*This
= context
->swapchain
->device
;
4395 struct shader_arb_priv
*priv
= This
->shader_priv
;
4396 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4399 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4401 struct arb_ps_compile_args compile_args
;
4402 struct arb_ps_compiled_shader
*compiled
;
4403 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
->stateBlock
->pixelShader
;
4405 TRACE("Using pixel shader %p\n", This
->stateBlock
->pixelShader
);
4406 find_arb_ps_compile_args(ps
, This
->stateBlock
, &compile_args
);
4407 compiled
= find_arb_pshader(ps
, &compile_args
);
4408 priv
->current_fprogram_id
= compiled
->prgId
;
4409 priv
->compiled_fprog
= compiled
;
4411 /* Bind the fragment program */
4412 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4413 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4415 if(!priv
->use_arbfp_fixed_func
) {
4416 /* Enable OpenGL fragment programs */
4417 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4418 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4420 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4422 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4423 * a 1.x and newer shader, reload the first 8 constants
4425 if(priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
)
4427 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
;
4428 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, 8);
4429 for(i
= 0; i
< 8; i
++)
4431 context
->pshader_const_dirty
[i
] = 1;
4433 /* Also takes care of loading local constants */
4434 shader_arb_load_constants(context
, TRUE
, FALSE
);
4438 shader_arb_ps_local_constants(This
);
4441 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4442 if (compiled
->np2fixup_info
.super
.active
)
4443 shader_arb_load_np2fixup_constants((IWineD3DDevice
*)This
, usePS
, useVS
);
4445 else if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4447 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4448 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4449 * replacement shader
4451 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4452 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4453 priv
->current_fprogram_id
= 0;
4457 struct arb_vs_compile_args compile_args
;
4458 struct arb_vs_compiled_shader
*compiled
;
4459 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) This
->stateBlock
->vertexShader
;
4461 TRACE("Using vertex shader %p\n", This
->stateBlock
->vertexShader
);
4462 find_arb_vs_compile_args(vs
, This
->stateBlock
, &compile_args
);
4463 compiled
= find_arb_vshader(vs
, &compile_args
);
4464 priv
->current_vprogram_id
= compiled
->prgId
;
4465 priv
->compiled_vprog
= compiled
;
4467 /* Bind the vertex program */
4468 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4469 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4471 /* Enable OpenGL vertex programs */
4472 glEnable(GL_VERTEX_PROGRAM_ARB
);
4473 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4474 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4475 shader_arb_vs_local_constants(This
);
4477 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4478 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4480 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4482 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4483 checkGLcall("glClampColorARB");
4485 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4489 else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4491 priv
->current_vprogram_id
= 0;
4492 glDisable(GL_VERTEX_PROGRAM_ARB
);
4493 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4497 /* GL locking is done by the caller */
4498 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4500 const float mask
[] = {0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
};
4501 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4502 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4503 struct shader_arb_priv
*priv
= This
->shader_priv
;
4504 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4505 GLuint
*blt_fprogram
;
4507 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4508 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4509 glEnable(GL_VERTEX_PROGRAM_ARB
);
4511 blt_fprogram
= masked
? &priv
->depth_blt_fprogram_id_masked
[tex_type
] : &priv
->depth_blt_fprogram_id_full
[tex_type
];
4512 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
, masked
);
4513 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4514 if (masked
) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, mask
));
4515 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4518 /* GL locking is done by the caller */
4519 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
4520 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4521 struct shader_arb_priv
*priv
= This
->shader_priv
;
4522 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4524 if (priv
->current_vprogram_id
) {
4525 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4526 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4528 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4530 glDisable(GL_VERTEX_PROGRAM_ARB
);
4531 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4534 if (priv
->current_fprogram_id
) {
4535 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4536 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4538 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4539 } else if(!priv
->use_arbfp_fixed_func
) {
4540 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4541 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4545 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
4546 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
4547 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
;
4548 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4550 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
.type
))
4552 struct arb_pshader_private
*shader_data
= baseShader
->baseShader
.backend_data
;
4555 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4557 if (shader_data
->num_gl_shaders
)
4559 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4562 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4564 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4565 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4569 context_release(context
);
4572 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4573 HeapFree(GetProcessHeap(), 0, shader_data
);
4574 baseShader
->baseShader
.backend_data
= NULL
;
4578 struct arb_vshader_private
*shader_data
= baseShader
->baseShader
.backend_data
;
4581 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4583 if (shader_data
->num_gl_shaders
)
4585 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4588 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4590 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4591 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4595 context_release(context
);
4598 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4599 HeapFree(GetProcessHeap(), 0, shader_data
);
4600 baseShader
->baseShader
.backend_data
= NULL
;
4604 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4606 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4607 return compare_sig(key
, e
->sig
);
4610 static const struct wine_rb_functions sig_tree_functions
=
4618 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
4619 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4620 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4621 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4623 ERR("RB tree init failed\n");
4624 HeapFree(GetProcessHeap(), 0, priv
);
4625 return E_OUTOFMEMORY
;
4627 This
->shader_priv
= priv
;
4631 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4633 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4635 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4637 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4639 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4640 HeapFree(GetProcessHeap(), 0, sig
);
4643 /* Context activation is done by the caller. */
4644 static void shader_arb_free(IWineD3DDevice
*iface
) {
4645 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4646 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4647 struct shader_arb_priv
*priv
= This
->shader_priv
;
4651 if(priv
->depth_blt_vprogram_id
) {
4652 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4654 for (i
= 0; i
< tex_type_count
; ++i
)
4656 if (priv
->depth_blt_fprogram_id_full
[i
])
4658 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_full
[i
]));
4660 if (priv
->depth_blt_fprogram_id_masked
[i
])
4662 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_masked
[i
]));
4667 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4668 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4671 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
4675 static void shader_arb_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
4677 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4681 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4682 * for vertex programs. If the native limit is less than that it's
4683 * not very useful, and e.g. Mesa swrast returns 0, probably to
4684 * indicate it's a software implementation. */
4685 if (gl_info
->limits
.arb_vs_native_constants
< 96)
4686 vs_consts
= gl_info
->limits
.arb_vs_float_constants
;
4688 vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
4690 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4692 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4693 TRACE_(d3d_caps
)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4695 else if (vs_consts
>= 256)
4697 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4698 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4699 TRACE_(d3d_caps
)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4703 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
4704 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4706 pCaps
->MaxVertexShaderConst
= vs_consts
;
4710 pCaps
->VertexShaderVersion
= 0;
4711 pCaps
->MaxVertexShaderConst
= 0;
4714 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4718 /* Similar as above for vertex programs, but the minimum for fragment
4719 * programs is 24. */
4720 if (gl_info
->limits
.arb_ps_native_constants
< 24)
4721 ps_consts
= gl_info
->limits
.arb_ps_float_constants
;
4723 ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
4725 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4727 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4728 TRACE_(d3d_caps
)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4730 else if (ps_consts
>= 32)
4732 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4733 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4734 TRACE_(d3d_caps
)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4738 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
4739 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4741 pCaps
->PixelShader1xMaxValue
= 8.0f
;
4742 pCaps
->MaxPixelShaderConst
= ps_consts
;
4746 pCaps
->PixelShaderVersion
= 0;
4747 pCaps
->PixelShader1xMaxValue
= 0.0f
;
4748 pCaps
->MaxPixelShaderConst
= 0;
4751 pCaps
->VSClipping
= use_nv_clip(gl_info
);
4754 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
4756 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4758 TRACE("Checking support for color_fixup:\n");
4759 dump_color_fixup_desc(fixup
);
4762 /* We support everything except complex conversions. */
4763 if (!is_complex_fixup(fixup
))
4769 TRACE("[FAILED]\n");
4773 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
4775 char write_mask
[20], regstr
[50];
4776 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4777 BOOL is_color
= FALSE
;
4778 const struct wined3d_shader_dst_param
*dst
;
4780 if (!ins
->dst_count
) return;
4784 if(shift
== 0) return; /* Saturate alone is handled by the instructions */
4786 shader_arb_get_write_mask(ins
, dst
, write_mask
);
4787 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
4789 /* Generate a line that does the output modifier computation
4790 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4791 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4793 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
4794 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
4797 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4799 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
4800 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
4801 /* WINED3DSIH_BEM */ pshader_hw_bem
,
4802 /* WINED3DSIH_BREAK */ shader_hw_break
,
4803 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
4804 /* WINED3DSIH_BREAKP */ NULL
,
4805 /* WINED3DSIH_CALL */ shader_hw_call
,
4806 /* WINED3DSIH_CALLNZ */ NULL
,
4807 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
4808 /* WINED3DSIH_CND */ pshader_hw_cnd
,
4809 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
4810 /* WINED3DSIH_CUT */ NULL
,
4811 /* WINED3DSIH_DCL */ NULL
,
4812 /* WINED3DSIH_DEF */ NULL
,
4813 /* WINED3DSIH_DEFB */ NULL
,
4814 /* WINED3DSIH_DEFI */ NULL
,
4815 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
4816 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
4817 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
4818 /* WINED3DSIH_DST */ shader_hw_map2gl
,
4819 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
4820 /* WINED3DSIH_DSY */ shader_hw_dsy
,
4821 /* WINED3DSIH_ELSE */ shader_hw_else
,
4822 /* WINED3DSIH_EMIT */ NULL
,
4823 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
4824 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
4825 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
4826 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
4827 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
4828 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
4829 /* WINED3DSIH_IADD */ NULL
,
4830 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
4831 /* WINED3DSIH_IFC */ shader_hw_ifc
,
4832 /* WINED3DSIH_IGE */ NULL
,
4833 /* WINED3DSIH_LABEL */ shader_hw_label
,
4834 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
4835 /* WINED3DSIH_LOG */ shader_hw_log_pow
,
4836 /* WINED3DSIH_LOGP */ shader_hw_log_pow
,
4837 /* WINED3DSIH_LOOP */ shader_hw_loop
,
4838 /* WINED3DSIH_LRP */ shader_hw_lrp
,
4839 /* WINED3DSIH_LT */ NULL
,
4840 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
4841 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
4842 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
4843 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
4844 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
4845 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
4846 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
4847 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
4848 /* WINED3DSIH_MOV */ shader_hw_mov
,
4849 /* WINED3DSIH_MOVA */ shader_hw_mov
,
4850 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
4851 /* WINED3DSIH_NOP */ shader_hw_nop
,
4852 /* WINED3DSIH_NRM */ shader_hw_nrm
,
4853 /* WINED3DSIH_PHASE */ NULL
,
4854 /* WINED3DSIH_POW */ shader_hw_log_pow
,
4855 /* WINED3DSIH_RCP */ shader_hw_scalar_op
,
4856 /* WINED3DSIH_REP */ shader_hw_rep
,
4857 /* WINED3DSIH_RET */ shader_hw_ret
,
4858 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
4859 /* WINED3DSIH_SETP */ NULL
,
4860 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
4861 /* WINED3DSIH_SGN */ shader_hw_sgn
,
4862 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
4863 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
4864 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
4865 /* WINED3DSIH_TEX */ pshader_hw_tex
,
4866 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
4867 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
4868 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
4869 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
4870 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
4871 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
4872 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
4873 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
4874 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
4875 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
4876 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
4877 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
4878 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
4879 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4880 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
4881 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
4882 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
4883 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
4884 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
4885 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
4886 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
4889 static inline BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
, IWineD3DBaseShaderImpl
*This
, DWORD idx
)
4891 BOOL vshader
= shader_is_vshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4893 WORD flag
= (1 << idx
);
4894 const local_constant
*constant
;
4895 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4897 if(This
->baseShader
.reg_maps
.local_bool_consts
& flag
)
4899 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4900 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsB
, local_constant
, entry
)
4902 if (constant
->idx
== idx
)
4904 return constant
->value
[0];
4907 ERR("Local constant not found\n");
4912 if(vshader
) bools
= priv
->cur_vs_args
->clip
.boolclip
.bools
;
4913 else bools
= priv
->cur_ps_args
->bools
;
4914 return bools
& flag
;
4918 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
4919 IWineD3DBaseShaderImpl
*This
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
4921 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4923 /* Integer constants can either be a local constant, or they can be stored in the shader
4924 * type specific compile args. */
4925 if (This
->baseShader
.reg_maps
.local_int_consts
& (1 << idx
))
4927 const local_constant
*constant
;
4929 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
4931 if (constant
->idx
== idx
)
4933 loop_control
->count
= constant
->value
[0];
4934 loop_control
->start
= constant
->value
[1];
4935 /* Step is signed. */
4936 loop_control
->step
= (int)constant
->value
[2];
4940 /* If this happens the flag was set incorrectly */
4941 ERR("Local constant not found\n");
4942 loop_control
->count
= 0;
4943 loop_control
->start
= 0;
4944 loop_control
->step
= 0;
4948 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
4950 case WINED3D_SHADER_TYPE_VERTEX
:
4951 /* Count and aL start value are unsigned */
4952 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
4953 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
4954 /* Step is signed. */
4955 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
4958 case WINED3D_SHADER_TYPE_PIXEL
:
4959 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
4960 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
4961 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
4965 FIXME("Unhandled shader type %#x.\n", This
->baseShader
.reg_maps
.shader_version
.type
);
4970 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
4973 struct wined3d_shader_dst_param
*dst_param
= NULL
;
4974 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
4975 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
4978 ERR("Out of memory\n");
4983 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
4984 if(!dst_param
) goto free
;
4985 *dst_param
= *ins
->dst
;
4986 if(ins
->dst
->reg
.rel_addr
)
4988 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
->reg
.rel_addr
));
4989 if(!rel_addr
) goto free
;
4990 *rel_addr
= *ins
->dst
->reg
.rel_addr
;
4991 dst_param
->reg
.rel_addr
= rel_addr
;
4993 rec
->ins
.dst
= dst_param
;
4995 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
4996 if(!src_param
) goto free
;
4997 for(i
= 0; i
< ins
->src_count
; i
++)
4999 src_param
[i
] = ins
->src
[i
];
5000 if(ins
->src
[i
].reg
.rel_addr
)
5002 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5003 if(!rel_addr
) goto free
;
5004 *rel_addr
= *ins
->src
[i
].reg
.rel_addr
;
5005 src_param
[i
].reg
.rel_addr
= rel_addr
;
5008 rec
->ins
.src
= src_param
;
5009 list_add_tail(list
, &rec
->entry
);
5013 ERR("Out of memory\n");
5016 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
5017 HeapFree(GetProcessHeap(), 0, dst_param
);
5021 for(i
= 0; i
< ins
->src_count
; i
++)
5023 HeapFree(GetProcessHeap(), 0, (void *) src_param
[i
].reg
.rel_addr
);
5025 HeapFree(GetProcessHeap(), 0, src_param
);
5027 HeapFree(GetProcessHeap(), 0, rec
);
5030 static void free_recorded_instruction(struct list
*list
)
5032 struct recorded_instruction
*rec_ins
, *entry2
;
5035 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
5037 list_remove(&rec_ins
->entry
);
5038 if(rec_ins
->ins
.dst
)
5040 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
->reg
.rel_addr
);
5041 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
);
5043 if(rec_ins
->ins
.src
)
5045 for(i
= 0; i
< rec_ins
->ins
.src_count
; i
++)
5047 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
[i
].reg
.rel_addr
);
5049 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
);
5051 HeapFree(GetProcessHeap(), 0, rec_ins
);
5055 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5056 SHADER_HANDLER hw_fct
;
5057 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5058 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
5059 struct control_frame
*control_frame
;
5060 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5063 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
5065 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5066 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5068 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
5069 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
5071 if(priv
->target_version
>= NV2
)
5073 control_frame
->no
.loop
= priv
->num_loops
++;
5078 /* Don't bother recording when we're in a not used if branch */
5084 if(!priv
->recording
)
5086 list_init(&priv
->record
);
5087 priv
->recording
= TRUE
;
5088 control_frame
->outer_loop
= TRUE
;
5089 get_loop_control_const(ins
, This
, ins
->src
[0].reg
.idx
, &control_frame
->loop_control
);
5090 return; /* Instruction is handled */
5092 /* Record this loop in the outer loop's recording */
5095 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5097 if(priv
->target_version
>= NV2
)
5099 /* Nothing to do. The control frame is popped after the HW instr handler */
5103 struct list
*e
= list_head(&priv
->control_frames
);
5104 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5105 list_remove(&control_frame
->entry
);
5107 if(control_frame
->outer_loop
)
5109 int iteration
, aL
= 0;
5112 /* Turn off recording before playback */
5113 priv
->recording
= FALSE
;
5115 /* Move the recorded instructions to a separate list and get them out of the private data
5116 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5117 * be recorded again, thus priv->record might be overwritten
5120 list_move_tail(©
, &priv
->record
);
5121 list_init(&priv
->record
);
5123 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5125 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5126 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
5127 control_frame
->loop_control
.step
);
5128 aL
= control_frame
->loop_control
.start
;
5132 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
5135 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
5137 struct recorded_instruction
*rec_ins
;
5138 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5141 shader_addline(buffer
, "#Iteration %d, aL=%d\n", iteration
, aL
);
5145 shader_addline(buffer
, "#Iteration %d\n", iteration
);
5148 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5150 shader_arb_handle_instruction(&rec_ins
->ins
);
5153 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5155 aL
+= control_frame
->loop_control
.step
;
5158 shader_addline(buffer
, "#end loop/rep\n");
5160 free_recorded_instruction(©
);
5161 HeapFree(GetProcessHeap(), 0, control_frame
);
5162 return; /* Instruction is handled */
5166 /* This is a nested loop. Proceed to the normal recording function */
5167 HeapFree(GetProcessHeap(), 0, control_frame
);
5174 record_instruction(&priv
->record
, ins
);
5179 if(ins
->handler_idx
== WINED3DSIH_IF
)
5181 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5182 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5183 control_frame
->type
= IF
;
5185 bool_const
= get_bool_const(ins
, This
, ins
->src
[0].reg
.idx
);
5186 if(ins
->src
[0].modifiers
== WINED3DSPSM_NOT
) bool_const
= !bool_const
;
5187 if(!priv
->muted
&& bool_const
== FALSE
)
5189 shader_addline(buffer
, "#if(FALSE){\n");
5191 control_frame
->muting
= TRUE
;
5193 else shader_addline(buffer
, "#if(TRUE) {\n");
5195 return; /* Instruction is handled */
5197 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5199 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5200 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5201 control_frame
->type
= IFC
;
5202 control_frame
->no
.ifc
= priv
->num_ifcs
++;
5203 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5205 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5207 struct list
*e
= list_head(&priv
->control_frames
);
5208 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5210 if(control_frame
->type
== IF
)
5212 shader_addline(buffer
, "#} else {\n");
5213 if(!priv
->muted
&& !control_frame
->muting
)
5216 control_frame
->muting
= TRUE
;
5218 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5219 return; /* Instruction is handled. */
5221 /* In case of an ifc, generate a HW shader instruction */
5223 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5225 struct list
*e
= list_head(&priv
->control_frames
);
5226 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5228 if(control_frame
->type
== IF
)
5230 shader_addline(buffer
, "#} endif\n");
5231 if(control_frame
->muting
) priv
->muted
= FALSE
;
5232 list_remove(&control_frame
->entry
);
5233 HeapFree(GetProcessHeap(), 0, control_frame
);
5234 return; /* Instruction is handled */
5238 if(priv
->muted
) return;
5240 /* Select handler */
5241 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5243 /* Unhandled opcode */
5246 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5251 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5253 struct list
*e
= list_head(&priv
->control_frames
);
5254 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5255 list_remove(&control_frame
->entry
);
5256 HeapFree(GetProcessHeap(), 0, control_frame
);
5259 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5261 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5262 struct list
*e
= list_head(&priv
->control_frames
);
5263 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5264 list_remove(&control_frame
->entry
);
5265 HeapFree(GetProcessHeap(), 0, control_frame
);
5269 shader_arb_add_instruction_modifiers(ins
);
5272 const shader_backend_t arb_program_shader_backend
= {
5273 shader_arb_handle_instruction
,
5275 shader_arb_select_depth_blt
,
5276 shader_arb_deselect_depth_blt
,
5277 shader_arb_update_float_vertex_constants
,
5278 shader_arb_update_float_pixel_constants
,
5279 shader_arb_load_constants
,
5280 shader_arb_load_np2fixup_constants
,
5284 shader_arb_dirty_const
,
5285 shader_arb_get_caps
,
5286 shader_arb_color_fixup_supported
,
5289 /* ARB_fragment_program fixed function pipeline replacement definitions */
5290 #define ARB_FFP_CONST_TFACTOR 0
5291 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5292 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5293 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5294 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5296 struct arbfp_ffp_desc
5298 struct ffp_frag_desc parent
;
5300 unsigned int num_textures_used
;
5303 /* Context activation is done by the caller. */
5304 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
5307 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5308 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5310 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5311 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5316 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
5317 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5318 struct shader_arb_priv
*priv
;
5319 /* Share private data between the shader backend and the pipeline replacement, if both
5320 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5321 * if no pixel shader is bound or not
5323 if(This
->shader_backend
== &arb_program_shader_backend
) {
5324 This
->fragment_priv
= This
->shader_priv
;
5326 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
5327 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
5329 priv
= This
->fragment_priv
;
5330 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5332 ERR("Failed to initialize rbtree.\n");
5333 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5334 return E_OUTOFMEMORY
;
5336 priv
->use_arbfp_fixed_func
= TRUE
;
5340 /* Context activation is done by the caller. */
5341 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5343 const struct wined3d_gl_info
*gl_info
= context
;
5344 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5347 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5348 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5349 HeapFree(GetProcessHeap(), 0, entry_arb
);
5353 /* Context activation is done by the caller. */
5354 static void arbfp_free(IWineD3DDevice
*iface
) {
5355 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5356 struct shader_arb_priv
*priv
= This
->fragment_priv
;
5358 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
5359 priv
->use_arbfp_fixed_func
= FALSE
;
5361 if(This
->shader_backend
!= &arb_program_shader_backend
) {
5362 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5366 static void arbfp_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5368 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
5369 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5370 WINED3DTEXOPCAPS_SELECTARG1
|
5371 WINED3DTEXOPCAPS_SELECTARG2
|
5372 WINED3DTEXOPCAPS_MODULATE4X
|
5373 WINED3DTEXOPCAPS_MODULATE2X
|
5374 WINED3DTEXOPCAPS_MODULATE
|
5375 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5376 WINED3DTEXOPCAPS_ADDSIGNED
|
5377 WINED3DTEXOPCAPS_ADD
|
5378 WINED3DTEXOPCAPS_SUBTRACT
|
5379 WINED3DTEXOPCAPS_ADDSMOOTH
|
5380 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5381 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5382 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5383 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5384 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5385 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5386 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5387 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5388 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5389 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5390 WINED3DTEXOPCAPS_MULTIPLYADD
|
5391 WINED3DTEXOPCAPS_LERP
|
5392 WINED3DTEXOPCAPS_BUMPENVMAP
|
5393 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5395 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5397 caps
->MaxTextureBlendStages
= 8;
5398 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
5400 #undef GLINFO_LOCATION
5402 #define GLINFO_LOCATION stateblock->device->adapter->gl_info
5403 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5405 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5408 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5409 * application provided constants
5411 if(device
->shader_backend
== &arb_program_shader_backend
) {
5412 if (use_ps(stateblock
)) return;
5414 context
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5415 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5418 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
5419 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5420 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5424 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5426 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5429 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5430 * application provided constants
5432 if(device
->shader_backend
== &arb_program_shader_backend
) {
5433 if (use_ps(stateblock
)) return;
5435 context
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5436 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5439 if(stateblock
->renderState
[WINED3DRS_SPECULARENABLE
]) {
5440 /* The specular color has no alpha */
5441 col
[0] = 1.0f
; col
[1] = 1.0f
;
5442 col
[2] = 1.0f
; col
[3] = 0.0f
;
5444 col
[0] = 0.0f
; col
[1] = 0.0f
;
5445 col
[2] = 0.0f
; col
[3] = 0.0f
;
5447 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5448 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5451 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5453 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5454 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5457 if (use_ps(stateblock
))
5460 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.bumpmat
& (1 << stage
)))
5462 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5465 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5466 stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5469 if(device
->shader_backend
== &arb_program_shader_backend
) {
5470 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5473 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5474 context
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5475 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5478 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
5479 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
5480 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
5481 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
5483 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5484 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5487 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5489 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5490 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5493 if (use_ps(stateblock
))
5496 && (((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.reg_maps
.luminanceparams
& (1 << stage
)))
5498 /* The pixel shader has to know the luminance offset. Do a constants update if it
5499 * isn't scheduled anyway
5501 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5502 stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5505 if(device
->shader_backend
== &arb_program_shader_backend
) {
5506 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5509 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5510 context
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5511 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5514 param
[0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
5515 param
[1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
5519 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5520 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5523 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5527 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5529 switch(arg
& WINED3DTA_SELECTMASK
) {
5530 case WINED3DTA_DIFFUSE
:
5531 ret
= "fragment.color.primary"; break;
5533 case WINED3DTA_CURRENT
:
5534 if(stage
== 0) ret
= "fragment.color.primary";
5538 case WINED3DTA_TEXTURE
:
5540 case 0: ret
= "tex0"; break;
5541 case 1: ret
= "tex1"; break;
5542 case 2: ret
= "tex2"; break;
5543 case 3: ret
= "tex3"; break;
5544 case 4: ret
= "tex4"; break;
5545 case 5: ret
= "tex5"; break;
5546 case 6: ret
= "tex6"; break;
5547 case 7: ret
= "tex7"; break;
5548 default: ret
= "unknown texture";
5552 case WINED3DTA_TFACTOR
:
5553 ret
= "tfactor"; break;
5555 case WINED3DTA_SPECULAR
:
5556 ret
= "fragment.color.secondary"; break;
5558 case WINED3DTA_TEMP
:
5559 ret
= "tempreg"; break;
5561 case WINED3DTA_CONSTANT
:
5562 FIXME("Implement perstage constants\n");
5564 case 0: ret
= "const0"; break;
5565 case 1: ret
= "const1"; break;
5566 case 2: ret
= "const2"; break;
5567 case 3: ret
= "const3"; break;
5568 case 4: ret
= "const4"; break;
5569 case 5: ret
= "const5"; break;
5570 case 6: ret
= "const6"; break;
5571 case 7: ret
= "const7"; break;
5572 default: ret
= "unknown constant";
5580 if(arg
& WINED3DTA_COMPLEMENT
) {
5581 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5582 if(argnum
== 0) ret
= "arg0";
5583 if(argnum
== 1) ret
= "arg1";
5584 if(argnum
== 2) ret
= "arg2";
5586 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5587 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5588 if(argnum
== 0) ret
= "arg0";
5589 if(argnum
== 1) ret
= "arg1";
5590 if(argnum
== 2) ret
= "arg2";
5595 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5596 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5598 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5599 unsigned int mul
= 1;
5600 BOOL mul_final_dest
= FALSE
;
5602 if(color
&& alpha
) dstmask
= "";
5603 else if(color
) dstmask
= ".xyz";
5604 else dstmask
= ".w";
5606 if(dst
== tempreg
) dstreg
= "tempreg";
5607 else dstreg
= "ret";
5609 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5610 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5611 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5614 case WINED3DTOP_DISABLE
:
5615 if(stage
== 0) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5618 case WINED3DTOP_SELECTARG2
:
5620 case WINED3DTOP_SELECTARG1
:
5621 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5624 case WINED3DTOP_MODULATE4X
:
5626 case WINED3DTOP_MODULATE2X
:
5628 if(strcmp(dstreg
, "result.color") == 0) {
5630 mul_final_dest
= TRUE
;
5632 case WINED3DTOP_MODULATE
:
5633 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5636 case WINED3DTOP_ADDSIGNED2X
:
5638 if(strcmp(dstreg
, "result.color") == 0) {
5640 mul_final_dest
= TRUE
;
5642 case WINED3DTOP_ADDSIGNED
:
5643 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5645 case WINED3DTOP_ADD
:
5646 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5649 case WINED3DTOP_SUBTRACT
:
5650 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5653 case WINED3DTOP_ADDSMOOTH
:
5654 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
5655 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5658 case WINED3DTOP_BLENDCURRENTALPHA
:
5659 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5660 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5662 case WINED3DTOP_BLENDFACTORALPHA
:
5663 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5664 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5666 case WINED3DTOP_BLENDTEXTUREALPHA
:
5667 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5668 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5670 case WINED3DTOP_BLENDDIFFUSEALPHA
:
5671 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5672 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5675 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
5676 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5677 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
5678 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5681 /* D3DTOP_PREMODULATE ???? */
5683 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
5684 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
5685 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5687 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5688 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5690 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
5691 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
5692 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
5694 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5695 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5698 case WINED3DTOP_DOTPRODUCT3
:
5700 if(strcmp(dstreg
, "result.color") == 0) {
5702 mul_final_dest
= TRUE
;
5704 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
5705 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5706 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
5709 case WINED3DTOP_MULTIPLYADD
:
5710 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
5713 case WINED3DTOP_LERP
:
5714 /* The msdn is not quite right here */
5715 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5718 case WINED3DTOP_BUMPENVMAP
:
5719 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
5720 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5724 FIXME("Unhandled texture op %08x\n", op
);
5728 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5729 } else if(mul
== 4) {
5730 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5734 /* The stateblock is passed for GLINFO_LOCATION */
5735 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
5738 struct wined3d_shader_buffer buffer
;
5739 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5740 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5741 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5742 const char *textype
;
5743 const char *instr
, *sat
;
5744 char colorcor_dst
[8];
5746 DWORD arg0
, arg1
, arg2
;
5747 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5749 const char *final_combiner_src
= "ret";
5752 /* Find out which textures are read */
5753 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5754 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
5755 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5756 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5757 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5758 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5759 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5760 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5762 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
5763 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
5764 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
5765 bump_used
[stage
] = TRUE
;
5766 tex_read
[stage
] = TRUE
;
5768 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5769 bump_used
[stage
] = TRUE
;
5770 tex_read
[stage
] = TRUE
;
5771 luminance_used
[stage
] = TRUE
;
5772 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
5773 tfactor_used
= TRUE
;
5776 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5777 tfactor_used
= TRUE
;
5780 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
5781 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5782 tempreg_used
= TRUE
;
5785 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
5786 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5787 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5788 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5789 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5790 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5791 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5793 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5794 tempreg_used
= TRUE
;
5796 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5797 tfactor_used
= TRUE
;
5802 if (!shader_buffer_init(&buffer
))
5804 ERR("Failed to initialize shader buffer.\n");
5808 shader_addline(&buffer
, "!!ARBfp1.0\n");
5810 switch(settings
->fog
) {
5811 case FOG_OFF
: break;
5812 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
5813 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
5814 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
5815 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
5818 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
5819 shader_addline(&buffer
, "TEMP TMP;\n");
5820 shader_addline(&buffer
, "TEMP ret;\n");
5821 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
5822 shader_addline(&buffer
, "TEMP arg0;\n");
5823 shader_addline(&buffer
, "TEMP arg1;\n");
5824 shader_addline(&buffer
, "TEMP arg2;\n");
5825 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5826 if(!tex_read
[stage
]) continue;
5827 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
5828 if(!bump_used
[stage
]) continue;
5829 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
5830 if(!luminance_used
[stage
]) continue;
5831 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
5834 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
5836 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
5838 if(settings
->sRGB_write
) {
5839 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5840 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
5841 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5842 srgb_sub_high
, 0.0, 0.0, 0.0);
5845 if(ffp_clip_emul(stateblock
) && settings
->emul_clipplanes
) shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
5847 /* Generate texture sampling instructions) */
5848 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
5849 if(!tex_read
[stage
]) continue;
5851 switch(settings
->op
[stage
].tex_type
) {
5852 case tex_1d
: textype
= "1D"; break;
5853 case tex_2d
: textype
= "2D"; break;
5854 case tex_3d
: textype
= "3D"; break;
5855 case tex_cube
: textype
= "CUBE"; break;
5856 case tex_rect
: textype
= "RECT"; break;
5857 default: textype
= "unexpected_textype"; break;
5860 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
5861 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5867 if(settings
->op
[stage
].projected
== proj_none
) {
5869 } else if(settings
->op
[stage
].projected
== proj_count4
||
5870 settings
->op
[stage
].projected
== proj_count3
) {
5873 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5878 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
5879 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
5880 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
5881 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
5882 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
5883 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
5885 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5886 * so multiply the displacement with the dividing parameter before passing it to TXP
5888 if (settings
->op
[stage
].projected
!= proj_none
) {
5889 if(settings
->op
[stage
].projected
== proj_count4
) {
5890 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
5891 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
5893 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
5894 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
5897 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
5900 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5901 instr
, sat
, stage
, stage
, textype
);
5902 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5903 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5904 stage
- 1, stage
- 1, stage
- 1);
5905 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
5907 } else if(settings
->op
[stage
].projected
== proj_count3
) {
5908 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
5909 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
5910 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
5911 instr
, sat
, stage
, stage
, textype
);
5913 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5914 instr
, sat
, stage
, stage
, stage
, textype
);
5917 sprintf(colorcor_dst
, "tex%u", stage
);
5918 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
5919 settings
->op
[stage
].color_fixup
);
5922 /* Generate the main shader */
5923 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5924 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) {
5926 final_combiner_src
= "fragment.color.primary";
5931 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5932 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5933 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5934 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
5935 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5936 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5937 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5938 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
5939 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5940 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
5941 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
5942 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5944 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
5945 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
5946 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
5947 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5950 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
5951 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5952 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5953 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5955 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
5957 } else if(op_equal
) {
5958 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5959 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5960 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5962 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5963 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5964 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5965 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5966 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5967 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5971 if(settings
->sRGB_write
) {
5972 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5973 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
5974 shader_addline(&buffer
, "MOV result.color, ret;\n");
5976 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
5980 shader_addline(&buffer
, "END\n");
5982 /* Generate the shader */
5983 GL_EXTCALL(glGenProgramsARB(1, &ret
));
5984 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
5985 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
5986 strlen(buffer
.buffer
), buffer
.buffer
));
5987 checkGLcall("glProgramStringARB()");
5989 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
5992 FIXME("Fragment program error at position %d: %s\n\n", pos
,
5993 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
5994 shader_arb_dump_program_source(buffer
.buffer
);
6000 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6001 checkGLcall("glGetProgramivARB()");
6002 if (!native
) WARN("Program exceeds native resource limits.\n");
6005 shader_buffer_free(&buffer
);
6009 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6011 IWineD3DDeviceImpl
*device
= stateblock
->device
;
6012 struct shader_arb_priv
*priv
= device
->fragment_priv
;
6013 BOOL use_pshader
= use_ps(stateblock
);
6014 BOOL use_vshader
= use_vs(stateblock
);
6015 struct ffp_frag_settings settings
;
6016 const struct arbfp_ffp_desc
*desc
;
6019 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
6021 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
6022 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
6023 /* Reload fixed function constants since they collide with the pixel shader constants */
6024 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
6025 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
6027 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
6028 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
6029 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
6030 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6036 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6037 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
6038 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
6040 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6043 ERR("Out of memory\n");
6046 new_desc
->num_textures_used
= 0;
6047 for (i
= 0; i
< context
->gl_info
->limits
.texture_stages
; ++i
)
6049 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
6050 new_desc
->num_textures_used
= i
;
6053 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
6054 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
6055 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
6056 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
6060 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6061 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6064 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
6065 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6066 priv
->current_fprogram_id
= desc
->shader
;
6068 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
6069 /* Reload fixed function constants since they collide with the pixel shader constants */
6070 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
6071 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
6073 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
6074 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
6076 context
->last_was_pshader
= FALSE
;
6078 context
->last_was_pshader
= TRUE
;
6081 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6082 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6083 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6084 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6085 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6087 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6090 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
6091 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6093 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
))
6094 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
6096 if (use_pshader
) stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
6099 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6100 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6101 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6102 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6103 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6105 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6107 enum fogsource new_source
;
6109 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
6111 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
6112 fragment_prog_arbfp(state
, stateblock
, context
);
6115 if(!stateblock
->renderState
[WINED3DRS_FOGENABLE
]) return;
6117 if(stateblock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
6118 if(use_vs(stateblock
)) {
6119 new_source
= FOGSOURCE_VS
;
6121 if(stateblock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
) {
6122 new_source
= FOGSOURCE_COORD
;
6124 new_source
= FOGSOURCE_FFP
;
6128 new_source
= FOGSOURCE_FFP
;
6130 if(new_source
!= context
->fog_source
) {
6131 context
->fog_source
= new_source
;
6132 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
6136 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6138 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
6139 fragment_prog_arbfp(state
, stateblock
, context
);
6143 #undef GLINFO_LOCATION
6145 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
6146 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6147 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6148 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6149 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6150 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6151 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6152 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6153 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6154 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6155 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6156 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6157 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6158 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6159 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6160 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6161 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6162 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6163 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6164 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6165 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6166 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6167 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6168 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6169 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6170 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6171 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6172 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6173 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6174 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6175 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6176 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6177 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6178 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6179 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6180 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6181 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6182 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6183 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6184 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6185 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6186 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6187 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6188 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6189 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6190 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6191 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6192 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6193 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6194 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6195 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6196 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6197 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6198 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6199 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6200 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6201 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6202 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6203 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6204 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6205 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6206 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6207 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6208 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6209 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6210 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6211 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6212 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6213 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6214 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6215 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6216 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6217 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6218 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6219 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6220 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6221 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6222 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6223 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6224 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6225 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6226 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6227 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6228 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6229 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6230 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6231 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6232 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6233 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6234 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6235 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6236 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6237 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6238 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6239 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6240 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6241 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6242 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6243 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6244 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6245 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6246 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6247 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6248 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6249 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6250 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6251 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6252 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6253 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6254 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6255 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6256 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6257 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6258 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6259 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6260 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6261 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6262 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6263 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6264 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6265 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6266 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6267 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6268 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6269 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6270 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6271 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6272 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6273 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6274 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6275 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6276 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6277 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6278 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6279 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6280 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
6281 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6282 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6283 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6284 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6285 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6286 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6287 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6288 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6289 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6290 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6291 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6292 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6293 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6296 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6301 shader_arb_color_fixup_supported
,
6302 arbfp_fragmentstate_template
,
6303 TRUE
/* We can disable projected textures */
6306 #define GLINFO_LOCATION device->adapter->gl_info
6308 struct arbfp_blit_priv
{
6309 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6310 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6311 GLenum yv12_rect_shader
, yv12_2d_shader
;
6312 GLenum p8_rect_shader
, p8_2d_shader
;
6313 GLuint palette_texture
;
6316 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
6317 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6318 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6319 if(!device
->blit_priv
) {
6320 ERR("Out of memory\n");
6321 return E_OUTOFMEMORY
;
6326 /* Context activation is done by the caller. */
6327 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
6328 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6329 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6332 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6333 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6334 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6335 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6336 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6337 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6338 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_rect_shader
));
6339 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_2d_shader
));
6340 checkGLcall("Delete yuv and p8 programs");
6342 if(priv
->palette_texture
) glDeleteTextures(1, &priv
->palette_texture
);
6345 HeapFree(GetProcessHeap(), 0, device
->blit_priv
);
6346 device
->blit_priv
= NULL
;
6349 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum complex_fixup fixup
,
6350 GLenum textype
, char *luminance
)
6353 const char *tex
, *texinstr
;
6355 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6363 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6364 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6366 /* This is more tricky than just replacing the texture type - we have to navigate
6367 * properly in the texture to find the correct chroma values
6369 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6373 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6374 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6375 * filtering when we sample the texture.
6377 * These are the rules for reading the chroma:
6383 * So we have to get the sampling x position in non-normalized coordinates in integers
6385 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6386 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6387 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6389 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6391 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6392 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6395 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6396 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6398 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6399 * even and odd pixels respectively
6401 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6402 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6404 /* Sample Pixel 1 */
6405 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6407 /* Put the value into either of the chroma values */
6408 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6409 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6410 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6411 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6413 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6414 * the pixel right to the current one. Otherwise, sample the left pixel.
6415 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6417 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6418 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6419 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6421 /* Put the value into the other chroma */
6422 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6423 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6424 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6425 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6427 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6428 * the current one and lerp the two U and V values
6431 /* This gives the correctly filtered luminance value */
6432 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6437 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6442 case GL_TEXTURE_2D
: tex
= "2D"; break;
6443 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6445 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6449 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6450 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6451 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6452 * pitch of the luminance plane, the packing into the gl texture is a bit
6453 * unfortunate. If the whole texture is interpreted as luminance data it looks
6454 * approximately like this:
6456 * +----------------------------------+----
6468 * +----------------+-----------------+----
6470 * | U even rows | U odd rows |
6472 * +----------------+------------------ -
6474 * | V even rows | V odd rows |
6476 * +----------------+-----------------+----
6480 * So it appears as if there are 4 chroma images, but in fact the odd rows
6481 * in the chroma images are in the same row as the even ones. So its is
6482 * kinda tricky to read
6484 * When reading from rectangle textures, keep in mind that the input y coordinates
6485 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6487 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6488 2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
);
6490 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6491 /* the chroma planes have only half the width */
6492 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6494 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6495 * the coordinate. Also read the right side of the image when reading odd lines
6497 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6500 if(textype
== GL_TEXTURE_2D
) {
6502 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6504 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6506 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6507 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6509 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6510 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6511 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6512 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6513 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6515 /* clamp, keep the half pixel origin in mind */
6516 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6517 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6518 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6519 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6521 /* Read from [size - size+size/4] */
6522 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6523 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6525 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6526 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6527 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6528 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6529 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6530 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6532 /* Make sure to read exactly from the pixel center */
6533 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6534 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6537 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6538 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6539 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6540 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6541 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6543 /* Read the texture, put the result into the output register */
6544 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6545 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6547 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6548 * No need to clamp because we're just reusing the already clamped value from above
6550 if(textype
== GL_TEXTURE_2D
) {
6551 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6553 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6555 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6556 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6558 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6559 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6560 * values due to filtering
6562 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6563 if(textype
== GL_TEXTURE_2D
) {
6564 /* Multiply the y coordinate by 2/3 and clamp it */
6565 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6566 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6567 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6568 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6570 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6571 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6574 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6575 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6576 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6583 static GLuint
gen_p8_shader(IWineD3DDeviceImpl
*device
, GLenum textype
)
6586 struct wined3d_shader_buffer buffer
;
6587 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6591 if (!shader_buffer_init(&buffer
))
6593 ERR("Failed to initialize shader buffer.\n");
6598 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6599 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6602 shader_buffer_free(&buffer
);
6606 shader_addline(&buffer
, "!!ARBfp1.0\n");
6607 shader_addline(&buffer
, "TEMP index;\n");
6609 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6610 shader_addline(&buffer
, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6612 /* The alpha-component contains the palette index */
6613 if(textype
== GL_TEXTURE_RECTANGLE_ARB
)
6614 shader_addline(&buffer
, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6616 shader_addline(&buffer
, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6618 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6619 shader_addline(&buffer
, "MAD index.a, index.a, constants.x, constants.y;\n");
6621 /* Use the alpha-component as an index in the palette to get the final color */
6622 shader_addline(&buffer
, "TEX result.color, index.a, texture[1], 1D;\n");
6623 shader_addline(&buffer
, "END\n");
6626 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6627 strlen(buffer
.buffer
), buffer
.buffer
));
6628 checkGLcall("glProgramStringARB()");
6630 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6633 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6634 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6635 shader_arb_dump_program_source(buffer
.buffer
);
6638 if (textype
== GL_TEXTURE_RECTANGLE_ARB
)
6639 priv
->p8_rect_shader
= shader
;
6641 priv
->p8_2d_shader
= shader
;
6643 shader_buffer_free(&buffer
);
6649 /* Context activation is done by the caller. */
6650 static void upload_palette(IWineD3DSurfaceImpl
*surface
)
6653 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
6654 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6655 BOOL colorkey
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
6657 d3dfmt_p8_init_palette(surface
, table
, colorkey
);
6660 if (!priv
->palette_texture
)
6661 glGenTextures(1, &priv
->palette_texture
);
6663 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1
));
6664 glBindTexture(GL_TEXTURE_1D
, priv
->palette_texture
);
6666 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
6668 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
6669 /* Make sure we have discrete color levels. */
6670 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
6671 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
6672 /* Upload the palette */
6673 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6674 glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGBA
, 256, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, table
);
6676 /* Switch back to unit 0 in which the 2D texture will be stored. */
6677 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0
));
6681 /* Context activation is done by the caller. */
6682 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum complex_fixup yuv_fixup
, GLenum textype
)
6685 struct wined3d_shader_buffer buffer
;
6686 char luminance_component
;
6687 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6691 if (!shader_buffer_init(&buffer
))
6693 ERR("Failed to initialize shader buffer.\n");
6698 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6699 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6700 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6701 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6704 shader_buffer_free(&buffer
);
6708 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6709 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6710 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6711 * each single pixel it contains, and one U and one V value shared between both
6714 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6715 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6716 * take the format into account when generating the read swizzles
6718 * Reading the Y value is straightforward - just sample the texture. The hardware
6719 * takes care of filtering in the horizontal and vertical direction.
6721 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6722 * because that would mix the U and V values of one pixel or two adjacent pixels.
6723 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6724 * regardless of the filtering setting. Vertical filtering works automatically
6725 * though - the U and V values of two rows are mixed nicely.
6727 * Appart of avoiding filtering issues, the code has to know which value it just
6728 * read, and where it can find the other one. To determine this, it checks if
6729 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6731 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6732 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6734 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6735 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6736 * in an unfiltered situation. Finding the luminance on the other hand requires
6737 * finding out if it is an odd or even pixel. The real drawback of this approach
6738 * is filtering. This would have to be emulated completely in the shader, reading
6739 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6740 * vertically. Beyond that it would require adjustments to the texture handling
6741 * code to deal with the width scaling
6743 shader_addline(&buffer
, "!!ARBfp1.0\n");
6744 shader_addline(&buffer
, "TEMP luminance;\n");
6745 shader_addline(&buffer
, "TEMP temp;\n");
6746 shader_addline(&buffer
, "TEMP chroma;\n");
6747 shader_addline(&buffer
, "TEMP texcrd;\n");
6748 shader_addline(&buffer
, "TEMP texcrd2;\n");
6749 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6750 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6751 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
6755 case COMPLEX_FIXUP_UYVY
:
6756 case COMPLEX_FIXUP_YUY2
:
6757 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
6759 shader_buffer_free(&buffer
);
6764 case COMPLEX_FIXUP_YV12
:
6765 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6767 shader_buffer_free(&buffer
);
6773 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6774 shader_buffer_free(&buffer
);
6778 /* Calculate the final result. Formula is taken from
6779 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6780 * ranges from -0.5 to 0.5
6782 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
6784 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
6785 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
6786 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6787 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
6788 shader_addline(&buffer
, "END\n");
6791 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6792 strlen(buffer
.buffer
), buffer
.buffer
));
6793 checkGLcall("glProgramStringARB()");
6795 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6798 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6799 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6800 shader_arb_dump_program_source(buffer
.buffer
);
6806 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6807 checkGLcall("glGetProgramivARB()");
6808 if (!native
) WARN("Program exceeds native resource limits.\n");
6811 shader_buffer_free(&buffer
);
6816 case COMPLEX_FIXUP_YUY2
:
6817 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
6818 else priv
->yuy2_2d_shader
= shader
;
6821 case COMPLEX_FIXUP_UYVY
:
6822 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
6823 else priv
->uyvy_2d_shader
= shader
;
6826 case COMPLEX_FIXUP_YV12
:
6827 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
6828 else priv
->yv12_2d_shader
= shader
;
6831 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
6837 /* Context activation is done by the caller. */
6838 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
6841 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6842 float size
[4] = {surface
->pow2Width
, surface
->pow2Height
, 1, 1};
6843 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6844 enum complex_fixup fixup
;
6845 GLenum textype
= surface
->texture_target
;
6847 if (!is_complex_fixup(surface
->resource
.format_desc
->color_fixup
))
6850 dump_color_fixup_desc(surface
->resource
.format_desc
->color_fixup
);
6851 /* Don't bother setting up a shader for unconverted formats */
6854 checkGLcall("glEnable(textype)");
6859 fixup
= get_complex_fixup(surface
->resource
.format_desc
->color_fixup
);
6863 case COMPLEX_FIXUP_YUY2
:
6864 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
6867 case COMPLEX_FIXUP_UYVY
:
6868 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
6871 case COMPLEX_FIXUP_YV12
:
6872 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
6875 case COMPLEX_FIXUP_P8
:
6876 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->p8_rect_shader
: priv
->p8_2d_shader
;
6877 if (!shader
) shader
= gen_p8_shader(device
, textype
);
6879 upload_palette(surface
);
6883 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
6886 checkGLcall("glEnable(textype)");
6891 if (!shader
) shader
= gen_yuv_shader(device
, fixup
, textype
);
6894 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
6895 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6896 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6897 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6898 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
6899 checkGLcall("glProgramLocalParameter4fvARB");
6905 /* Context activation is done by the caller. */
6906 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
6907 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6908 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6911 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
6912 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6913 glDisable(GL_TEXTURE_2D
);
6914 checkGLcall("glDisable(GL_TEXTURE_2D)");
6915 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
6917 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
6918 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6920 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6922 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
6923 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6928 static BOOL
arbfp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
6929 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
,
6930 const struct wined3d_format_desc
*src_format_desc
,
6931 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
,
6932 const struct wined3d_format_desc
*dst_format_desc
)
6934 enum complex_fixup src_fixup
;
6936 if (blit_op
!= BLIT_OP_BLIT
)
6938 TRACE("Unsupported blit_op=%d\n", blit_op
);
6942 src_fixup
= get_complex_fixup(src_format_desc
->color_fixup
);
6943 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6945 TRACE("Checking support for fixup:\n");
6946 dump_color_fixup_desc(src_format_desc
->color_fixup
);
6949 if (!is_identity_fixup(dst_format_desc
->color_fixup
))
6951 TRACE("Destination fixups are not supported\n");
6955 if (is_identity_fixup(src_format_desc
->color_fixup
))
6961 /* We only support YUV conversions. */
6962 if (!is_complex_fixup(src_format_desc
->color_fixup
))
6964 TRACE("[FAILED]\n");
6970 case COMPLEX_FIXUP_YUY2
:
6971 case COMPLEX_FIXUP_UYVY
:
6972 case COMPLEX_FIXUP_YV12
:
6973 case COMPLEX_FIXUP_P8
:
6978 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
6979 TRACE("[FAILED]\n");
6984 HRESULT
arbfp_blit_surface(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect
,
6985 IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect_in
, enum blit_operation blit_op
,
6988 IWineD3DSwapChainImpl
*dst_swapchain
;
6989 struct wined3d_context
*context
;
6990 RECT dst_rect
= *dst_rect_in
;
6992 /* Now load the surface */
6993 surface_internal_preload(src_surface
, SRGB_RGB
);
6995 /* Activate the destination context, set it up for blitting */
6996 context
= context_acquire(device
, dst_surface
);
6997 context_apply_blit_state(context
, device
);
6999 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
7000 * while OpenGL coordinates are window relative.
7001 * Also beware of the origin difference(top left vs bottom left).
7002 * Also beware that the front buffer's surface size is screen width x screen height,
7003 * whereas the real gl drawable size is the size of the window. */
7004 dst_swapchain
= (dst_surface
->Flags
& SFLAG_SWAPCHAIN
) ? (IWineD3DSwapChainImpl
*)dst_surface
->container
: NULL
;
7005 if (dst_swapchain
&& dst_surface
== dst_swapchain
->front_buffer
)
7008 POINT offset
= {0,0};
7010 ClientToScreen(context
->win_handle
, &offset
);
7011 GetClientRect(context
->win_handle
, &windowsize
);
7012 h
= windowsize
.bottom
- windowsize
.top
;
7013 dst_rect
.left
-= offset
.x
; dst_rect
.right
-=offset
.x
;
7014 dst_rect
.top
-= offset
.y
; dst_rect
.bottom
-=offset
.y
;
7015 dst_rect
.top
+= dst_surface
->currentDesc
.Height
- h
; dst_rect
.bottom
+= dst_surface
->currentDesc
.Height
- h
;
7018 arbfp_blit_set((IWineD3DDevice
*)device
, src_surface
);
7022 /* Draw a textured quad */
7023 draw_textured_quad(src_surface
, src_rect
, &dst_rect
, Filter
);
7027 /* Leave the opengl state valid for blitting */
7028 arbfp_blit_unset((IWineD3DDevice
*)device
);
7030 if (wined3d_settings
.strict_draw_ordering
|| (dst_swapchain
7031 && (dst_surface
== dst_swapchain
->front_buffer
7032 || dst_swapchain
->num_contexts
> 1)))
7033 wglFlush(); /* Flush to ensure ordering across contexts. */
7035 context_release(context
);
7037 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
7041 static HRESULT
arbfp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect
, DWORD fill_color
)
7043 FIXME("Color filling not implemented by arbfp_blit\n");
7044 return WINED3DERR_INVALIDCALL
;
7047 const struct blit_shader arbfp_blit
= {
7052 arbfp_blit_supported
,
7053 arbfp_blit_color_fill
7056 #undef GLINFO_LOCATION