2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr
)
48 if (!(q
= strstr(p
, "\n")))
60 static void shader_arb_dump_program_source(const char *source
)
63 char *ptr
, *line
, *tmp
;
65 source_size
= strlen(source
) + 1;
66 tmp
= HeapAlloc(GetProcessHeap(), 0, source_size
);
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size
);
72 memcpy(tmp
, source
, source_size
);
75 while ((line
= get_line(&ptr
))) FIXME(" %s\n", line
);
78 HeapFree(GetProcessHeap(), 0, tmp
);
92 static const char *arb_get_helper_value(enum wined3d_shader_type shader
, enum arb_helper_value value
)
94 if (shader
== WINED3D_SHADER_TYPE_GEOMETRY
)
96 ERR("Geometry shaders are unsupported\n");
100 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
104 case ARB_ZERO
: return "ps_helper_const.x";
105 case ARB_ONE
: return "ps_helper_const.y";
106 case ARB_TWO
: return "coefmul.x";
107 case ARB_0001
: return "ps_helper_const.xxxy";
108 case ARB_EPS
: return "ps_helper_const.z";
116 case ARB_ZERO
: return "helper_const.x";
117 case ARB_ONE
: return "helper_const.y";
118 case ARB_TWO
: return "helper_const.z";
119 case ARB_EPS
: return "helper_const.w";
120 case ARB_0001
: return "helper_const.xxxy";
121 case ARB_VS_REL_OFFSET
: return "rel_addr_const.y";
124 FIXME("Unmanaged %s shader helper constant requested: %u\n",
125 shader
== WINED3D_SHADER_TYPE_PIXEL
? "pixel" : "vertex", value
);
128 case ARB_ZERO
: return "0.0";
129 case ARB_ONE
: return "1.0";
130 case ARB_TWO
: return "2.0";
131 case ARB_0001
: return "{0.0, 0.0, 0.0, 1.0}";
132 case ARB_EPS
: return "1e-8";
133 default: return "bad";
137 static inline BOOL
ffp_clip_emul(const struct wined3d_state
*state
)
139 return state
->lowest_disabled_stage
< 7;
142 /* ARB_program_shader private data */
161 struct wined3d_shader_loop_control loop_control
;
165 struct arb_ps_np2fixup_info
167 struct ps_np2fixup_info super
;
168 /* For ARB we need a offset value:
169 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
170 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
171 * array we need an offset to the index inside the program local parameter array. */
175 struct arb_ps_compile_args
177 struct ps_compile_args super
;
179 WORD clip
; /* only a boolean, use a WORD for alignment */
180 unsigned char loop_ctrl
[MAX_CONST_I
][3];
183 struct stb_const_desc
185 unsigned char texunit
;
189 struct arb_ps_compiled_shader
191 struct arb_ps_compile_args args
;
192 struct arb_ps_np2fixup_info np2fixup_info
;
193 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
194 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
195 UINT int_consts
[MAX_CONST_I
];
198 unsigned char numbumpenvmatconsts
;
202 struct arb_vs_compile_args
204 struct vs_compile_args super
;
210 unsigned char clip_texcoord
;
211 unsigned char clipplane_mask
;
213 DWORD boolclip_compare
;
218 unsigned char samplers
[4];
219 DWORD samplers_compare
;
221 unsigned char loop_ctrl
[MAX_CONST_I
][3];
224 struct arb_vs_compiled_shader
226 struct arb_vs_compile_args args
;
228 UINT int_consts
[MAX_CONST_I
];
230 char need_color_unclamp
;
234 struct recorded_instruction
236 struct wined3d_shader_instruction ins
;
240 struct shader_arb_ctx_priv
245 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
247 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
249 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
253 const struct arb_vs_compile_args
*cur_vs_args
;
254 const struct arb_ps_compile_args
*cur_ps_args
;
255 const struct arb_ps_compiled_shader
*compiled_fprog
;
256 const struct arb_vs_compiled_shader
*compiled_vprog
;
257 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
258 struct list control_frames
;
262 unsigned int num_loops
, loop_depth
, num_ifcs
;
265 unsigned int vs_clipplanes
;
269 /* For 3.0 vertex shaders */
270 const char *vs_output
[MAX_REG_OUTPUT
];
271 /* For 2.x and earlier vertex shaders */
272 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
274 /* 3.0 pshader input for compatibility with fixed function */
275 const char *ps_input
[MAX_REG_INPUT
];
280 struct wined3d_shader_signature_element
*sig
;
282 struct wine_rb_entry entry
;
285 struct arb_pshader_private
{
286 struct arb_ps_compiled_shader
*gl_shaders
;
287 UINT num_gl_shaders
, shader_array_size
;
288 DWORD input_signature_idx
;
289 DWORD clipplane_emulation
;
293 struct arb_vshader_private
{
294 struct arb_vs_compiled_shader
*gl_shaders
;
295 UINT num_gl_shaders
, shader_array_size
;
299 struct shader_arb_priv
301 GLuint current_vprogram_id
;
302 GLuint current_fprogram_id
;
303 const struct arb_ps_compiled_shader
*compiled_fprog
;
304 const struct arb_vs_compiled_shader
*compiled_vprog
;
305 GLuint depth_blt_vprogram_id
;
306 GLuint depth_blt_fprogram_id_full
[tex_type_count
];
307 GLuint depth_blt_fprogram_id_masked
[tex_type_count
];
308 BOOL use_arbfp_fixed_func
;
309 struct wine_rb_tree fragment_shaders
;
310 BOOL last_ps_const_clamped
;
311 BOOL last_vs_color_unclamp
;
313 struct wine_rb_tree signature_tree
;
316 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
317 char *vshader_const_dirty
, *pshader_const_dirty
;
318 const struct wined3d_context
*last_context
;
321 /* GL locking for state handlers is done by the caller. */
322 static BOOL
need_rel_addr_const(const struct arb_vshader_private
*shader_data
,
323 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
325 if (shader_data
->rel_offset
) return TRUE
;
326 if (!reg_maps
->usesmova
) return FALSE
;
327 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
330 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
331 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
333 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
334 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
337 static BOOL
need_helper_const(const struct arb_vshader_private
*shader_data
,
338 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
340 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) return TRUE
;
341 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
]) return TRUE
; /* Need to init colors. */
342 if (gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
) return TRUE
; /* Load the immval offset. */
343 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) return TRUE
; /* Have to init texcoords. */
344 if (!use_nv_clip(gl_info
)) return TRUE
; /* Init the clip texcoord */
345 if (reg_maps
->usesnrm
) return TRUE
; /* 0.0 */
346 if (reg_maps
->usespow
) return TRUE
; /* EPS, 0.0 and 1.0 */
347 if (reg_maps
->fog
) return TRUE
; /* Clamping fog coord, 0.0 and 1.0 */
351 static unsigned int reserved_vs_const(const struct arb_vshader_private
*shader_data
,
352 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
354 unsigned int ret
= 1;
355 /* We use one PARAM for the pos fixup, and in some cases one to load
356 * some immediate values into the shader. */
357 if (need_helper_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
358 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
362 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
363 * When constant_list == NULL, it will load all the constants.
365 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
366 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
368 /* GL locking is done by the caller */
369 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader
*shader
,
370 const struct wined3d_gl_info
*gl_info
, GLuint target_type
, unsigned int max_constants
,
371 const float *constants
, char *dirty_consts
)
373 struct wined3d_shader_lconst
*lconst
;
377 if (TRACE_ON(d3d_constants
))
379 for(i
= 0; i
< max_constants
; i
++) {
380 if(!dirty_consts
[i
]) continue;
381 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
382 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
383 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
389 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
390 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& shader
->reg_maps
.shader_version
.major
== 1)
393 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
394 * shaders, the first 8 constants are marked dirty for reload
396 for(; i
< min(8, max_constants
); i
++) {
397 if(!dirty_consts
[i
]) continue;
401 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
402 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
403 else lcl_const
[0] = constants
[j
+ 0];
405 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
406 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
407 else lcl_const
[1] = constants
[j
+ 1];
409 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
410 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
411 else lcl_const
[2] = constants
[j
+ 2];
413 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
414 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
415 else lcl_const
[3] = constants
[j
+ 3];
417 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
420 /* If further constants are dirty, reload them without clamping.
422 * The alternative is not to touch them, but then we cannot reset the dirty constant count
423 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
424 * above would always re-check the first 8 constants since max_constant remains at the init
429 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
431 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
432 * or just reloading *all* constants at once
434 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
436 for(; i
< max_constants
; i
++) {
437 if(!dirty_consts
[i
]) continue;
439 /* Find the next block of dirty constants */
442 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
446 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
449 for(; i
< max_constants
; i
++) {
450 if(dirty_consts
[i
]) {
452 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
456 checkGLcall("glProgramEnvParameter4fvARB()");
458 /* Load immediate constants */
459 if (shader
->load_local_constsF
)
461 if (TRACE_ON(d3d_shader
))
463 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
465 GLfloat
* values
= (GLfloat
*)lconst
->value
;
466 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
467 values
[0], values
[1], values
[2], values
[3]);
470 /* Immediate constants are clamped for 1.X shaders at loading times */
472 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
474 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
475 ret
= max(ret
, lconst
->idx
+ 1);
476 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
478 checkGLcall("glProgramEnvParameter4fvARB()");
479 return ret
; /* The loaded immediate constants need reloading for the next shader */
481 return 0; /* No constants are dirty now */
486 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
488 static void shader_arb_load_np2fixup_constants(void *shader_priv
,
489 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
491 const struct shader_arb_priv
* priv
= shader_priv
;
493 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
494 if (!use_ps(state
)) return;
496 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
497 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
499 WORD active
= fixup
->super
.active
;
500 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
502 for (i
= 0; active
; active
>>= 1, ++i
)
504 const struct wined3d_texture
*tex
= state
->textures
[i
];
505 const unsigned char idx
= fixup
->super
.idx
[i
];
506 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
508 if (!(active
& 1)) continue;
511 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
517 tex_dim
[2] = tex
->pow2_matrix
[0];
518 tex_dim
[3] = tex
->pow2_matrix
[5];
522 tex_dim
[0] = tex
->pow2_matrix
[0];
523 tex_dim
[1] = tex
->pow2_matrix
[5];
527 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
528 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
529 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
534 /* GL locking is done by the caller. */
535 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader
*gl_shader
,
536 const struct wined3d_context
*context
, const struct wined3d_state
*state
, UINT rt_height
)
538 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
541 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
543 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
545 /* The state manager takes care that this function is always called if the bump env matrix changes */
546 const float *data
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_MAT00
];
547 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
548 gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
550 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
552 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
553 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
554 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
555 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
557 const float *scale
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_LSCALE
];
558 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
559 gl_shader
->luminanceconst
[i
].const_num
, scale
));
562 checkGLcall("Load bumpmap consts");
564 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
566 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
567 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
572 val
[0] = context
->render_offscreen
? 0.0f
: (float) rt_height
;
573 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
576 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
577 checkGLcall("y correction loading");
580 if (!gl_shader
->num_int_consts
) return;
582 for(i
= 0; i
< MAX_CONST_I
; i
++)
584 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
587 val
[0] = (float)state
->ps_consts_i
[4 * i
];
588 val
[1] = (float)state
->ps_consts_i
[4 * i
+ 1];
589 val
[2] = (float)state
->ps_consts_i
[4 * i
+ 2];
592 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
595 checkGLcall("Load ps int consts");
598 /* GL locking is done by the caller. */
599 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader
*gl_shader
,
600 const struct wined3d_context
*context
, const struct wined3d_state
*state
)
602 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
603 float position_fixup
[4];
606 /* Upload the position fixup */
607 shader_get_position_fixup(context
, state
, position_fixup
);
608 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, position_fixup
));
610 if (!gl_shader
->num_int_consts
) return;
612 for(i
= 0; i
< MAX_CONST_I
; i
++)
614 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
617 val
[0] = (float)state
->vs_consts_i
[4 * i
];
618 val
[1] = (float)state
->vs_consts_i
[4 * i
+ 1];
619 val
[2] = (float)state
->vs_consts_i
[4 * i
+ 2];
622 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
625 checkGLcall("Load vs int consts");
629 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
631 * We only support float constants in ARB at the moment, so don't
632 * worry about the Integers or Booleans
634 /* GL locking is done by the caller (state handler) */
635 static void shader_arb_load_constants(const struct wined3d_context
*context
, char usePixelShader
, char useVertexShader
)
637 struct wined3d_device
*device
= context
->swapchain
->device
;
638 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
639 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
640 struct shader_arb_priv
*priv
= device
->shader_priv
;
642 if (context
!= priv
->last_context
)
644 memset(priv
->vshader_const_dirty
, 1,
645 sizeof(*priv
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
646 priv
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
648 memset(priv
->pshader_const_dirty
, 1,
649 sizeof(*priv
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
650 priv
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
652 priv
->last_context
= context
;
657 struct wined3d_shader
*vshader
= state
->vertex_shader
;
658 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
660 /* Load DirectX 9 float constants for vertex shader */
661 priv
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
662 priv
->highest_dirty_vs_const
, state
->vs_consts_f
, priv
->vshader_const_dirty
);
663 shader_arb_vs_local_constants(gl_shader
, context
, state
);
668 struct wined3d_shader
*pshader
= state
->pixel_shader
;
669 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
670 UINT rt_height
= state
->fb
->render_targets
[0]->resource
.height
;
672 /* Load DirectX 9 float constants for pixel shader */
673 priv
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
674 priv
->highest_dirty_ps_const
, state
->ps_consts_f
, priv
->pshader_const_dirty
);
675 shader_arb_ps_local_constants(gl_shader
, context
, state
, rt_height
);
679 static void shader_arb_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
681 struct wined3d_context
*context
= context_get_current();
682 struct shader_arb_priv
*priv
= device
->shader_priv
;
684 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
685 * context. On a context switch the old context will be fully dirtified */
686 if (!context
|| context
->swapchain
->device
!= device
) return;
688 memset(priv
->vshader_const_dirty
+ start
, 1, sizeof(*priv
->vshader_const_dirty
) * count
);
689 priv
->highest_dirty_vs_const
= max(priv
->highest_dirty_vs_const
, start
+ count
);
692 static void shader_arb_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
694 struct wined3d_context
*context
= context_get_current();
695 struct shader_arb_priv
*priv
= device
->shader_priv
;
697 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
698 * context. On a context switch the old context will be fully dirtified */
699 if (!context
|| context
->swapchain
->device
!= device
) return;
701 memset(priv
->pshader_const_dirty
+ start
, 1, sizeof(*priv
->pshader_const_dirty
) * count
);
702 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, start
+ count
);
705 static DWORD
*local_const_mapping(const struct wined3d_shader
*shader
)
707 const struct wined3d_shader_lconst
*lconst
;
711 if (shader
->load_local_constsF
|| list_empty(&shader
->constantsF
))
714 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * shader
->limits
.constant_float
);
717 ERR("Out of memory\n");
721 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
723 ret
[lconst
->idx
] = idx
++;
728 /* Generate the variable & register declarations for the ARB_vertex_program output target */
729 static DWORD
shader_generate_arb_declarations(const struct wined3d_shader
*shader
,
730 const struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_buffer
*buffer
,
731 const struct wined3d_gl_info
*gl_info
, const DWORD
*lconst_map
,
732 DWORD
*num_clipplanes
, const struct shader_arb_ctx_priv
*ctx
)
734 DWORD i
, next_local
= 0;
735 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
736 const struct wined3d_shader_lconst
*lconst
;
737 unsigned max_constantsF
;
740 /* In pixel shaders, all private constants are program local, we don't need anything
741 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
742 * If we need a private constant the GL implementation will squeeze it in somewhere
744 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
745 * immediate values. The posFixup is loaded using program.env for now, so always
746 * subtract one from the number of constants. If the shader uses indirect addressing,
747 * account for the helper const too because we have to declare all available d3d constants
748 * and don't know which are actually used.
752 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
753 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
754 if (max_constantsF
< 24)
755 max_constantsF
= gl_info
->limits
.arb_ps_float_constants
;
759 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
760 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
761 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
762 * Also prevents max_constantsF from becoming less than 0 and
764 if (max_constantsF
< 96)
765 max_constantsF
= gl_info
->limits
.arb_vs_float_constants
;
767 if (reg_maps
->usesrelconstF
)
769 DWORD highest_constf
= 0, clip_limit
;
771 max_constantsF
-= reserved_vs_const(shader_data
, reg_maps
, gl_info
);
772 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
774 for (i
= 0; i
< shader
->limits
.constant_float
; ++i
)
777 DWORD shift
= i
& 0x1f;
778 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
781 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
783 if(ctx
->cur_vs_args
->super
.clip_enabled
)
784 clip_limit
= gl_info
->limits
.clipplanes
;
790 unsigned int mask
= ctx
->cur_vs_args
->clip
.boolclip
.clipplane_mask
;
791 clip_limit
= min(count_bits(mask
), 4);
793 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
794 max_constantsF
-= *num_clipplanes
;
795 if(*num_clipplanes
< clip_limit
)
797 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, gl_info
->limits
.clipplanes
);
802 if (ctx
->target_version
>= NV2
) *num_clipplanes
= gl_info
->limits
.clipplanes
;
803 else *num_clipplanes
= min(gl_info
->limits
.clipplanes
, 4);
807 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
809 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
812 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
814 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
817 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
819 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
821 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
825 /* Load local constants using the program-local space,
826 * this avoids reloading them each time the shader is used
830 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
832 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
833 lconst_map
[lconst
->idx
]);
834 next_local
= max(next_local
, lconst_map
[lconst
->idx
] + 1);
838 /* After subtracting privately used constants from the hardware limit(they are loaded as
839 * local constants), make sure the shader doesn't violate the env constant limit
843 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
847 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
850 /* Avoid declaring more constants than needed */
851 max_constantsF
= min(max_constantsF
, shader
->limits
.constant_float
);
853 /* we use the array-based constants array if the local constants are marked for loading,
854 * because then we use indirect addressing, or when the local constant list is empty,
855 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
856 * local constants do not declare the loaded constants as an array because ARB compilers usually
857 * do not optimize unused constants away
859 if (reg_maps
->usesrelconstF
)
861 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
862 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
863 max_constantsF
, max_constantsF
- 1);
865 for(i
= 0; i
< max_constantsF
; i
++) {
868 mask
= 1 << (i
& 0x1f);
869 if (!shader_constant_is_local(shader
, i
) && (reg_maps
->constf
[idx
] & mask
))
871 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
879 static const char * const shift_tab
[] = {
880 "dummy", /* 0 (none) */
881 "coefmul.x", /* 1 (x2) */
882 "coefmul.y", /* 2 (x4) */
883 "coefmul.z", /* 3 (x8) */
884 "coefmul.w", /* 4 (x16) */
885 "dummy", /* 5 (x32) */
886 "dummy", /* 6 (x64) */
887 "dummy", /* 7 (x128) */
888 "dummy", /* 8 (d256) */
889 "dummy", /* 9 (d128) */
890 "dummy", /* 10 (d64) */
891 "dummy", /* 11 (d32) */
892 "coefdiv.w", /* 12 (d16) */
893 "coefdiv.z", /* 13 (d8) */
894 "coefdiv.y", /* 14 (d4) */
895 "coefdiv.x" /* 15 (d2) */
898 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
899 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
901 char *ptr
= write_mask
;
903 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
906 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
907 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
908 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
909 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
915 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
917 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
918 * but addressed as "rgba". To fix this we need to swap the register's x
919 * and z components. */
920 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
921 char *ptr
= swizzle_str
;
923 /* swizzle bits fields: wwzzyyxx */
924 DWORD swizzle
= param
->swizzle
;
925 DWORD swizzle_x
= swizzle
& 0x03;
926 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
927 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
928 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
930 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
931 * generate a swizzle string. Unless we need to our own swizzling. */
932 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
935 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
936 *ptr
++ = swizzle_chars
[swizzle_x
];
938 *ptr
++ = swizzle_chars
[swizzle_x
];
939 *ptr
++ = swizzle_chars
[swizzle_y
];
940 *ptr
++ = swizzle_chars
[swizzle_z
];
941 *ptr
++ = swizzle_chars
[swizzle_w
];
948 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
950 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
951 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
953 if (!strcmp(priv
->addr_reg
, src
)) return;
955 strcpy(priv
->addr_reg
, src
);
956 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
959 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
960 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
962 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
963 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
965 /* oPos, oFog and oPts in D3D */
966 static const char * const rastout_reg_names
[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
967 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
968 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
969 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
970 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
976 case WINED3DSPR_TEMP
:
977 sprintf(register_name
, "R%u", reg
->idx
);
980 case WINED3DSPR_INPUT
:
983 if (reg_maps
->shader_version
.major
< 3)
985 if (!reg
->idx
) strcpy(register_name
, "fragment.color.primary");
986 else strcpy(register_name
, "fragment.color.secondary");
993 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
995 if (!strcmp(rel_reg
, "**aL_emul**"))
997 DWORD idx
= ctx
->aL
+ reg
->idx
;
998 if(idx
< MAX_REG_INPUT
)
1000 strcpy(register_name
, ctx
->ps_input
[idx
]);
1004 ERR("Pixel shader input register out of bounds: %u\n", idx
);
1005 sprintf(register_name
, "out_of_bounds_%u", idx
);
1008 else if (reg_maps
->input_registers
& 0x0300)
1010 /* There are two ways basically:
1012 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1013 * That means trouble if the loop also contains a breakc or if the control values
1014 * aren't local constants.
1015 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1016 * source dynamically. The trouble is that we cannot simply read aL.y because it
1017 * is an ADDRESS register. We could however push it, load .zw with a value and use
1018 * ADAC to load the condition code register and pop it again afterwards
1020 FIXME("Relative input register addressing with more than 8 registers\n");
1022 /* This is better than nothing for now */
1023 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1025 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
1027 /* This is problematic because we'd have to consult the ctx->ps_input strings
1028 * for where to find the varying. Some may be "0.0", others can be texcoords or
1029 * colors. This needs either a pipeline replacement to make the vertex shader feed
1030 * proper varyings, or loop unrolling
1032 * For now use the texcoords and hope for the best
1034 FIXME("Non-vertex shader varying input with indirect addressing\n");
1035 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1039 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1040 * pulls GL_NV_fragment_program2 in
1042 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1047 if(reg
->idx
< MAX_REG_INPUT
)
1049 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
1053 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
1054 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
1061 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1062 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
1066 case WINED3DSPR_CONST
:
1067 if (!pshader
&& reg
->rel_addr
)
1069 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1070 UINT rel_offset
= shader_data
->rel_offset
;
1073 if (reg_maps
->shader_version
.major
< 2)
1075 sprintf(rel_reg
, "A0.x");
1077 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
1078 if(ctx
->target_version
== ARB
) {
1079 if (!strcmp(rel_reg
, "**aL_emul**"))
1083 shader_arb_request_a0(ins
, rel_reg
);
1084 sprintf(rel_reg
, "A0.x");
1089 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
);
1090 else if (reg
->idx
>= rel_offset
)
1091 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
- rel_offset
);
1093 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
);
1097 if (reg_maps
->usesrelconstF
)
1098 sprintf(register_name
, "C[%u]", reg
->idx
);
1100 sprintf(register_name
, "C%u", reg
->idx
);
1104 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1107 if (reg_maps
->shader_version
.major
== 1
1108 && reg_maps
->shader_version
.minor
<= 3)
1110 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1111 * and as source to most instructions. For some instructions it is the texcoord
1112 * input. Those instructions know about the special use
1114 sprintf(register_name
, "T%u", reg
->idx
);
1116 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1117 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
1122 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1124 sprintf(register_name
, "A%u", reg
->idx
);
1128 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
1133 case WINED3DSPR_COLOROUT
:
1134 if (ctx
->cur_ps_args
->super
.srgb_correction
&& !reg
->idx
)
1136 strcpy(register_name
, "TMP_COLOR");
1140 if(ctx
->cur_ps_args
->super
.srgb_correction
) FIXME("sRGB correction on higher render targets\n");
1141 if (reg_maps
->rt_mask
> 1)
1143 sprintf(register_name
, "result.color[%u]", reg
->idx
);
1147 strcpy(register_name
, "result.color");
1152 case WINED3DSPR_RASTOUT
:
1153 if(reg
->idx
== 1) sprintf(register_name
, "%s", ctx
->fog_output
);
1154 else sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
1157 case WINED3DSPR_DEPTHOUT
:
1158 strcpy(register_name
, "result.depth");
1161 case WINED3DSPR_ATTROUT
:
1162 /* case WINED3DSPR_OUTPUT: */
1163 if (pshader
) sprintf(register_name
, "oD[%u]", reg
->idx
);
1164 else strcpy(register_name
, ctx
->color_output
[reg
->idx
]);
1167 case WINED3DSPR_TEXCRDOUT
:
1170 sprintf(register_name
, "oT[%u]", reg
->idx
);
1174 if (reg_maps
->shader_version
.major
< 3)
1176 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1180 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
1185 case WINED3DSPR_LOOP
:
1186 if(ctx
->target_version
>= NV2
)
1188 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1189 if(pshader
) sprintf(register_name
, "A0.x");
1190 else sprintf(register_name
, "aL.y");
1194 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1195 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1196 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1197 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1200 sprintf(register_name
, "**aL_emul**");
1205 case WINED3DSPR_CONSTINT
:
1206 sprintf(register_name
, "I%u", reg
->idx
);
1209 case WINED3DSPR_MISCTYPE
:
1212 sprintf(register_name
, "vpos");
1214 else if(reg
->idx
== 1)
1216 sprintf(register_name
, "fragment.facing.x");
1220 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1225 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1226 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
1231 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1232 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1234 char register_name
[255];
1238 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1239 strcpy(str
, register_name
);
1241 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1242 strcat(str
, write_mask
);
1245 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1247 switch(channel_source
)
1249 case CHANNEL_SOURCE_ZERO
: return "0";
1250 case CHANNEL_SOURCE_ONE
: return "1";
1251 case CHANNEL_SOURCE_X
: return "x";
1252 case CHANNEL_SOURCE_Y
: return "y";
1253 case CHANNEL_SOURCE_Z
: return "z";
1254 case CHANNEL_SOURCE_W
: return "w";
1256 FIXME("Unhandled channel source %#x\n", channel_source
);
1261 static void gen_color_correction(struct wined3d_shader_buffer
*buffer
, const char *reg
,
1262 DWORD dst_mask
, const char *one
, const char *two
, struct color_fixup_desc fixup
)
1266 if (is_complex_fixup(fixup
))
1268 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1269 FIXME("Complex fixup (%#x) not supported\n", complex_fixup
);
1274 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1275 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1276 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1277 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1282 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1283 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1284 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1288 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1289 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1290 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1291 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1297 char *ptr
= reg_mask
;
1299 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1302 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1303 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1304 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1305 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1309 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1313 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1316 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1317 if (!ins
->dst_count
) return "";
1319 mod
= ins
->dst
[0].modifiers
;
1321 /* Silently ignore PARTIALPRECISION if its not supported */
1322 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1324 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1326 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1327 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1332 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1335 case WINED3DSPDM_SATURATE
:
1338 case WINED3DSPDM_PARTIALPRECISION
:
1345 FIXME("Unknown modifiers 0x%08x\n", mod
);
1350 #define TEX_PROJ 0x1
1351 #define TEX_BIAS 0x2
1353 #define TEX_DERIV 0x10
1355 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1356 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1358 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1359 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1360 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1361 const struct wined3d_texture
*texture
;
1362 const char *tex_type
;
1363 BOOL np2_fixup
= FALSE
;
1364 struct wined3d_device
*device
= shader
->device
;
1365 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1367 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1369 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1370 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1372 switch(sampler_type
) {
1378 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
1379 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
1385 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1387 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1389 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1390 else np2_fixup
= TRUE
;
1395 case WINED3DSTT_VOLUME
:
1399 case WINED3DSTT_CUBE
:
1404 ERR("Unexpected texture type %d\n", sampler_type
);
1408 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1409 * so don't use shader_arb_get_modifier
1411 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1414 /* Fragment samplers always have indentity mapping */
1415 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1417 sampler_idx
= priv
->cur_vs_args
->vertex
.samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1420 if (flags
& TEX_DERIV
)
1422 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1423 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1424 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1425 dsx
, dsy
,sampler_idx
, tex_type
);
1427 else if(flags
& TEX_LOD
)
1429 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1430 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1431 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1432 sampler_idx
, tex_type
);
1434 else if (flags
& TEX_BIAS
)
1436 /* Shouldn't be possible, but let's check for it */
1437 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1438 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1439 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1441 else if (flags
& TEX_PROJ
)
1443 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1449 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1450 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1451 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1453 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1456 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1461 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1462 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_ONE
),
1463 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_TWO
),
1464 priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1468 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1469 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1471 /* Generate a line that does the input modifier computation and return the input register to use */
1472 BOOL is_color
= FALSE
;
1476 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1477 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1478 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
1479 const char *two
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_TWO
);
1481 /* Assume a new line will be added */
1484 /* Get register name */
1485 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1486 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1488 switch (src
->modifiers
)
1490 case WINED3DSPSM_NONE
:
1491 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1494 case WINED3DSPSM_NEG
:
1495 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1498 case WINED3DSPSM_BIAS
:
1499 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1501 case WINED3DSPSM_BIASNEG
:
1502 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1504 case WINED3DSPSM_SIGN
:
1505 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1507 case WINED3DSPSM_SIGNNEG
:
1508 shader_addline(buffer
, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1510 case WINED3DSPSM_COMP
:
1511 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1513 case WINED3DSPSM_X2
:
1514 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1516 case WINED3DSPSM_X2NEG
:
1517 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1519 case WINED3DSPSM_DZ
:
1520 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1521 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1523 case WINED3DSPSM_DW
:
1524 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1525 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1527 case WINED3DSPSM_ABS
:
1528 if(ctx
->target_version
>= NV2
) {
1529 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1532 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1535 case WINED3DSPSM_ABSNEG
:
1536 if(ctx
->target_version
>= NV2
) {
1537 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1539 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1540 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1545 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1549 /* Return modified or original register, with swizzle */
1551 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1554 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1556 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1557 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1559 char src_name
[2][50];
1560 DWORD sampler_code
= dst
->reg
.idx
;
1562 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1564 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1566 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1567 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1570 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1571 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1572 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1573 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1574 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1576 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1577 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1580 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1585 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1586 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1587 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1588 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1589 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1590 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1591 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1592 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1593 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1594 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1595 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1596 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1597 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1599 FIXME("Unknown modifier %u\n", mod
);
1603 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1605 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1606 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1608 char src_name
[3][50];
1609 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1610 ins
->ctx
->reg_maps
->shader_version
.minor
);
1612 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1613 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1615 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1616 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
1618 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1622 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1625 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1626 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1628 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1629 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1630 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1631 shader_addline(buffer
, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins
),
1632 dst_name
, src_name
[1], src_name
[2]);
1636 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1638 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1639 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1641 char src_name
[3][50];
1643 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1645 /* Generate input register names (with modifiers) */
1646 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1647 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1648 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1650 shader_addline(buffer
, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1651 dst_name
, src_name
[0], src_name
[2], src_name
[1]);
1654 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1655 * dst = dot2(src0, src1) + src2 */
1656 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1658 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1659 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1661 char src_name
[3][50];
1662 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1664 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1665 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1666 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1668 if(ctx
->target_version
>= NV3
)
1670 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1671 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1672 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1673 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1675 else if(ctx
->target_version
>= NV2
)
1677 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1678 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1679 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1680 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1682 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1684 * .xyxy and other swizzles that we could get with this are not valid in
1685 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1687 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1688 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1689 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1691 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1693 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1694 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1698 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1699 /* 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]
1700 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1702 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1703 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1704 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1705 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1709 /* Map the opcode 1-to-1 to the GL code */
1710 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1712 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1713 const char *instruction
;
1714 char arguments
[256], dst_str
[50];
1716 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1718 switch (ins
->handler_idx
)
1720 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1721 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1722 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1723 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1724 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1725 case WINED3DSIH_DST
: instruction
= "DST"; break;
1726 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1727 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1728 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1729 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1730 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1731 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1732 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1733 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1734 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1735 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1736 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1737 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1738 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1739 default: instruction
= "";
1740 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1744 /* Note that shader_arb_add_dst_param() adds spaces. */
1745 arguments
[0] = '\0';
1746 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1747 for (i
= 0; i
< ins
->src_count
; ++i
)
1750 strcat(arguments
, ", ");
1751 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1752 strcat(arguments
, operand
);
1754 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1757 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1759 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1760 shader_addline(buffer
, "NOP;\n");
1763 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1765 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1766 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1767 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1768 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1769 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
1770 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
1771 const char *two
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_TWO
);
1773 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1774 char src0_param
[256];
1776 if (ins
->handler_idx
== WINED3DSIH_MOVA
)
1778 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1780 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1782 if(ctx
->target_version
>= NV2
) {
1783 shader_hw_map2gl(ins
);
1786 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1787 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1789 /* This implements the mova formula used in GLSL. The first two instructions
1790 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1794 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1796 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1797 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1799 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, %s;\n", write_mask
, src0_param
, zero
);
1800 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask
, two
, one
);
1802 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1803 shader_addline(buffer
, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask
);
1804 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1805 if (shader_data
->rel_offset
)
1807 shader_addline(buffer
, "ADD TA%s, TA, %s;\n", write_mask
, offset
);
1809 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1811 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1813 else if (reg_maps
->shader_version
.major
== 1
1814 && !shader_is_pshader_version(reg_maps
->shader_version
.type
)
1815 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1817 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1818 src0_param
[0] = '\0';
1820 if (shader_data
->rel_offset
)
1822 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1823 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1824 shader_addline(buffer
, "ADD TA.x, %s, %s;\n", src0_param
, offset
);
1825 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1829 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1830 * with more than one component. Thus replicate the first source argument over all
1831 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1832 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1833 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1834 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1835 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1838 else if (ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
->dst
[0].reg
.idx
&& pshader
)
1840 if (ctx
->cur_ps_args
->super
.srgb_correction
&& shader
->u
.ps
.color0_mov
)
1842 shader_addline(buffer
, "#mov handled in srgb write code\n");
1845 shader_hw_map2gl(ins
);
1849 shader_hw_map2gl(ins
);
1853 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1855 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1856 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1859 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1860 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1862 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1864 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1866 const char *kilsrc
= "TA";
1869 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1870 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1876 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1877 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1878 * masked out components to 0(won't kill)
1880 char x
= '0', y
= '0', z
= '0', w
= '0';
1881 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1882 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1883 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1884 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1885 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1887 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1889 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1890 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1892 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1893 * or pass in any temporary register(in shader phase 2)
1895 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1896 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1898 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1900 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1901 shader_addline(buffer
, "KIL TA;\n");
1905 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1907 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1908 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1909 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1910 ins
->ctx
->reg_maps
->shader_version
.minor
);
1911 struct wined3d_shader_src_param src
;
1915 DWORD reg_sampler_code
;
1918 /* All versions have a destination register */
1919 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1921 /* 1.0-1.4: Use destination register number as texture code.
1922 2.0+: Use provided sampler number as texure code. */
1923 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1924 reg_sampler_code
= dst
->reg
.idx
;
1926 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1928 /* 1.0-1.3: Use the texcoord varying.
1929 1.4+: Use provided coordinate source register. */
1930 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1931 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1933 /* TEX is the only instruction that can handle DW and DZ natively */
1935 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1936 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1937 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1941 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1942 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1943 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1945 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1948 if (reg_sampler_code
< MAX_TEXTURES
)
1949 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg_sampler_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
1950 if (flags
& WINED3D_PSARGS_PROJECTED
)
1951 myflags
|= TEX_PROJ
;
1953 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1955 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
1956 if (src_mod
== WINED3DSPSM_DZ
)
1958 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1959 * varying register, so we need a temp reg
1961 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1962 strcpy(reg_coord
, "TA");
1963 myflags
|= TEX_PROJ
;
1964 } else if(src_mod
== WINED3DSPSM_DW
) {
1965 myflags
|= TEX_PROJ
;
1968 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1969 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1971 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1974 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1976 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1977 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1978 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1979 ins
->ctx
->reg_maps
->shader_version
.minor
);
1982 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1984 DWORD reg
= dst
->reg
.idx
;
1986 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1987 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1991 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1992 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1993 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1997 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1999 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2002 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2006 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2007 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2008 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2009 /* Move .x first in case src_str is "TA" */
2010 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
2011 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
2012 if (reg1
< MAX_TEXTURES
)
2014 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2015 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg1
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2017 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2020 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
2022 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2024 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2028 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2029 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2030 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2031 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
2032 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
2033 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
2036 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
2038 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2042 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2043 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2044 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2045 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
2048 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
2050 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2051 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2052 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2053 char reg_coord
[40], dst_reg
[50], src_reg
[50];
2054 DWORD reg_dest_code
;
2056 /* All versions have a destination register. The Tx where the texture coordinates come
2057 * from is the varying incarnation of the texture register
2059 reg_dest_code
= dst
->reg
.idx
;
2060 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
2061 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
2062 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
2064 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2065 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2067 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2068 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2070 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2071 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2074 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
2075 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
2076 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
2077 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
2079 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2080 * so we can't let the GL handle this.
2082 if ((priv
->cur_ps_args
->super
.tex_transform
>> reg_dest_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
2083 & WINED3D_PSARGS_PROJECTED
)
2085 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
2086 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
2087 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
2089 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
2092 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
2094 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2096 /* No src swizzles are allowed, so this is ok */
2097 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2098 src_reg
, reg_dest_code
, reg_dest_code
);
2099 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
2103 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2105 DWORD reg
= ins
->dst
[0].reg
.idx
;
2106 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2107 char src0_name
[50], dst_name
[50];
2109 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2111 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2112 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2113 * T<reg+1> register. Use this register to store the calculated vector
2115 tmp_reg
.idx
= reg
+ 1;
2116 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2117 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2120 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2122 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2124 DWORD reg
= ins
->dst
[0].reg
.idx
;
2125 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2131 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2132 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2134 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2135 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2136 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2137 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2138 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2141 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2143 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2144 DWORD reg
= ins
->dst
[0].reg
.idx
;
2145 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2146 char src0_name
[50], dst_name
[50];
2147 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2150 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2151 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2152 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2154 tmp_reg
.idx
= reg
+ 2 - tex_mx
->current_row
;
2155 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2157 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2158 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2159 dst_name
, 'x' + tex_mx
->current_row
, reg
, src0_name
);
2160 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
2163 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2165 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2166 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2168 DWORD reg
= ins
->dst
[0].reg
.idx
;
2169 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2171 char src0_name
[50], dst_name
[50];
2174 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2175 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2176 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2178 /* Sample the texture using the calculated coordinates */
2179 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2180 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2181 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2182 tex_mx
->current_row
= 0;
2185 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2187 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2188 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2190 DWORD reg
= ins
->dst
[0].reg
.idx
;
2191 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2197 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2198 * components for temporary data storage
2200 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2201 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2202 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2204 /* Construct the eye-ray vector from w coordinates */
2205 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[0]);
2206 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[1]);
2207 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2209 /* Calculate reflection vector
2211 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2212 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2213 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2214 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2215 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2216 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2217 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2219 /* Sample the texture using the calculated coordinates */
2220 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2221 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2222 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2223 tex_mx
->current_row
= 0;
2226 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2228 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2229 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2231 DWORD reg
= ins
->dst
[0].reg
.idx
;
2232 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2239 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2240 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2241 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2242 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2243 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2245 /* Calculate reflection vector.
2248 * dst_reg.xyz = 2 * --------- * N - E
2251 * Which normalizes the normal vector
2253 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2254 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2255 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2256 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2257 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2258 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2260 /* Sample the texture using the calculated coordinates */
2261 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2262 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2263 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2264 tex_mx
->current_row
= 0;
2267 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2269 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2270 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2272 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2273 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2275 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2276 * which is essentially an input, is the destination register because it is the first
2277 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2278 * here(writemasks/swizzles are not valid on texdepth)
2280 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2282 /* According to the msdn, the source register(must be r5) is unusable after
2283 * the texdepth instruction, so we're free to modify it
2285 shader_addline(buffer
, "MIN %s.y, %s.y, %s;\n", dst_name
, dst_name
, one
);
2287 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2288 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2289 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2291 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2292 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2293 shader_addline(buffer
, "MIN TA.x, TA.x, %s;\n", one
);
2294 shader_addline(buffer
, "MAX result.depth, TA.x, %s;\n", zero
);
2297 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2298 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2299 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2300 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2302 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2303 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2307 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2308 shader_addline(buffer
, "MOV TB, 0.0;\n");
2309 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2311 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2312 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2315 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2316 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2317 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2319 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2322 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2324 /* Handle output register */
2325 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2326 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2327 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
2330 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2331 * Perform the 3rd row of a 3x3 matrix multiply */
2332 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2334 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2335 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2336 char dst_str
[50], dst_name
[50];
2340 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2341 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2342 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2343 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2344 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2347 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2348 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2349 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2350 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2352 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2354 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2355 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2356 char src0
[50], dst_name
[50];
2358 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2359 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2361 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2362 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2363 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2365 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2366 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2367 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2369 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2370 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2371 shader_addline(buffer
, "MIN %s.x, %s.x, %s;\n", dst_name
, dst_name
, one
);
2372 shader_addline(buffer
, "MAX result.depth, %s.x, %s;\n", dst_name
, zero
);
2375 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2376 Vertex/Pixel shaders to ARB_vertex_program codes */
2377 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2380 int nComponents
= 0;
2381 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2382 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2383 struct wined3d_shader_instruction tmp_ins
;
2385 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2387 /* Set constants for the temporary argument */
2388 tmp_ins
.ctx
= ins
->ctx
;
2389 tmp_ins
.dst_count
= 1;
2390 tmp_ins
.dst
= &tmp_dst
;
2391 tmp_ins
.src_count
= 2;
2392 tmp_ins
.src
= tmp_src
;
2394 switch(ins
->handler_idx
)
2396 case WINED3DSIH_M4x4
:
2398 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2400 case WINED3DSIH_M4x3
:
2402 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2404 case WINED3DSIH_M3x4
:
2406 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2408 case WINED3DSIH_M3x3
:
2410 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2412 case WINED3DSIH_M3x2
:
2414 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2417 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2421 tmp_dst
= ins
->dst
[0];
2422 tmp_src
[0] = ins
->src
[0];
2423 tmp_src
[1] = ins
->src
[1];
2424 for (i
= 0; i
< nComponents
; i
++) {
2425 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2426 shader_hw_map2gl(&tmp_ins
);
2427 ++tmp_src
[1].reg
.idx
;
2431 static void shader_hw_rcp(const struct wined3d_shader_instruction
*ins
)
2433 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2438 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2439 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2440 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2442 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2448 shader_addline(buffer
, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins
), dst
, src
);
2451 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2453 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2454 const char *instruction
;
2459 switch(ins
->handler_idx
)
2461 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2462 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2463 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
2464 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
2465 default: instruction
= "";
2466 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2470 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2471 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2472 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2474 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2480 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2483 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2485 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2488 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2489 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2490 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2492 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2493 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2495 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2496 * otherwise NRM or RSQ would return NaN */
2497 if(pshader
&& priv
->target_version
>= NV3
)
2499 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2501 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2503 shader_addline(buffer
, "DP3C TA, %s, %s;\n", src_name
, src_name
);
2504 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2505 shader_addline(buffer
, "MOV %s (EQ), %s;\n", dst_name
, zero
);
2507 else if(priv
->target_version
>= NV2
)
2509 shader_addline(buffer
, "DP3C TA.x, %s, %s;\n", src_name
, src_name
);
2510 shader_addline(buffer
, "RSQ TA.x (NE), TA.x;\n");
2511 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2516 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2518 shader_addline(buffer
, "DP3 TA.x, %s, %s;\n", src_name
, src_name
);
2519 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2520 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2522 shader_addline(buffer
, "SGE TA.y, -TA.x, %s;\n", zero
);
2523 shader_addline(buffer
, "MAD TA.x, %s, TA.y, TA.x;\n", one
);
2525 shader_addline(buffer
, "RSQ TA.x, TA.x;\n");
2526 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2527 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2532 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2534 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2536 char src_name
[3][50];
2538 /* ARB_fragment_program has a convenient LRP instruction */
2539 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2540 shader_hw_map2gl(ins
);
2544 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2545 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2546 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2547 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2549 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2550 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2551 dst_name
, src_name
[0], src_name
[2]);
2554 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2556 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2557 * must contain fixed constants. So we need a separate function to filter those constants and
2560 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2561 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2562 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2564 char src_name0
[50], src_name1
[50], src_name2
[50];
2567 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2568 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2569 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2570 /* No modifiers are supported on SCS */
2571 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2573 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2575 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2576 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2578 } else if(priv
->target_version
>= NV2
) {
2579 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2581 /* Sincos writemask must be .x, .y or .xy */
2582 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2583 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2584 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2585 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2587 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2588 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2590 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2591 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2593 * The constants we get are:
2595 * +1 +1, -1 -1 +1 +1 -1 -1
2596 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2597 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2599 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2603 * (x/2)^4 = x^4 / 16
2604 * (x/2)^5 = x^5 / 32
2607 * To get the final result:
2608 * sin(x) = 2 * sin(x/2) * cos(x/2)
2609 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2610 * (from sin(x+y) and cos(x+y) rules)
2612 * As per MSDN, dst.z is undefined after the operation, and so is
2613 * dst.x and dst.y if they're masked out by the writemask. Ie
2614 * sincos dst.y, src1, c0, c1
2615 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2616 * vsa.exe also stops with an error if the dest register is the same register as the source
2617 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2618 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2620 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2621 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2622 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2624 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2625 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2626 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2627 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2628 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2629 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2633 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2634 * properly merge that with MULs in the code above?
2635 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2636 * we can merge the sine and cosine MAD rows to calculate them together.
2638 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2639 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2640 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2641 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2644 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2645 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2646 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2648 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2650 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2651 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2653 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2655 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2656 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2661 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2663 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2666 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2668 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2669 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2671 /* SGN is only valid in vertex shaders */
2672 if(ctx
->target_version
>= NV2
) {
2673 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2677 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2678 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2680 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2681 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2683 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2684 * Then use TA, and calculate the final result
2686 * Not reading from TA? Store the first result in TA to avoid overwriting the
2687 * destination if src reg = dst reg
2689 if(strstr(src_name
, "TA"))
2691 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2692 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2693 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2697 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2698 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2699 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2704 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2706 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2712 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2713 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2714 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2716 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2717 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2720 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2726 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2727 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2728 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2729 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2730 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2731 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2732 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2733 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2734 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2735 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2736 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2737 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2738 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2740 FIXME("Unknown modifier %u\n", mod
);
2744 static void shader_hw_log(const struct wined3d_shader_instruction
*ins
)
2746 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2747 char src0
[50], dst
[50];
2748 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2749 BOOL need_abs
= FALSE
;
2752 switch(ins
->handler_idx
)
2754 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2755 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2757 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2761 /* LOG and LOGP operate on the absolute value of the input */
2762 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2764 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2765 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2769 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2770 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2774 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2778 static void shader_hw_pow(const struct wined3d_shader_instruction
*ins
)
2780 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2781 char src0
[50], src1
[50], dst
[50];
2782 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2783 BOOL need_abs
= FALSE
;
2784 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2785 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2787 /* POW operates on the absolute value of the input */
2788 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2790 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2791 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2792 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2795 shader_addline(buffer
, "ABS TA.x, %s;\n", src0
);
2797 shader_addline(buffer
, "MOV TA.x, %s;\n", src0
);
2799 if (priv
->target_version
>= NV2
)
2801 shader_addline(buffer
, "MOVC TA.y, %s;\n", src1
);
2802 shader_addline(buffer
, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins
), dst
);
2803 shader_addline(buffer
, "MOV %s (EQ.y), %s;\n", dst
, one
);
2807 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2808 const char *flt_eps
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_EPS
);
2810 shader_addline(buffer
, "ABS TA.y, %s;\n", src1
);
2811 shader_addline(buffer
, "SGE TA.y, -TA.y, %s;\n", zero
);
2812 /* Possibly add flt_eps to avoid getting float special values */
2813 shader_addline(buffer
, "MAD TA.z, TA.y, %s, %s;\n", flt_eps
, src1
);
2814 shader_addline(buffer
, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins
));
2815 shader_addline(buffer
, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2816 shader_addline(buffer
, "MAD %s, TA.y, %s, TA.x;\n", dst
, one
);
2820 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2822 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2824 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2827 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2831 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2832 struct list
*e
= list_head(&priv
->control_frames
);
2833 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2835 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2836 /* The constant loader makes sure to load -1 into iX.w */
2837 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2838 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2839 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2843 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2847 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2849 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2851 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2853 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2855 /* The constant loader makes sure to load -1 into iX.w */
2858 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2859 struct list
*e
= list_head(&priv
->control_frames
);
2860 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2862 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2864 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2865 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2866 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2870 shader_addline(buffer
, "REP %s;\n", src_name
);
2874 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2876 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2877 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2881 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2882 struct list
*e
= list_head(&priv
->control_frames
);
2883 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2885 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2886 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2887 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2889 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2893 shader_addline(buffer
, "ENDLOOP;\n");
2897 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2899 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2900 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2904 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2905 struct list
*e
= list_head(&priv
->control_frames
);
2906 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2908 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2909 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2910 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2912 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2916 shader_addline(buffer
, "ENDREP;\n");
2920 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2922 struct control_frame
*control_frame
;
2924 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2926 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2928 ERR("Could not find loop for break\n");
2932 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2934 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2935 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2936 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2940 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2944 shader_addline(buffer
, "BRK;\n");
2948 static const char *get_compare(enum wined3d_shader_rel_op op
)
2952 case WINED3D_SHADER_REL_OP_GT
: return "GT";
2953 case WINED3D_SHADER_REL_OP_EQ
: return "EQ";
2954 case WINED3D_SHADER_REL_OP_GE
: return "GE";
2955 case WINED3D_SHADER_REL_OP_LT
: return "LT";
2956 case WINED3D_SHADER_REL_OP_NE
: return "NE";
2957 case WINED3D_SHADER_REL_OP_LE
: return "LE";
2959 FIXME("Unrecognized operator %#x.\n", op
);
2964 static enum wined3d_shader_rel_op
invert_compare(enum wined3d_shader_rel_op op
)
2968 case WINED3D_SHADER_REL_OP_GT
: return WINED3D_SHADER_REL_OP_LE
;
2969 case WINED3D_SHADER_REL_OP_EQ
: return WINED3D_SHADER_REL_OP_NE
;
2970 case WINED3D_SHADER_REL_OP_GE
: return WINED3D_SHADER_REL_OP_LT
;
2971 case WINED3D_SHADER_REL_OP_LT
: return WINED3D_SHADER_REL_OP_GE
;
2972 case WINED3D_SHADER_REL_OP_NE
: return WINED3D_SHADER_REL_OP_EQ
;
2973 case WINED3D_SHADER_REL_OP_LE
: return WINED3D_SHADER_REL_OP_GT
;
2975 FIXME("Unrecognized operator %#x.\n", op
);
2980 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
2982 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2983 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2984 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2987 const char *comp
= get_compare(ins
->flags
);
2989 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2990 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2994 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2995 * away the subtraction result
2997 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2998 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
3002 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3003 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
3007 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
3009 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3010 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3011 struct list
*e
= list_head(&priv
->control_frames
);
3012 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3016 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3018 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
3019 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
3023 /* Invert the flag. We jump to the else label if the condition is NOT true */
3024 comp
= get_compare(invert_compare(ins
->flags
));
3025 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3026 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
3030 comp
= get_compare(ins
->flags
);
3031 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3032 shader_addline(buffer
, "IF %s.x;\n", comp
);
3036 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
3038 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3039 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3040 struct list
*e
= list_head(&priv
->control_frames
);
3041 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3042 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3046 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
3047 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3048 control_frame
->had_else
= TRUE
;
3052 shader_addline(buffer
, "ELSE;\n");
3056 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
3058 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3059 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3060 struct list
*e
= list_head(&priv
->control_frames
);
3061 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3062 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3066 if(control_frame
->had_else
)
3068 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3072 shader_addline(buffer
, "#No else branch. else is endif\n");
3073 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3078 shader_addline(buffer
, "ENDIF;\n");
3082 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
3084 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
3086 char reg_src
[3][40];
3087 WORD flags
= TEX_DERIV
;
3089 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3090 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
3091 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
3092 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
3094 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3095 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3097 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
3100 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
3102 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
3105 WORD flags
= TEX_LOD
;
3107 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3108 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
3110 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3111 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3113 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
3116 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
3118 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3119 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3121 priv
->in_main_func
= FALSE
;
3122 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3123 * subroutine, don't generate a label that will make GL complain
3125 if(priv
->target_version
== ARB
) return;
3127 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
);
3130 static void vshader_add_footer(struct shader_arb_ctx_priv
*priv_ctx
,
3131 const struct arb_vshader_private
*shader_data
, const struct arb_vs_compile_args
*args
,
3132 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
,
3133 struct wined3d_shader_buffer
*buffer
)
3137 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3138 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3139 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3140 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3142 if (args
->super
.fog_src
== VS_FOG_Z
)
3144 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
3150 /* posFixup.x is always 1.0, so we can safely use it */
3151 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3155 /* Clamp fogcoord */
3156 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
3157 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
3159 shader_addline(buffer
, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one
);
3160 shader_addline(buffer
, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero
);
3164 /* Clipplanes are always stored without y inversion */
3165 if (use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
3167 if (args
->super
.clip_enabled
)
3169 for (i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
3171 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
3175 else if (args
->clip
.boolclip
.clip_texcoord
)
3177 unsigned int cur_clip
= 0;
3178 char component
[4] = {'x', 'y', 'z', 'w'};
3179 const char *zero
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ZERO
);
3181 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
3183 if (args
->clip
.boolclip
.clipplane_mask
& (1 << i
))
3185 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3186 component
[cur_clip
++], i
);
3192 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3195 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3198 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3201 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
3204 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3205 args
->clip
.boolclip
.clip_texcoord
- 1);
3208 /* Write the final position.
3210 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3211 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3212 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3213 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3215 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
3216 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3217 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3219 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3220 * and the glsl equivalent
3222 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
3224 const char *two
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_TWO
);
3225 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two
);
3229 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3230 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3233 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
3235 priv_ctx
->footer_written
= TRUE
;
3238 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
3240 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3241 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3242 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3243 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3245 if(priv
->target_version
== ARB
) return;
3249 if (priv
->in_main_func
) vshader_add_footer(priv
, shader
->backend_data
,
3250 priv
->cur_vs_args
, ins
->ctx
->reg_maps
, ins
->ctx
->gl_info
, buffer
);
3253 shader_addline(buffer
, "RET;\n");
3256 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3258 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3259 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
);
3262 /* GL locking is done by the caller */
3263 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3265 GLuint program_id
= 0;
3268 const char *blt_vprogram
=
3270 "PARAM c[1] = { { 1, 0.5 } };\n"
3271 "MOV result.position, vertex.position;\n"
3272 "MOV result.color, c[0].x;\n"
3273 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3276 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3277 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3278 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3279 strlen(blt_vprogram
), blt_vprogram
));
3280 checkGLcall("glProgramStringARB()");
3282 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3285 FIXME("Vertex program error at position %d: %s\n\n", pos
,
3286 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3287 shader_arb_dump_program_source(blt_vprogram
);
3293 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3294 checkGLcall("glGetProgramivARB()");
3295 if (!native
) WARN("Program exceeds native resource limits.\n");
3301 /* GL locking is done by the caller */
3302 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
,
3303 enum tex_types tex_type
, BOOL masked
)
3305 GLuint program_id
= 0;
3306 const char *fprogram
;
3309 static const char * const blt_fprograms_full
[tex_type_count
] =
3316 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3317 "MOV result.depth.z, R0.x;\n"
3324 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3325 "MOV result.depth.z, R0.x;\n"
3330 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3331 "MOV result.depth.z, R0.x;\n"
3335 static const char * const blt_fprograms_masked
[tex_type_count
] =
3341 "PARAM mask = program.local[0];\n"
3343 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3344 "MUL R0.x, R0.x, R0.y;\n"
3346 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3347 "MOV result.depth.z, R0.x;\n"
3353 "PARAM mask = program.local[0];\n"
3355 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3356 "MUL R0.x, R0.x, R0.y;\n"
3358 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3359 "MOV result.depth.z, R0.x;\n"
3363 "PARAM mask = program.local[0];\n"
3365 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3366 "MUL R0.x, R0.x, R0.y;\n"
3368 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3369 "MOV result.depth.z, R0.x;\n"
3373 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3376 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type
);
3378 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3381 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3382 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3383 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(fprogram
), fprogram
));
3384 checkGLcall("glProgramStringARB()");
3386 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3389 FIXME("Fragment program error at position %d: %s\n\n", pos
,
3390 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3391 shader_arb_dump_program_source(fprogram
);
3397 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3398 checkGLcall("glGetProgramivARB()");
3399 if (!native
) WARN("Program exceeds native resource limits.\n");
3405 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3406 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3408 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3412 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3413 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3414 /* Calculate the > 0.0031308 case */
3415 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3416 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3417 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3418 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3419 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3420 /* Calculate the < case */
3421 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3425 /* Calculate the > 0.0031308 case */
3426 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3427 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3428 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3429 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3430 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3431 /* Calculate the < case */
3432 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3433 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3434 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3435 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3436 /* Store the components > 0.0031308 in the destination */
3437 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3438 /* Add the components that are < 0.0031308 */
3439 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3440 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3441 * result.color writes(.rgb first, then .a), or handle overwriting already written
3442 * components. The assembler uses a temporary register in this case, which is usually
3443 * not allocated from one of our registers that were used earlier.
3446 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3449 static const DWORD
*find_loop_control_values(const struct wined3d_shader
*shader
, DWORD idx
)
3451 const struct wined3d_shader_lconst
*constant
;
3453 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3455 if (constant
->idx
== idx
)
3457 return constant
->value
;
3463 static void init_ps_input(const struct wined3d_shader
*shader
,
3464 const struct arb_ps_compile_args
*args
, struct shader_arb_ctx_priv
*priv
)
3466 static const char * const texcoords
[8] =
3468 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3469 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3472 const struct wined3d_shader_signature_element
*sig
= shader
->input_signature
;
3473 const char *semantic_name
;
3476 switch(args
->super
.vp_mode
)
3478 case pretransformed
:
3480 /* The pixelshader has to collect the varyings on its own. In any case properly load
3481 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3482 * other attribs to 0.0.
3484 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3485 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3486 * load the texcoord attrib pointers to match the pixel shader signature
3488 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3490 semantic_name
= sig
[i
].semantic_name
;
3491 semantic_idx
= sig
[i
].semantic_idx
;
3492 if (!semantic_name
) continue;
3494 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
3496 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.color.primary";
3497 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3498 else priv
->ps_input
[i
] = "0.0";
3500 else if(args
->super
.vp_mode
== fixedfunction
)
3502 priv
->ps_input
[i
] = "0.0";
3504 else if(shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
3506 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3507 else priv
->ps_input
[i
] = "0.0";
3509 else if(shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
3511 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.fogcoord";
3512 else priv
->ps_input
[i
] = "0.0";
3516 priv
->ps_input
[i
] = "0.0";
3519 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3524 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3527 for(i
= 0; i
< 8; i
++)
3529 priv
->ps_input
[i
] = texcoords
[i
];
3531 priv
->ps_input
[8] = "fragment.color.primary";
3532 priv
->ps_input
[9] = "fragment.color.secondary";
3537 /* GL locking is done by the caller */
3538 static GLuint
shader_arb_generate_pshader(const struct wined3d_shader
*shader
,
3539 const struct wined3d_gl_info
*gl_info
, struct wined3d_shader_buffer
*buffer
,
3540 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3542 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3543 const struct wined3d_shader_lconst
*lconst
;
3544 const DWORD
*function
= shader
->function
;
3547 DWORD
*lconst_map
= local_const_mapping(shader
), next_local
;
3548 struct shader_arb_ctx_priv priv_ctx
;
3549 BOOL dcl_td
= FALSE
;
3550 BOOL want_nv_prog
= FALSE
;
3551 struct arb_pshader_private
*shader_priv
= shader
->backend_data
;
3556 unsigned int i
, found
= 0;
3558 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3561 || (shader
->u
.ps
.color0_mov
&& i
== shader
->u
.ps
.color0_reg
)
3562 || (reg_maps
->shader_version
.major
< 2 && !i
))
3565 sprintf(srgbtmp
[found
], "R%u", i
);
3567 if (found
== 4) break;
3572 sprintf(srgbtmp
[0], "TA");
3573 sprintf(srgbtmp
[1], "TB");
3574 sprintf(srgbtmp
[2], "TC");
3575 sprintf(srgbtmp
[3], "TD");
3579 sprintf(srgbtmp
[1], "TA");
3580 sprintf(srgbtmp
[2], "TB");
3581 sprintf(srgbtmp
[3], "TC");
3584 sprintf(srgbtmp
[2], "TA");
3585 sprintf(srgbtmp
[3], "TB");
3588 sprintf(srgbtmp
[3], "TA");
3594 /* Create the hw ARB shader */
3595 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3596 priv_ctx
.cur_ps_args
= args
;
3597 priv_ctx
.compiled_fprog
= compiled
;
3598 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3599 init_ps_input(shader
, args
, &priv_ctx
);
3600 list_init(&priv_ctx
.control_frames
);
3602 /* Avoid enabling NV_fragment_program* if we do not need it.
3604 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3605 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3606 * is faster than what we gain from using higher native instructions. There are some things though
3607 * that cannot be emulated. In that case enable the extensions.
3608 * If the extension is enabled, instruction handlers that support both ways will use it.
3610 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3611 * So enable the best we can get.
3613 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3614 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3616 want_nv_prog
= TRUE
;
3619 shader_addline(buffer
, "!!ARBfp1.0\n");
3620 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3622 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3623 priv_ctx
.target_version
= NV3
;
3625 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3627 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3628 priv_ctx
.target_version
= NV2
;
3632 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3635 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3638 priv_ctx
.target_version
= ARB
;
3641 if (reg_maps
->rt_mask
> 1)
3643 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3646 if (reg_maps
->shader_version
.major
< 3)
3648 switch(args
->super
.fog
) {
3652 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3655 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3658 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3663 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3664 * unused temps away(but occupies them for the whole shader if they're used once). Always
3665 * declaring them avoids tricky bookkeeping work
3667 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3668 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3669 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3670 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3671 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3672 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3673 shader_addline(buffer
, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps
);
3675 if (reg_maps
->shader_version
.major
< 2)
3677 strcpy(fragcolor
, "R0");
3681 if (args
->super
.srgb_correction
)
3683 if (shader
->u
.ps
.color0_mov
)
3685 sprintf(fragcolor
, "R%u", shader
->u
.ps
.color0_reg
);
3689 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3690 strcpy(fragcolor
, "TMP_COLOR");
3693 strcpy(fragcolor
, "result.color");
3697 if(args
->super
.srgb_correction
) {
3698 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3699 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3700 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3701 srgb_sub_high
, 0.0, 0.0, 0.0);
3704 /* Base Declarations */
3705 next_local
= shader_generate_arb_declarations(shader
, reg_maps
,
3706 buffer
, gl_info
, lconst_map
, NULL
, &priv_ctx
);
3708 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3710 unsigned char bump_const
;
3712 if (!(map
& 1)) continue;
3714 bump_const
= compiled
->numbumpenvmatconsts
;
3715 compiled
->bumpenvmatconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3716 compiled
->bumpenvmatconst
[bump_const
].texunit
= i
;
3717 compiled
->luminanceconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3718 compiled
->luminanceconst
[bump_const
].texunit
= i
;
3720 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3721 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3722 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3723 * textures due to conditional NP2 restrictions)
3725 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3726 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3727 * their location is shader dependent anyway and they cannot be loaded globally.
3729 compiled
->bumpenvmatconst
[bump_const
].const_num
= next_local
++;
3730 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3731 i
, compiled
->bumpenvmatconst
[bump_const
].const_num
);
3732 compiled
->numbumpenvmatconsts
= bump_const
+ 1;
3734 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3736 compiled
->luminanceconst
[bump_const
].const_num
= next_local
++;
3737 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3738 i
, compiled
->luminanceconst
[bump_const
].const_num
);
3741 for(i
= 0; i
< MAX_CONST_I
; i
++)
3743 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3744 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3746 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
3750 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3751 control_values
[0], control_values
[1], control_values
[2]);
3755 compiled
->int_consts
[i
] = next_local
;
3756 compiled
->num_int_consts
++;
3757 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3762 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3764 compiled
->ycorrection
= next_local
;
3765 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3769 shader_addline(buffer
, "TEMP vpos;\n");
3770 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3771 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3772 * ycorrection.z: 1.0
3773 * ycorrection.w: 0.0
3775 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3776 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3781 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3784 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3785 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3786 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3787 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3788 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3789 * shader compilation errors and the subsequent errors when drawing with this shader. */
3790 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3791 unsigned char cur_fixup_sampler
= 0;
3793 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3794 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3795 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3797 fixup
->offset
= next_local
;
3798 fixup
->super
.active
= 0;
3800 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3801 if (!(map
& (1 << i
))) continue;
3803 if (fixup
->offset
+ (cur_fixup_sampler
>> 1) < max_lconsts
) {
3804 fixup
->super
.active
|= (1 << i
);
3805 fixup
->super
.idx
[i
] = cur_fixup_sampler
++;
3807 FIXME("No free constant found to load NP2 fixup data into shader. "
3808 "Sampling from this texture will probably look wrong.\n");
3813 fixup
->super
.num_consts
= (cur_fixup_sampler
+ 1) >> 1;
3814 if (fixup
->super
.num_consts
) {
3815 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3816 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3820 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3822 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3825 /* Base Shader Body */
3826 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
3828 if(args
->super
.srgb_correction
) {
3829 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3830 priv_ctx
.target_version
>= NV2
);
3833 if(strcmp(fragcolor
, "result.color")) {
3834 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3836 shader_addline(buffer
, "END\n");
3838 /* TODO: change to resource.glObjectHandle or something like that */
3839 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3841 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3842 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3844 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3845 /* Create the program and check for errors */
3846 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3847 buffer
->bsize
, buffer
->buffer
));
3848 checkGLcall("glProgramStringARB()");
3850 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3853 FIXME("HW PixelShader Error at position %d: %s\n\n",
3854 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3855 shader_arb_dump_program_source(buffer
->buffer
);
3862 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3863 checkGLcall("glGetProgramivARB()");
3864 if (!native
) WARN("Program exceeds native resource limits.\n");
3867 /* Load immediate constants */
3870 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
3872 const float *value
= (const float *)lconst
->value
;
3873 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3874 checkGLcall("glProgramLocalParameter4fvARB");
3876 HeapFree(GetProcessHeap(), 0, lconst_map
);
3882 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3887 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3889 if (!sig1
[i
].semantic_name
|| !sig2
[i
].semantic_name
)
3891 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3892 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3896 if ((ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
))) return ret
;
3897 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3898 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3899 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].component_type
< sig2
[i
].component_type
? -1 : 1;
3900 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3901 if(sig1
[i
].mask
!= sig2
[i
].mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3906 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3908 struct wined3d_shader_signature_element
*new;
3912 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3913 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3915 if (!sig
[i
].semantic_name
) continue;
3918 /* Clone the semantic string */
3919 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3920 strcpy(name
, sig
[i
].semantic_name
);
3921 new[i
].semantic_name
= name
;
3926 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3928 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3929 struct ps_signature
*found_sig
;
3933 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3934 TRACE("Found existing signature %u\n", found_sig
->idx
);
3935 return found_sig
->idx
;
3937 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3938 found_sig
->sig
= clone_sig(sig
);
3939 found_sig
->idx
= priv
->ps_sig_number
++;
3940 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3941 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3943 ERR("Failed to insert program entry.\n");
3945 return found_sig
->idx
;
3948 static void init_output_registers(const struct wined3d_shader
*shader
, DWORD sig_num
,
3949 struct shader_arb_ctx_priv
*priv_ctx
, struct arb_vs_compiled_shader
*compiled
)
3952 static const char * const texcoords
[8] =
3954 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3955 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3957 struct wined3d_device
*device
= shader
->device
;
3958 const struct wined3d_shader_signature_element
*sig
;
3959 const char *semantic_name
;
3960 DWORD semantic_idx
, reg_idx
;
3962 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3963 * and varying 9 to result.color.secondary
3965 static const char * const decl_idx_to_string
[MAX_REG_INPUT
] =
3967 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3968 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3969 "result.color.primary", "result.color.secondary"
3974 TRACE("Pixel shader uses builtin varyings\n");
3975 /* Map builtins to builtins */
3976 for(i
= 0; i
< 8; i
++)
3978 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3980 priv_ctx
->color_output
[0] = "result.color.primary";
3981 priv_ctx
->color_output
[1] = "result.color.secondary";
3982 priv_ctx
->fog_output
= "TMP_FOGCOORD";
3984 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3985 for (i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); ++i
)
3987 semantic_name
= shader
->output_signature
[i
].semantic_name
;
3988 if (!semantic_name
) continue;
3990 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
3992 TRACE("o%u is TMP_OUT\n", i
);
3993 if (!shader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "TMP_OUT";
3994 else priv_ctx
->vs_output
[i
] = "TA";
3996 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
3998 TRACE("o%u is result.pointsize\n", i
);
3999 if (!shader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "result.pointsize";
4000 else priv_ctx
->vs_output
[i
] = "TA";
4002 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4004 TRACE("o%u is result.color.?, idx %u\n", i
, shader
->output_signature
[i
].semantic_idx
);
4005 if (!shader
->output_signature
[i
].semantic_idx
)
4006 priv_ctx
->vs_output
[i
] = "result.color.primary";
4007 else if (shader
->output_signature
[i
].semantic_idx
== 1)
4008 priv_ctx
->vs_output
[i
] = "result.color.secondary";
4009 else priv_ctx
->vs_output
[i
] = "TA";
4011 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4013 TRACE("o%u is %s\n", i
, texcoords
[shader
->output_signature
[i
].semantic_idx
]);
4014 if (shader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
4015 else priv_ctx
->vs_output
[i
] = texcoords
[shader
->output_signature
[i
].semantic_idx
];
4017 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4019 TRACE("o%u is result.fogcoord\n", i
);
4020 if (shader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
4021 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
4025 priv_ctx
->vs_output
[i
] = "TA";
4031 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4032 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4034 sig
= device
->stateBlock
->state
.pixel_shader
->input_signature
;
4035 TRACE("Pixel shader uses declared varyings\n");
4037 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4038 for(i
= 0; i
< 8; i
++)
4040 priv_ctx
->texcrd_output
[i
] = "TA";
4042 priv_ctx
->color_output
[0] = "TA";
4043 priv_ctx
->color_output
[1] = "TA";
4044 priv_ctx
->fog_output
= "TA";
4046 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4048 semantic_name
= sig
[i
].semantic_name
;
4049 semantic_idx
= sig
[i
].semantic_idx
;
4050 reg_idx
= sig
[i
].register_idx
;
4051 if (!semantic_name
) continue;
4053 /* If a declared input register is not written by builtin arguments, don't write to it.
4054 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4056 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4057 * to TMP_OUT in any case
4059 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4061 if (semantic_idx
< 8)
4062 priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4064 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4066 if (semantic_idx
< 2)
4067 priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4069 else if(shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4072 priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
4079 if (!strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary")
4080 || !strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary"))
4082 compiled
->need_color_unclamp
= TRUE
;
4086 /* Map declared to declared */
4087 for (i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); ++i
)
4089 /* Write unread output to TA to throw them away */
4090 priv_ctx
->vs_output
[i
] = "TA";
4091 semantic_name
= shader
->output_signature
[i
].semantic_name
;
4092 if (!semantic_name
) continue;
4094 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
)
4095 && !shader
->output_signature
[i
].semantic_idx
)
4097 priv_ctx
->vs_output
[i
] = "TMP_OUT";
4100 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
)
4101 && !shader
->output_signature
[i
].semantic_idx
)
4103 priv_ctx
->vs_output
[i
] = "result.pointsize";
4107 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
4109 if (!sig
[j
].semantic_name
) continue;
4111 if (!strcmp(sig
[j
].semantic_name
, semantic_name
)
4112 && sig
[j
].semantic_idx
== shader
->output_signature
[i
].semantic_idx
)
4114 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
4116 if (!strcmp(priv_ctx
->vs_output
[i
], "result.color.primary")
4117 || !strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary"))
4119 compiled
->need_color_unclamp
= TRUE
;
4126 /* GL locking is done by the caller */
4127 static GLuint
shader_arb_generate_vshader(const struct wined3d_shader
*shader
,
4128 const struct wined3d_gl_info
*gl_info
, struct wined3d_shader_buffer
*buffer
,
4129 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
4131 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4132 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4133 const struct wined3d_shader_lconst
*lconst
;
4134 const DWORD
*function
= shader
->function
;
4136 DWORD next_local
, *lconst_map
= local_const_mapping(shader
);
4137 struct shader_arb_ctx_priv priv_ctx
;
4141 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4142 priv_ctx
.cur_vs_args
= args
;
4143 list_init(&priv_ctx
.control_frames
);
4144 init_output_registers(shader
, args
->ps_signature
, &priv_ctx
, compiled
);
4146 /* Create the hw ARB shader */
4147 shader_addline(buffer
, "!!ARBvp1.0\n");
4149 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4150 * mesurable performance penalty, and we can always make use of it for clipplanes.
4152 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4154 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
4155 priv_ctx
.target_version
= NV3
;
4156 shader_addline(buffer
, "ADDRESS aL;\n");
4158 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4160 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
4161 priv_ctx
.target_version
= NV2
;
4162 shader_addline(buffer
, "ADDRESS aL;\n");
4164 priv_ctx
.target_version
= ARB
;
4167 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4169 shader_addline(buffer
, "TEMP TMP_FOGCOORD;\n");
4170 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
4172 shader_addline(buffer
, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps
);
4174 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
))
4176 shader_addline(buffer
, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data
->rel_offset
);
4177 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
4180 shader_addline(buffer
, "TEMP TA;\n");
4181 shader_addline(buffer
, "TEMP TB;\n");
4183 /* Base Declarations */
4184 next_local
= shader_generate_arb_declarations(shader
, reg_maps
, buffer
,
4185 gl_info
, lconst_map
, &priv_ctx
.vs_clipplanes
, &priv_ctx
);
4187 for(i
= 0; i
< MAX_CONST_I
; i
++)
4189 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
4190 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
4192 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
4196 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4197 control_values
[0], control_values
[1], control_values
[2]);
4201 compiled
->int_consts
[i
] = next_local
;
4202 compiled
->num_int_consts
++;
4203 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
4208 /* We need a constant to fixup the final position */
4209 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
4210 compiled
->pos_fixup
= next_local
++;
4212 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4213 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4214 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4215 * a replacement shader depend on the texcoord.w being set properly.
4217 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4218 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4219 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4220 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4221 * this can eat a number of instructions, so skip it unless this cap is set as well
4223 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
4225 struct wined3d_device
*device
= shader
->device
;
4226 const char *color_init
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_0001
);
4227 shader_addline(buffer
, "MOV result.color.secondary, %s;\n", color_init
);
4229 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !device
->frag_pipe
->ffp_proj_control
)
4232 const char *one
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ONE
);
4233 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++)
4235 if (reg_maps
->texcoord_mask
[i
] && reg_maps
->texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
4236 shader_addline(buffer
, "MOV result.texcoord[%u].w, %s\n", i
, one
);
4241 /* The shader starts with the main function */
4242 priv_ctx
.in_main_func
= TRUE
;
4243 /* Base Shader Body */
4244 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4246 if (!priv_ctx
.footer_written
) vshader_add_footer(&priv_ctx
,
4247 shader_data
, args
, reg_maps
, gl_info
, buffer
);
4249 shader_addline(buffer
, "END\n");
4251 /* TODO: change to resource.glObjectHandle or something like that */
4252 GL_EXTCALL(glGenProgramsARB(1, &ret
));
4254 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
4255 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
4257 TRACE("Created hw vertex shader, prg=%d\n", ret
);
4258 /* Create the program and check for errors */
4259 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
4260 buffer
->bsize
, buffer
->buffer
));
4261 checkGLcall("glProgramStringARB()");
4263 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
4266 FIXME("HW VertexShader Error at position %d: %s\n\n",
4267 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
4268 shader_arb_dump_program_source(buffer
->buffer
);
4275 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
4276 checkGLcall("glGetProgramivARB()");
4277 if (!native
) WARN("Program exceeds native resource limits.\n");
4279 /* Load immediate constants */
4282 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
4284 const float *value
= (const float *)lconst
->value
;
4285 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
4289 HeapFree(GetProcessHeap(), 0, lconst_map
);
4294 /* GL locking is done by the caller */
4295 static struct arb_ps_compiled_shader
*find_arb_pshader(struct wined3d_shader
*shader
,
4296 const struct arb_ps_compile_args
*args
)
4298 struct wined3d_device
*device
= shader
->device
;
4299 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4302 struct arb_ps_compiled_shader
*new_array
;
4303 struct wined3d_shader_buffer buffer
;
4304 struct arb_pshader_private
*shader_data
;
4307 if (!shader
->backend_data
)
4309 struct shader_arb_priv
*priv
= device
->shader_priv
;
4311 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4312 shader_data
= shader
->backend_data
;
4313 shader_data
->clamp_consts
= shader
->reg_maps
.shader_version
.major
== 1;
4315 if (shader
->reg_maps
.shader_version
.major
< 3)
4316 shader_data
->input_signature_idx
= ~0;
4318 shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->input_signature
);
4320 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4322 if (!device
->vs_clipping
)
4323 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->reg_maps
,
4324 gl_info
->limits
.texture_stages
- 1);
4326 shader_data
->clipplane_emulation
= ~0U;
4328 shader_data
= shader
->backend_data
;
4330 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4331 * so a linear search is more performant than a hashmap or a binary search
4332 * (cache coherency etc)
4334 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4336 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4337 return &shader_data
->gl_shaders
[i
];
4340 TRACE("No matching GL shader found, compiling a new shader\n");
4341 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4342 if (shader_data
->num_gl_shaders
)
4344 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4345 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4346 new_size
* sizeof(*shader_data
->gl_shaders
));
4348 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4353 ERR("Out of memory\n");
4356 shader_data
->gl_shaders
= new_array
;
4357 shader_data
->shader_array_size
= new_size
;
4360 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4362 pixelshader_update_samplers(&shader
->reg_maps
, device
->stateBlock
->state
.textures
);
4364 if (!shader_buffer_init(&buffer
))
4366 ERR("Failed to initialize shader buffer.\n");
4370 ret
= shader_arb_generate_pshader(shader
, gl_info
, &buffer
, args
,
4371 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4372 shader_buffer_free(&buffer
);
4373 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4375 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4378 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4379 const DWORD use_map
, BOOL skip_int
) {
4380 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4381 if(stored
->super
.clip_enabled
!= new->super
.clip_enabled
) return FALSE
;
4382 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4383 if(stored
->clip
.boolclip_compare
!= new->clip
.boolclip_compare
) return FALSE
;
4384 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4385 if(stored
->vertex
.samplers_compare
!= new->vertex
.samplers_compare
) return FALSE
;
4386 if(skip_int
) return TRUE
;
4388 return !memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
));
4391 static struct arb_vs_compiled_shader
*find_arb_vshader(struct wined3d_shader
*shader
,
4392 const struct arb_vs_compile_args
*args
)
4394 struct wined3d_device
*device
= shader
->device
;
4395 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4396 DWORD use_map
= device
->strided_streams
.use_map
;
4399 struct arb_vs_compiled_shader
*new_array
;
4400 struct wined3d_shader_buffer buffer
;
4401 struct arb_vshader_private
*shader_data
;
4404 if (!shader
->backend_data
)
4406 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4408 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4409 shader_data
= shader
->backend_data
;
4411 if ((gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
)
4412 && reg_maps
->min_rel_offset
<= reg_maps
->max_rel_offset
)
4414 if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 127)
4416 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4417 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4418 FIXME("Min: %u, Max: %u.\n", reg_maps
->min_rel_offset
, reg_maps
->max_rel_offset
);
4420 else if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 63)
4421 shader_data
->rel_offset
= reg_maps
->min_rel_offset
+ 63;
4422 else if (reg_maps
->max_rel_offset
> 63)
4423 shader_data
->rel_offset
= reg_maps
->min_rel_offset
;
4426 shader_data
= shader
->backend_data
;
4428 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4429 * so a linear search is more performant than a hashmap or a binary search
4430 * (cache coherency etc)
4432 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4433 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4434 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4436 return &shader_data
->gl_shaders
[i
];
4440 TRACE("No matching GL shader found, compiling a new shader\n");
4442 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4443 if (shader_data
->num_gl_shaders
)
4445 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4446 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4447 new_size
* sizeof(*shader_data
->gl_shaders
));
4449 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4454 ERR("Out of memory\n");
4457 shader_data
->gl_shaders
= new_array
;
4458 shader_data
->shader_array_size
= new_size
;
4461 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4463 if (!shader_buffer_init(&buffer
))
4465 ERR("Failed to initialize shader buffer.\n");
4469 ret
= shader_arb_generate_vshader(shader
, gl_info
, &buffer
, args
,
4470 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4471 shader_buffer_free(&buffer
);
4472 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4474 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4477 static void find_arb_ps_compile_args(const struct wined3d_state
*state
,
4478 const struct wined3d_shader
*shader
, struct arb_ps_compile_args
*args
)
4480 struct wined3d_device
*device
= shader
->device
;
4481 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4485 find_ps_compile_args(state
, shader
, &args
->super
);
4487 /* This forces all local boolean constants to 1 to make them stateblock independent */
4488 args
->bools
= shader
->reg_maps
.local_bool_consts
;
4490 for(i
= 0; i
< MAX_CONST_B
; i
++)
4492 if (state
->ps_consts_b
[i
])
4493 args
->bools
|= ( 1 << i
);
4496 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4497 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4498 * duplicate the shader than have a no-op KIL instruction in every shader
4500 if (!device
->vs_clipping
&& use_vs(state
)
4501 && state
->render_states
[WINED3D_RS_CLIPPING
]
4502 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4507 /* Skip if unused or local, or supported natively */
4508 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4509 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4511 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4515 for(i
= 0; i
< MAX_CONST_I
; i
++)
4517 if(int_skip
& (1 << i
))
4519 args
->loop_ctrl
[i
][0] = 0;
4520 args
->loop_ctrl
[i
][1] = 0;
4521 args
->loop_ctrl
[i
][2] = 0;
4525 args
->loop_ctrl
[i
][0] = state
->ps_consts_i
[i
* 4];
4526 args
->loop_ctrl
[i
][1] = state
->ps_consts_i
[i
* 4 + 1];
4527 args
->loop_ctrl
[i
][2] = state
->ps_consts_i
[i
* 4 + 2];
4532 static void find_arb_vs_compile_args(const struct wined3d_state
*state
,
4533 const struct wined3d_shader
*shader
, struct arb_vs_compile_args
*args
)
4535 struct wined3d_device
*device
= shader
->device
;
4536 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4540 find_vs_compile_args(state
, shader
, &args
->super
);
4542 args
->clip
.boolclip_compare
= 0;
4545 const struct wined3d_shader
*ps
= state
->pixel_shader
;
4546 const struct arb_pshader_private
*shader_priv
= ps
->backend_data
;
4547 args
->ps_signature
= shader_priv
->input_signature_idx
;
4549 args
->clip
.boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4553 args
->ps_signature
= ~0;
4554 if (!device
->vs_clipping
&& device
->adapter
->fragment_pipe
== &arbfp_fragment_pipeline
)
4556 args
->clip
.boolclip
.clip_texcoord
= ffp_clip_emul(state
) ? gl_info
->limits
.texture_stages
: 0;
4558 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4561 if (args
->clip
.boolclip
.clip_texcoord
)
4563 if (state
->render_states
[WINED3D_RS_CLIPPING
])
4564 args
->clip
.boolclip
.clipplane_mask
= (unsigned char)state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
4565 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4568 /* This forces all local boolean constants to 1 to make them stateblock independent */
4569 args
->clip
.boolclip
.bools
= shader
->reg_maps
.local_bool_consts
;
4570 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4571 for(i
= 0; i
< MAX_CONST_B
; i
++)
4573 if (state
->vs_consts_b
[i
])
4574 args
->clip
.boolclip
.bools
|= ( 1 << i
);
4577 args
->vertex
.samplers
[0] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4578 args
->vertex
.samplers
[1] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4579 args
->vertex
.samplers
[2] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4580 args
->vertex
.samplers
[3] = 0;
4582 /* Skip if unused or local */
4583 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4584 /* This is about flow control, not clipping. */
4585 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4587 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4591 for(i
= 0; i
< MAX_CONST_I
; i
++)
4593 if(int_skip
& (1 << i
))
4595 args
->loop_ctrl
[i
][0] = 0;
4596 args
->loop_ctrl
[i
][1] = 0;
4597 args
->loop_ctrl
[i
][2] = 0;
4601 args
->loop_ctrl
[i
][0] = state
->vs_consts_i
[i
* 4];
4602 args
->loop_ctrl
[i
][1] = state
->vs_consts_i
[i
* 4 + 1];
4603 args
->loop_ctrl
[i
][2] = state
->vs_consts_i
[i
* 4 + 2];
4608 /* GL locking is done by the caller */
4609 static void shader_arb_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4611 struct wined3d_device
*device
= context
->swapchain
->device
;
4612 struct shader_arb_priv
*priv
= device
->shader_priv
;
4613 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4614 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4617 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4620 struct wined3d_shader
*ps
= state
->pixel_shader
;
4621 struct arb_ps_compile_args compile_args
;
4622 struct arb_ps_compiled_shader
*compiled
;
4624 TRACE("Using pixel shader %p.\n", ps
);
4625 find_arb_ps_compile_args(state
, ps
, &compile_args
);
4626 compiled
= find_arb_pshader(ps
, &compile_args
);
4627 priv
->current_fprogram_id
= compiled
->prgId
;
4628 priv
->compiled_fprog
= compiled
;
4630 /* Bind the fragment program */
4631 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4632 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4634 if(!priv
->use_arbfp_fixed_func
) {
4635 /* Enable OpenGL fragment programs */
4636 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4637 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4639 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4640 device
, priv
->current_fprogram_id
);
4642 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4643 * a 1.x and newer shader, reload the first 8 constants
4645 if (priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
)
4647 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
;
4648 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, 8);
4649 for(i
= 0; i
< 8; i
++)
4651 priv
->pshader_const_dirty
[i
] = 1;
4653 /* Also takes care of loading local constants */
4654 shader_arb_load_constants(context
, TRUE
, FALSE
);
4658 UINT rt_height
= state
->fb
->render_targets
[0]->resource
.height
;
4659 shader_arb_ps_local_constants(compiled
, context
, state
, rt_height
);
4662 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4663 if (compiled
->np2fixup_info
.super
.active
)
4664 shader_arb_load_np2fixup_constants(priv
, gl_info
, state
);
4666 else if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4668 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4669 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4670 * replacement shader
4672 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4673 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4674 priv
->current_fprogram_id
= 0;
4679 struct wined3d_shader
*vs
= state
->vertex_shader
;
4680 struct arb_vs_compile_args compile_args
;
4681 struct arb_vs_compiled_shader
*compiled
;
4683 TRACE("Using vertex shader %p\n", vs
);
4684 find_arb_vs_compile_args(state
, vs
, &compile_args
);
4685 compiled
= find_arb_vshader(vs
, &compile_args
);
4686 priv
->current_vprogram_id
= compiled
->prgId
;
4687 priv
->compiled_vprog
= compiled
;
4689 /* Bind the vertex program */
4690 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4691 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4693 /* Enable OpenGL vertex programs */
4694 glEnable(GL_VERTEX_PROGRAM_ARB
);
4695 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4696 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device
, priv
->current_vprogram_id
);
4697 shader_arb_vs_local_constants(compiled
, context
, state
);
4699 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4700 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4702 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4704 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4705 checkGLcall("glClampColorARB");
4707 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4711 else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4713 priv
->current_vprogram_id
= 0;
4714 glDisable(GL_VERTEX_PROGRAM_ARB
);
4715 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4719 /* GL locking is done by the caller */
4720 static void shader_arb_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
4721 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4723 const float mask
[] = {0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
};
4724 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4725 struct shader_arb_priv
*priv
= shader_priv
;
4726 GLuint
*blt_fprogram
;
4728 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4729 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4730 glEnable(GL_VERTEX_PROGRAM_ARB
);
4732 blt_fprogram
= masked
? &priv
->depth_blt_fprogram_id_masked
[tex_type
] : &priv
->depth_blt_fprogram_id_full
[tex_type
];
4733 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
, masked
);
4734 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4735 if (masked
) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, mask
));
4736 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4739 /* GL locking is done by the caller */
4740 static void shader_arb_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
4742 struct shader_arb_priv
*priv
= shader_priv
;
4744 if (priv
->current_vprogram_id
) {
4745 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4746 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4748 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv
->current_vprogram_id
);
4752 glDisable(GL_VERTEX_PROGRAM_ARB
);
4753 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4756 if (priv
->current_fprogram_id
) {
4757 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4758 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4760 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv
->current_fprogram_id
);
4762 else if(!priv
->use_arbfp_fixed_func
)
4764 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4765 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4769 static void shader_arb_destroy(struct wined3d_shader
*shader
)
4771 struct wined3d_device
*device
= shader
->device
;
4772 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4774 if (shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
))
4776 struct arb_pshader_private
*shader_data
= shader
->backend_data
;
4779 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4781 if (shader_data
->num_gl_shaders
)
4783 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4786 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4788 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4789 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4793 context_release(context
);
4796 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4797 HeapFree(GetProcessHeap(), 0, shader_data
);
4798 shader
->backend_data
= NULL
;
4802 struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4805 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4807 if (shader_data
->num_gl_shaders
)
4809 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4812 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4814 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4815 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4819 context_release(context
);
4822 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4823 HeapFree(GetProcessHeap(), 0, shader_data
);
4824 shader
->backend_data
= NULL
;
4828 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4830 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4831 return compare_sig(key
, e
->sig
);
4834 static const struct wine_rb_functions sig_tree_functions
=
4842 static HRESULT
shader_arb_alloc(struct wined3d_device
*device
)
4844 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4846 priv
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
4847 sizeof(*priv
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
4848 if (!priv
->vshader_const_dirty
)
4850 memset(priv
->vshader_const_dirty
, 1,
4851 sizeof(*priv
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
4853 priv
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
4854 sizeof(*priv
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
4855 if (!priv
->pshader_const_dirty
)
4857 memset(priv
->pshader_const_dirty
, 1,
4858 sizeof(*priv
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
4860 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4862 ERR("RB tree init failed\n");
4865 device
->shader_priv
= priv
;
4869 HeapFree(GetProcessHeap(), 0, priv
->pshader_const_dirty
);
4870 HeapFree(GetProcessHeap(), 0, priv
->vshader_const_dirty
);
4871 HeapFree(GetProcessHeap(), 0, priv
);
4872 return E_OUTOFMEMORY
;
4875 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4877 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4879 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4881 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4883 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4884 HeapFree(GetProcessHeap(), 0, sig
);
4887 /* Context activation is done by the caller. */
4888 static void shader_arb_free(struct wined3d_device
*device
)
4890 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4891 struct shader_arb_priv
*priv
= device
->shader_priv
;
4895 if(priv
->depth_blt_vprogram_id
) {
4896 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4898 for (i
= 0; i
< tex_type_count
; ++i
)
4900 if (priv
->depth_blt_fprogram_id_full
[i
])
4902 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_full
[i
]));
4904 if (priv
->depth_blt_fprogram_id_masked
[i
])
4906 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_masked
[i
]));
4911 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4912 HeapFree(GetProcessHeap(), 0, priv
->pshader_const_dirty
);
4913 HeapFree(GetProcessHeap(), 0, priv
->vshader_const_dirty
);
4914 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
4917 static void shader_arb_context_destroyed(void *shader_priv
, const struct wined3d_context
*context
)
4919 struct shader_arb_priv
*priv
= shader_priv
;
4921 if (priv
->last_context
== context
)
4922 priv
->last_context
= NULL
;
4925 static void shader_arb_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
4927 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4931 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4932 * for vertex programs. If the native limit is less than that it's
4933 * not very useful, and e.g. Mesa swrast returns 0, probably to
4934 * indicate it's a software implementation. */
4935 if (gl_info
->limits
.arb_vs_native_constants
< 96)
4936 vs_consts
= gl_info
->limits
.arb_vs_float_constants
;
4938 vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
4940 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4942 caps
->VertexShaderVersion
= 3;
4943 TRACE_(d3d_caps
)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4945 else if (vs_consts
>= 256)
4947 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4948 caps
->VertexShaderVersion
= 2;
4949 TRACE_(d3d_caps
)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4953 caps
->VertexShaderVersion
= 1;
4954 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4956 caps
->MaxVertexShaderConst
= vs_consts
;
4960 caps
->VertexShaderVersion
= 0;
4961 caps
->MaxVertexShaderConst
= 0;
4964 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4968 /* Similar as above for vertex programs, but the minimum for fragment
4969 * programs is 24. */
4970 if (gl_info
->limits
.arb_ps_native_constants
< 24)
4971 ps_consts
= gl_info
->limits
.arb_ps_float_constants
;
4973 ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
4975 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4977 caps
->PixelShaderVersion
= 3;
4978 TRACE_(d3d_caps
)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4980 else if (ps_consts
>= 32)
4982 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4983 caps
->PixelShaderVersion
= 2;
4984 TRACE_(d3d_caps
)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4988 caps
->PixelShaderVersion
= 1;
4989 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4991 caps
->PixelShader1xMaxValue
= 8.0f
;
4992 caps
->MaxPixelShaderConst
= ps_consts
;
4996 caps
->PixelShaderVersion
= 0;
4997 caps
->PixelShader1xMaxValue
= 0.0f
;
4998 caps
->MaxPixelShaderConst
= 0;
5001 caps
->VSClipping
= use_nv_clip(gl_info
);
5004 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
5006 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
5008 TRACE("Checking support for color_fixup:\n");
5009 dump_color_fixup_desc(fixup
);
5012 /* We support everything except complex conversions. */
5013 if (!is_complex_fixup(fixup
))
5019 TRACE("[FAILED]\n");
5023 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
5025 char write_mask
[20], regstr
[50];
5026 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5027 BOOL is_color
= FALSE
;
5028 const struct wined3d_shader_dst_param
*dst
;
5030 if (!ins
->dst_count
) return;
5034 if (!shift
) return; /* Saturate alone is handled by the instructions */
5036 shader_arb_get_write_mask(ins
, dst
, write_mask
);
5037 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
5039 /* Generate a line that does the output modifier computation
5040 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5041 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5043 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
5044 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
5047 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
5049 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
5050 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
5051 /* WINED3DSIH_AND */ NULL
,
5052 /* WINED3DSIH_BEM */ pshader_hw_bem
,
5053 /* WINED3DSIH_BREAK */ shader_hw_break
,
5054 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
5055 /* WINED3DSIH_BREAKP */ NULL
,
5056 /* WINED3DSIH_CALL */ shader_hw_call
,
5057 /* WINED3DSIH_CALLNZ */ NULL
,
5058 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
5059 /* WINED3DSIH_CND */ pshader_hw_cnd
,
5060 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
5061 /* WINED3DSIH_CUT */ NULL
,
5062 /* WINED3DSIH_DCL */ NULL
,
5063 /* WINED3DSIH_DEF */ NULL
,
5064 /* WINED3DSIH_DEFB */ NULL
,
5065 /* WINED3DSIH_DEFI */ NULL
,
5066 /* WINED3DSIH_DIV */ NULL
,
5067 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
5068 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
5069 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
5070 /* WINED3DSIH_DST */ shader_hw_map2gl
,
5071 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
5072 /* WINED3DSIH_DSY */ shader_hw_dsy
,
5073 /* WINED3DSIH_ELSE */ shader_hw_else
,
5074 /* WINED3DSIH_EMIT */ NULL
,
5075 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
5076 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
5077 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
5078 /* WINED3DSIH_EQ */ NULL
,
5079 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
5080 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
5081 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
5082 /* WINED3DSIH_FTOI */ NULL
,
5083 /* WINED3DSIH_GE */ NULL
,
5084 /* WINED3DSIH_IADD */ NULL
,
5085 /* WINED3DSIH_IEQ */ NULL
,
5086 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
5087 /* WINED3DSIH_IFC */ shader_hw_ifc
,
5088 /* WINED3DSIH_IGE */ NULL
,
5089 /* WINED3DSIH_IMUL */ NULL
,
5090 /* WINED3DSIH_ITOF */ NULL
,
5091 /* WINED3DSIH_LABEL */ shader_hw_label
,
5092 /* WINED3DSIH_LD */ NULL
,
5093 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
5094 /* WINED3DSIH_LOG */ shader_hw_log
,
5095 /* WINED3DSIH_LOGP */ shader_hw_log
,
5096 /* WINED3DSIH_LOOP */ shader_hw_loop
,
5097 /* WINED3DSIH_LRP */ shader_hw_lrp
,
5098 /* WINED3DSIH_LT */ NULL
,
5099 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
5100 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
5101 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
5102 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
5103 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
5104 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
5105 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
5106 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
5107 /* WINED3DSIH_MOV */ shader_hw_mov
,
5108 /* WINED3DSIH_MOVA */ shader_hw_mov
,
5109 /* WINED3DSIH_MOVC */ NULL
,
5110 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
5111 /* WINED3DSIH_NOP */ shader_hw_nop
,
5112 /* WINED3DSIH_NRM */ shader_hw_nrm
,
5113 /* WINED3DSIH_PHASE */ NULL
,
5114 /* WINED3DSIH_POW */ shader_hw_pow
,
5115 /* WINED3DSIH_RCP */ shader_hw_rcp
,
5116 /* WINED3DSIH_REP */ shader_hw_rep
,
5117 /* WINED3DSIH_RET */ shader_hw_ret
,
5118 /* WINED3DSIH_ROUND_NI */ NULL
,
5119 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
5120 /* WINED3DSIH_SAMPLE */ NULL
,
5121 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
5122 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
5123 /* WINED3DSIH_SETP */ NULL
,
5124 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
5125 /* WINED3DSIH_SGN */ shader_hw_sgn
,
5126 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
5127 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
5128 /* WINED3DSIH_SQRT */ NULL
,
5129 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
5130 /* WINED3DSIH_TEX */ pshader_hw_tex
,
5131 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
5132 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
5133 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
5134 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
5135 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
5136 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
5137 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
5138 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
5139 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
5140 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
5141 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
5142 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
5143 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
5144 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5145 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
5146 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
5147 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
5148 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
5149 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
5150 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
5151 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
5152 /* WINED3DSIH_UDIV */ NULL
,
5153 /* WINED3DSIH_USHR */ NULL
,
5154 /* WINED3DSIH_UTOF */ NULL
,
5155 /* WINED3DSIH_XOR */ NULL
,
5158 static BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
,
5159 const struct wined3d_shader
*shader
, DWORD idx
)
5161 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5162 BOOL vshader
= shader_is_vshader_version(reg_maps
->shader_version
.type
);
5163 const struct wined3d_shader_lconst
*constant
;
5165 WORD flag
= (1 << idx
);
5166 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5168 if (reg_maps
->local_bool_consts
& flag
)
5170 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5171 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsB
, struct wined3d_shader_lconst
, entry
)
5173 if (constant
->idx
== idx
)
5175 return constant
->value
[0];
5178 ERR("Local constant not found\n");
5183 if(vshader
) bools
= priv
->cur_vs_args
->clip
.boolclip
.bools
;
5184 else bools
= priv
->cur_ps_args
->bools
;
5185 return bools
& flag
;
5189 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
5190 const struct wined3d_shader
*shader
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
5192 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5193 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5195 /* Integer constants can either be a local constant, or they can be stored in the shader
5196 * type specific compile args. */
5197 if (reg_maps
->local_int_consts
& (1 << idx
))
5199 const struct wined3d_shader_lconst
*constant
;
5201 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5203 if (constant
->idx
== idx
)
5205 loop_control
->count
= constant
->value
[0];
5206 loop_control
->start
= constant
->value
[1];
5207 /* Step is signed. */
5208 loop_control
->step
= (int)constant
->value
[2];
5212 /* If this happens the flag was set incorrectly */
5213 ERR("Local constant not found\n");
5214 loop_control
->count
= 0;
5215 loop_control
->start
= 0;
5216 loop_control
->step
= 0;
5220 switch (reg_maps
->shader_version
.type
)
5222 case WINED3D_SHADER_TYPE_VERTEX
:
5223 /* Count and aL start value are unsigned */
5224 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
5225 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
5226 /* Step is signed. */
5227 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
5230 case WINED3D_SHADER_TYPE_PIXEL
:
5231 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
5232 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
5233 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
5237 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5242 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
5245 struct wined3d_shader_dst_param
*dst_param
= NULL
;
5246 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
5247 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
5250 ERR("Out of memory\n");
5255 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
5256 if(!dst_param
) goto free
;
5257 *dst_param
= *ins
->dst
;
5258 if(ins
->dst
->reg
.rel_addr
)
5260 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
->reg
.rel_addr
));
5261 if(!rel_addr
) goto free
;
5262 *rel_addr
= *ins
->dst
->reg
.rel_addr
;
5263 dst_param
->reg
.rel_addr
= rel_addr
;
5265 rec
->ins
.dst
= dst_param
;
5267 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
5268 if(!src_param
) goto free
;
5269 for(i
= 0; i
< ins
->src_count
; i
++)
5271 src_param
[i
] = ins
->src
[i
];
5272 if(ins
->src
[i
].reg
.rel_addr
)
5274 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5275 if(!rel_addr
) goto free
;
5276 *rel_addr
= *ins
->src
[i
].reg
.rel_addr
;
5277 src_param
[i
].reg
.rel_addr
= rel_addr
;
5280 rec
->ins
.src
= src_param
;
5281 list_add_tail(list
, &rec
->entry
);
5285 ERR("Out of memory\n");
5288 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
5289 HeapFree(GetProcessHeap(), 0, dst_param
);
5293 for(i
= 0; i
< ins
->src_count
; i
++)
5295 HeapFree(GetProcessHeap(), 0, (void *) src_param
[i
].reg
.rel_addr
);
5297 HeapFree(GetProcessHeap(), 0, src_param
);
5299 HeapFree(GetProcessHeap(), 0, rec
);
5302 static void free_recorded_instruction(struct list
*list
)
5304 struct recorded_instruction
*rec_ins
, *entry2
;
5307 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
5309 list_remove(&rec_ins
->entry
);
5310 if(rec_ins
->ins
.dst
)
5312 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
->reg
.rel_addr
);
5313 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
);
5315 if(rec_ins
->ins
.src
)
5317 for(i
= 0; i
< rec_ins
->ins
.src_count
; i
++)
5319 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
[i
].reg
.rel_addr
);
5321 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
);
5323 HeapFree(GetProcessHeap(), 0, rec_ins
);
5327 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5328 SHADER_HANDLER hw_fct
;
5329 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5330 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5331 struct control_frame
*control_frame
;
5332 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5335 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
5337 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5338 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5340 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
5341 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
5343 if(priv
->target_version
>= NV2
)
5345 control_frame
->no
.loop
= priv
->num_loops
++;
5350 /* Don't bother recording when we're in a not used if branch */
5356 if(!priv
->recording
)
5358 list_init(&priv
->record
);
5359 priv
->recording
= TRUE
;
5360 control_frame
->outer_loop
= TRUE
;
5361 get_loop_control_const(ins
, shader
, ins
->src
[0].reg
.idx
, &control_frame
->loop_control
);
5362 return; /* Instruction is handled */
5364 /* Record this loop in the outer loop's recording */
5367 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5369 if(priv
->target_version
>= NV2
)
5371 /* Nothing to do. The control frame is popped after the HW instr handler */
5375 struct list
*e
= list_head(&priv
->control_frames
);
5376 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5377 list_remove(&control_frame
->entry
);
5379 if(control_frame
->outer_loop
)
5381 unsigned int iteration
;
5385 /* Turn off recording before playback */
5386 priv
->recording
= FALSE
;
5388 /* Move the recorded instructions to a separate list and get them out of the private data
5389 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5390 * be recorded again, thus priv->record might be overwritten
5393 list_move_tail(©
, &priv
->record
);
5394 list_init(&priv
->record
);
5396 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5398 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5399 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
5400 control_frame
->loop_control
.step
);
5401 aL
= control_frame
->loop_control
.start
;
5405 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
5408 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
5410 struct recorded_instruction
*rec_ins
;
5411 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5414 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5418 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5421 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5423 shader_arb_handle_instruction(&rec_ins
->ins
);
5426 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5428 aL
+= control_frame
->loop_control
.step
;
5431 shader_addline(buffer
, "#end loop/rep\n");
5433 free_recorded_instruction(©
);
5434 HeapFree(GetProcessHeap(), 0, control_frame
);
5435 return; /* Instruction is handled */
5439 /* This is a nested loop. Proceed to the normal recording function */
5440 HeapFree(GetProcessHeap(), 0, control_frame
);
5447 record_instruction(&priv
->record
, ins
);
5452 if(ins
->handler_idx
== WINED3DSIH_IF
)
5454 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5455 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5456 control_frame
->type
= IF
;
5458 bool_const
= get_bool_const(ins
, shader
, ins
->src
[0].reg
.idx
);
5459 if(ins
->src
[0].modifiers
== WINED3DSPSM_NOT
) bool_const
= !bool_const
;
5460 if (!priv
->muted
&& !bool_const
)
5462 shader_addline(buffer
, "#if(FALSE){\n");
5464 control_frame
->muting
= TRUE
;
5466 else shader_addline(buffer
, "#if(TRUE) {\n");
5468 return; /* Instruction is handled */
5470 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5472 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5473 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5474 control_frame
->type
= IFC
;
5475 control_frame
->no
.ifc
= priv
->num_ifcs
++;
5476 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5478 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5480 struct list
*e
= list_head(&priv
->control_frames
);
5481 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5483 if(control_frame
->type
== IF
)
5485 shader_addline(buffer
, "#} else {\n");
5486 if(!priv
->muted
&& !control_frame
->muting
)
5489 control_frame
->muting
= TRUE
;
5491 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5492 return; /* Instruction is handled. */
5494 /* In case of an ifc, generate a HW shader instruction */
5496 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5498 struct list
*e
= list_head(&priv
->control_frames
);
5499 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5501 if(control_frame
->type
== IF
)
5503 shader_addline(buffer
, "#} endif\n");
5504 if(control_frame
->muting
) priv
->muted
= FALSE
;
5505 list_remove(&control_frame
->entry
);
5506 HeapFree(GetProcessHeap(), 0, control_frame
);
5507 return; /* Instruction is handled */
5511 if(priv
->muted
) return;
5513 /* Select handler */
5514 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5516 /* Unhandled opcode */
5519 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5524 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5526 struct list
*e
= list_head(&priv
->control_frames
);
5527 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5528 list_remove(&control_frame
->entry
);
5529 HeapFree(GetProcessHeap(), 0, control_frame
);
5532 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5534 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5535 struct list
*e
= list_head(&priv
->control_frames
);
5536 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5537 list_remove(&control_frame
->entry
);
5538 HeapFree(GetProcessHeap(), 0, control_frame
);
5542 shader_arb_add_instruction_modifiers(ins
);
5545 const struct wined3d_shader_backend_ops arb_program_shader_backend
=
5547 shader_arb_handle_instruction
,
5549 shader_arb_select_depth_blt
,
5550 shader_arb_deselect_depth_blt
,
5551 shader_arb_update_float_vertex_constants
,
5552 shader_arb_update_float_pixel_constants
,
5553 shader_arb_load_constants
,
5554 shader_arb_load_np2fixup_constants
,
5558 shader_arb_context_destroyed
,
5559 shader_arb_get_caps
,
5560 shader_arb_color_fixup_supported
,
5563 /* ARB_fragment_program fixed function pipeline replacement definitions */
5564 #define ARB_FFP_CONST_TFACTOR 0
5565 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5566 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5567 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5568 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5570 struct arbfp_ffp_desc
5572 struct ffp_frag_desc parent
;
5574 unsigned int num_textures_used
;
5577 /* Context activation and GL locking are done by the caller. */
5578 static void arbfp_enable(BOOL enable
)
5581 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5582 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5584 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5585 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5589 static HRESULT
arbfp_alloc(struct wined3d_device
*device
)
5591 struct shader_arb_priv
*priv
;
5592 /* Share private data between the shader backend and the pipeline replacement, if both
5593 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5594 * if no pixel shader is bound or not
5596 if (device
->shader_backend
== &arb_program_shader_backend
)
5598 device
->fragment_priv
= device
->shader_priv
;
5602 device
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
5603 if (!device
->fragment_priv
) return E_OUTOFMEMORY
;
5605 priv
= device
->fragment_priv
;
5606 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5608 ERR("Failed to initialize rbtree.\n");
5609 HeapFree(GetProcessHeap(), 0, device
->fragment_priv
);
5610 return E_OUTOFMEMORY
;
5612 priv
->use_arbfp_fixed_func
= TRUE
;
5616 /* Context activation is done by the caller. */
5617 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5619 const struct wined3d_gl_info
*gl_info
= context
;
5620 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5623 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5624 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5625 HeapFree(GetProcessHeap(), 0, entry_arb
);
5629 /* Context activation is done by the caller. */
5630 static void arbfp_free(struct wined3d_device
*device
)
5632 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5634 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &device
->adapter
->gl_info
);
5635 priv
->use_arbfp_fixed_func
= FALSE
;
5637 if (device
->shader_backend
!= &arb_program_shader_backend
)
5639 HeapFree(GetProcessHeap(), 0, device
->fragment_priv
);
5643 static void arbfp_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5645 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
5646 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5647 WINED3DTEXOPCAPS_SELECTARG1
|
5648 WINED3DTEXOPCAPS_SELECTARG2
|
5649 WINED3DTEXOPCAPS_MODULATE4X
|
5650 WINED3DTEXOPCAPS_MODULATE2X
|
5651 WINED3DTEXOPCAPS_MODULATE
|
5652 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5653 WINED3DTEXOPCAPS_ADDSIGNED
|
5654 WINED3DTEXOPCAPS_ADD
|
5655 WINED3DTEXOPCAPS_SUBTRACT
|
5656 WINED3DTEXOPCAPS_ADDSMOOTH
|
5657 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5658 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5659 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5660 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5661 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5662 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5663 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5664 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5665 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5666 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5667 WINED3DTEXOPCAPS_MULTIPLYADD
|
5668 WINED3DTEXOPCAPS_LERP
|
5669 WINED3DTEXOPCAPS_BUMPENVMAP
|
5670 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5672 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5674 caps
->MaxTextureBlendStages
= 8;
5675 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
5678 static void state_texfactor_arbfp(struct wined3d_context
*context
,
5679 const struct wined3d_state
*state
, DWORD state_id
)
5681 struct wined3d_device
*device
= context
->swapchain
->device
;
5682 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5685 /* Don't load the parameter if we're using an arbfp pixel shader,
5686 * otherwise we'll overwrite application provided constants. */
5687 if (device
->shader_backend
== &arb_program_shader_backend
)
5689 struct shader_arb_priv
*priv
;
5691 if (use_ps(state
)) return;
5693 priv
= device
->shader_priv
;
5694 priv
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5695 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5698 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
5699 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5700 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5703 static void state_arb_specularenable(struct wined3d_context
*context
,
5704 const struct wined3d_state
*state
, DWORD state_id
)
5706 struct wined3d_device
*device
= context
->swapchain
->device
;
5707 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5710 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5711 * application provided constants
5713 if (device
->shader_backend
== &arb_program_shader_backend
)
5715 struct shader_arb_priv
*priv
;
5717 if (use_ps(state
)) return;
5719 priv
= device
->shader_priv
;
5720 priv
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5721 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5724 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
5726 /* The specular color has no alpha */
5727 col
[0] = 1.0f
; col
[1] = 1.0f
;
5728 col
[2] = 1.0f
; col
[3] = 0.0f
;
5730 col
[0] = 0.0f
; col
[1] = 0.0f
;
5731 col
[2] = 0.0f
; col
[3] = 0.0f
;
5733 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5734 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5737 static void set_bumpmat_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5739 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5740 struct wined3d_device
*device
= context
->swapchain
->device
;
5741 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5746 if (stage
&& (state
->pixel_shader
->reg_maps
.bumpmat
& (1 << stage
)))
5748 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5751 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5752 context_apply_state(context
, state
, STATE_PIXELSHADERCONSTANT
);
5755 if(device
->shader_backend
== &arb_program_shader_backend
) {
5756 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5760 else if (device
->shader_backend
== &arb_program_shader_backend
)
5762 struct shader_arb_priv
*priv
= device
->shader_priv
;
5763 priv
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5764 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5767 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
5768 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
5769 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
5770 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
5772 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5773 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5776 static void tex_bumpenvlum_arbfp(struct wined3d_context
*context
,
5777 const struct wined3d_state
*state
, DWORD state_id
)
5779 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5780 struct wined3d_device
*device
= context
->swapchain
->device
;
5781 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5786 if (stage
&& (state
->pixel_shader
->reg_maps
.luminanceparams
& (1 << stage
)))
5788 /* The pixel shader has to know the luminance offset. Do a constants update if it
5789 * isn't scheduled anyway
5791 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5792 context_apply_state(context
, state
, STATE_PIXELSHADERCONSTANT
);
5795 if(device
->shader_backend
== &arb_program_shader_backend
) {
5796 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5800 else if (device
->shader_backend
== &arb_program_shader_backend
)
5802 struct shader_arb_priv
*priv
= device
->shader_priv
;
5803 priv
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5804 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5807 param
[0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LSCALE
]);
5808 param
[1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LOFFSET
]);
5812 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5813 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5816 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5820 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5822 switch(arg
& WINED3DTA_SELECTMASK
) {
5823 case WINED3DTA_DIFFUSE
:
5824 ret
= "fragment.color.primary"; break;
5826 case WINED3DTA_CURRENT
:
5827 if (!stage
) ret
= "fragment.color.primary";
5831 case WINED3DTA_TEXTURE
:
5833 case 0: ret
= "tex0"; break;
5834 case 1: ret
= "tex1"; break;
5835 case 2: ret
= "tex2"; break;
5836 case 3: ret
= "tex3"; break;
5837 case 4: ret
= "tex4"; break;
5838 case 5: ret
= "tex5"; break;
5839 case 6: ret
= "tex6"; break;
5840 case 7: ret
= "tex7"; break;
5841 default: ret
= "unknown texture";
5845 case WINED3DTA_TFACTOR
:
5846 ret
= "tfactor"; break;
5848 case WINED3DTA_SPECULAR
:
5849 ret
= "fragment.color.secondary"; break;
5851 case WINED3DTA_TEMP
:
5852 ret
= "tempreg"; break;
5854 case WINED3DTA_CONSTANT
:
5855 FIXME("Implement perstage constants\n");
5857 case 0: ret
= "const0"; break;
5858 case 1: ret
= "const1"; break;
5859 case 2: ret
= "const2"; break;
5860 case 3: ret
= "const3"; break;
5861 case 4: ret
= "const4"; break;
5862 case 5: ret
= "const5"; break;
5863 case 6: ret
= "const6"; break;
5864 case 7: ret
= "const7"; break;
5865 default: ret
= "unknown constant";
5873 if(arg
& WINED3DTA_COMPLEMENT
) {
5874 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5875 if(argnum
== 0) ret
= "arg0";
5876 if(argnum
== 1) ret
= "arg1";
5877 if(argnum
== 2) ret
= "arg2";
5879 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5880 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5881 if(argnum
== 0) ret
= "arg0";
5882 if(argnum
== 1) ret
= "arg1";
5883 if(argnum
== 2) ret
= "arg2";
5888 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5889 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5891 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5892 unsigned int mul
= 1;
5893 BOOL mul_final_dest
= FALSE
;
5895 if(color
&& alpha
) dstmask
= "";
5896 else if(color
) dstmask
= ".xyz";
5897 else dstmask
= ".w";
5899 if(dst
== tempreg
) dstreg
= "tempreg";
5900 else dstreg
= "ret";
5902 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5903 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5904 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5908 case WINED3D_TOP_DISABLE
:
5910 shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5913 case WINED3D_TOP_SELECT_ARG2
:
5916 case WINED3D_TOP_SELECT_ARG1
:
5917 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5920 case WINED3D_TOP_MODULATE_4X
:
5923 case WINED3D_TOP_MODULATE_2X
:
5925 if (!strcmp(dstreg
, "result.color"))
5928 mul_final_dest
= TRUE
;
5931 case WINED3D_TOP_MODULATE
:
5932 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5935 case WINED3D_TOP_ADD_SIGNED_2X
:
5937 if (!strcmp(dstreg
, "result.color"))
5940 mul_final_dest
= TRUE
;
5943 case WINED3D_TOP_ADD_SIGNED
:
5944 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5947 case WINED3D_TOP_ADD
:
5948 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5951 case WINED3D_TOP_SUBTRACT
:
5952 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5955 case WINED3D_TOP_ADD_SMOOTH
:
5956 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
5957 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5960 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5961 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5962 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5964 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5965 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5966 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5968 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5969 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5970 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5972 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5973 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5974 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5977 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5978 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5979 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
5980 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5983 /* D3DTOP_PREMODULATE ???? */
5985 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5986 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
5987 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5989 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5990 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5992 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5993 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
5994 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
5996 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5997 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
6000 case WINED3D_TOP_DOTPRODUCT3
:
6002 if (!strcmp(dstreg
, "result.color"))
6005 mul_final_dest
= TRUE
;
6007 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
6008 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6009 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
6012 case WINED3D_TOP_MULTIPLY_ADD
:
6013 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
6016 case WINED3D_TOP_LERP
:
6017 /* The msdn is not quite right here */
6018 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6021 case WINED3D_TOP_BUMPENVMAP
:
6022 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6023 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6027 FIXME("Unhandled texture op %08x\n", op
);
6031 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
6032 } else if(mul
== 4) {
6033 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
6037 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6040 struct wined3d_shader_buffer buffer
;
6041 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6042 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6043 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6044 UINT lowest_disabled_stage
;
6045 const char *textype
;
6046 const char *instr
, *sat
;
6047 char colorcor_dst
[8];
6049 DWORD arg0
, arg1
, arg2
;
6050 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6052 const char *final_combiner_src
= "ret";
6055 /* Find out which textures are read */
6056 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6058 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6060 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6061 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6062 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6063 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6064 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6065 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6067 if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
)
6068 tex_read
[stage
] = TRUE
;
6069 if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
6070 tex_read
[stage
] = TRUE
;
6071 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
)
6073 bump_used
[stage
] = TRUE
;
6074 tex_read
[stage
] = TRUE
;
6076 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6078 bump_used
[stage
] = TRUE
;
6079 tex_read
[stage
] = TRUE
;
6080 luminance_used
[stage
] = TRUE
;
6082 else if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
)
6084 tfactor_used
= TRUE
;
6087 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
6088 tfactor_used
= TRUE
;
6091 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
6092 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
6093 tempreg_used
= TRUE
;
6096 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6098 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6099 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6100 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6101 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6102 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6103 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6105 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
6106 tempreg_used
= TRUE
;
6108 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
6109 tfactor_used
= TRUE
;
6112 lowest_disabled_stage
= stage
;
6115 if (!shader_buffer_init(&buffer
))
6117 ERR("Failed to initialize shader buffer.\n");
6121 shader_addline(&buffer
, "!!ARBfp1.0\n");
6123 switch(settings
->fog
) {
6124 case FOG_OFF
: break;
6125 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
6126 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
6127 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
6128 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
6131 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
6132 shader_addline(&buffer
, "TEMP TMP;\n");
6133 shader_addline(&buffer
, "TEMP ret;\n");
6134 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
6135 shader_addline(&buffer
, "TEMP arg0;\n");
6136 shader_addline(&buffer
, "TEMP arg1;\n");
6137 shader_addline(&buffer
, "TEMP arg2;\n");
6138 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
6139 if(!tex_read
[stage
]) continue;
6140 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
6141 if(!bump_used
[stage
]) continue;
6142 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
6143 if(!luminance_used
[stage
]) continue;
6144 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
6147 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
6149 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
6151 if(settings
->sRGB_write
) {
6152 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6153 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
6154 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6155 srgb_sub_high
, 0.0, 0.0, 0.0);
6158 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6159 shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
6161 /* Generate texture sampling instructions) */
6162 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6164 if (!tex_read
[stage
])
6167 switch(settings
->op
[stage
].tex_type
) {
6168 case tex_1d
: textype
= "1D"; break;
6169 case tex_2d
: textype
= "2D"; break;
6170 case tex_3d
: textype
= "3D"; break;
6171 case tex_cube
: textype
= "CUBE"; break;
6172 case tex_rect
: textype
= "RECT"; break;
6173 default: textype
= "unexpected_textype"; break;
6176 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
6177 || settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6182 if(settings
->op
[stage
].projected
== proj_none
) {
6184 } else if(settings
->op
[stage
].projected
== proj_count4
||
6185 settings
->op
[stage
].projected
== proj_count3
) {
6188 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6193 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6194 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6196 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
6197 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
6198 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
6199 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
6201 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6202 * so multiply the displacement with the dividing parameter before passing it to TXP
6204 if (settings
->op
[stage
].projected
!= proj_none
) {
6205 if(settings
->op
[stage
].projected
== proj_count4
) {
6206 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
6207 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
6209 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
6210 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
6213 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
6216 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6217 instr
, sat
, stage
, stage
, textype
);
6218 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6220 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6221 stage
- 1, stage
- 1, stage
- 1);
6222 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
6224 } else if(settings
->op
[stage
].projected
== proj_count3
) {
6225 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
6226 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
6227 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6228 instr
, sat
, stage
, stage
, textype
);
6230 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6231 instr
, sat
, stage
, stage
, stage
, textype
);
6234 sprintf(colorcor_dst
, "tex%u", stage
);
6235 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
6236 settings
->op
[stage
].color_fixup
);
6239 /* Generate the main shader */
6240 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6242 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6245 final_combiner_src
= "fragment.color.primary";
6249 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6250 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6251 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6252 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6253 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6254 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6255 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6256 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6257 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6258 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6259 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6260 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6262 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6263 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6264 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6265 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6267 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6269 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6270 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6271 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6273 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
6277 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6278 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6279 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6281 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6282 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6283 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6284 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6285 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6286 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6290 if(settings
->sRGB_write
) {
6291 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6292 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
6293 shader_addline(&buffer
, "MOV result.color, ret;\n");
6295 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6299 shader_addline(&buffer
, "END\n");
6301 /* Generate the shader */
6302 GL_EXTCALL(glGenProgramsARB(1, &ret
));
6303 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
6304 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6305 strlen(buffer
.buffer
), buffer
.buffer
));
6306 checkGLcall("glProgramStringARB()");
6308 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6311 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6312 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6313 shader_arb_dump_program_source(buffer
.buffer
);
6319 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6320 checkGLcall("glGetProgramivARB()");
6321 if (!native
) WARN("Program exceeds native resource limits.\n");
6324 shader_buffer_free(&buffer
);
6328 static void fragment_prog_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6330 const struct wined3d_device
*device
= context
->swapchain
->device
;
6331 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6332 struct shader_arb_priv
*priv
= device
->fragment_priv
;
6333 BOOL use_vshader
= use_vs(state
);
6334 BOOL use_pshader
= use_ps(state
);
6335 struct ffp_frag_settings settings
;
6336 const struct arbfp_ffp_desc
*desc
;
6339 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6341 if (isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
6343 if (!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6345 /* Reload fixed function constants since they collide with the
6346 * pixel shader constants. */
6347 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6349 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6351 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6352 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6354 else if (use_pshader
&& !isStateDirty(context
, context
->state_table
[STATE_VSHADER
].representative
))
6356 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6363 /* Find or create a shader implementing the fixed function pipeline
6364 * settings, then activate it. */
6365 gen_ffp_frag_op(device
, state
, &settings
, FALSE
);
6366 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
6368 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6371 ERR("Out of memory\n");
6374 new_desc
->num_textures_used
= 0;
6375 for (i
= 0; i
< gl_info
->limits
.texture_stages
; ++i
)
6377 if (settings
.op
[i
].cop
== WINED3D_TOP_DISABLE
)
6379 new_desc
->num_textures_used
= i
;
6382 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
6383 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, gl_info
);
6384 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
6385 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
6389 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6390 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6393 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
6394 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6395 priv
->current_fprogram_id
= desc
->shader
;
6397 if (device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6399 /* Reload fixed function constants since they collide with the
6400 * pixel shader constants. */
6401 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6403 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6405 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6406 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6408 context
->last_was_pshader
= FALSE
;
6410 context
->last_was_pshader
= TRUE
;
6413 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6414 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6415 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6416 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6417 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6419 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6422 if (!isStateDirty(context
, context
->state_table
[STATE_VSHADER
].representative
))
6424 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6426 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
))
6427 context_apply_state(context
, state
, STATE_VERTEXSHADERCONSTANT
);
6430 context_apply_state(context
, state
, STATE_PIXELSHADERCONSTANT
);
6433 /* We can't link the fog states to the fragment state directly since the
6434 * vertex pipeline links them to FOGENABLE. A different linking in different
6435 * pipeline parts can't be expressed in the combined state table, so we need
6436 * to handle that with a forwarding function. The other invisible side effect
6437 * is that changing the fog start and fog end (which links to FOGENABLE in
6438 * vertex) results in the fragment_prog_arbfp function being called because
6439 * FOGENABLE is dirty, which calls this function here. */
6440 static void state_arbfp_fog(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6442 enum fogsource new_source
;
6444 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6446 if (!isStateDirty(context
, STATE_PIXELSHADER
))
6447 fragment_prog_arbfp(context
, state
, state_id
);
6449 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
6452 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6456 new_source
= FOGSOURCE_VS
;
6460 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6461 new_source
= FOGSOURCE_COORD
;
6463 new_source
= FOGSOURCE_FFP
;
6468 new_source
= FOGSOURCE_FFP
;
6471 if (new_source
!= context
->fog_source
)
6473 context
->fog_source
= new_source
;
6474 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
6478 static void textransform(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6480 if (!isStateDirty(context
, STATE_PIXELSHADER
))
6481 fragment_prog_arbfp(context
, state
, state_id
);
6484 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] =
6486 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6487 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6488 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6489 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6490 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6491 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6492 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6493 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6494 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6495 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6496 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6497 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6498 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6499 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6500 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6501 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6502 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6503 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6504 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6505 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6506 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6507 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6508 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6509 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6510 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6511 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6512 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6513 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6514 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6515 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6516 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6517 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6518 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6519 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6520 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6521 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6522 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6523 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6524 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6525 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6526 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6527 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6528 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6529 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6530 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6531 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6532 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6533 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6534 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6535 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6536 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6537 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6538 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6539 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6540 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6541 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6542 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6543 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6544 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6545 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6546 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6547 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6548 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6549 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6550 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6551 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6552 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6553 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6554 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6555 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6556 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6557 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6558 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6559 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6560 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6561 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6562 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6563 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6564 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6565 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6566 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6567 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6568 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6569 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6570 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6571 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6572 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6573 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6574 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6575 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6576 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6577 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6578 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6579 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6580 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6581 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6582 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6583 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6584 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6585 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6586 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6587 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6588 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6589 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6590 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6591 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6592 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6593 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6594 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6595 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6596 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6597 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6598 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6599 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6600 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6601 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6602 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6603 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6604 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6605 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6606 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6607 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6608 {STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6609 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6610 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6611 {STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6612 {STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
6613 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6614 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6615 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6616 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6617 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6618 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6619 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6620 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6621 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6622 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6623 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6624 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6625 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6628 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6633 shader_arb_color_fixup_supported
,
6634 arbfp_fragmentstate_template
,
6635 TRUE
/* We can disable projected textures */
6638 struct arbfp_blit_priv
{
6639 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6640 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6641 GLenum yv12_rect_shader
, yv12_2d_shader
;
6642 GLenum p8_rect_shader
, p8_2d_shader
;
6643 GLuint palette_texture
;
6646 static HRESULT
arbfp_blit_alloc(struct wined3d_device
*device
)
6648 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6649 if(!device
->blit_priv
) {
6650 ERR("Out of memory\n");
6651 return E_OUTOFMEMORY
;
6656 /* Context activation is done by the caller. */
6657 static void arbfp_blit_free(struct wined3d_device
*device
)
6659 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6660 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6663 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6664 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6665 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6666 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6667 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6668 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6669 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_rect_shader
));
6670 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_2d_shader
));
6671 checkGLcall("Delete yuv and p8 programs");
6673 if(priv
->palette_texture
) glDeleteTextures(1, &priv
->palette_texture
);
6676 HeapFree(GetProcessHeap(), 0, device
->blit_priv
);
6677 device
->blit_priv
= NULL
;
6680 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum complex_fixup fixup
,
6681 GLenum textype
, char *luminance
)
6684 const char *tex
, *texinstr
;
6686 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6694 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6695 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6697 /* This is more tricky than just replacing the texture type - we have to navigate
6698 * properly in the texture to find the correct chroma values
6700 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6704 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6705 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6706 * filtering when we sample the texture.
6708 * These are the rules for reading the chroma:
6714 * So we have to get the sampling x position in non-normalized coordinates in integers
6716 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6717 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6718 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6720 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6722 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6723 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6726 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6727 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6729 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6730 * even and odd pixels respectively
6732 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6733 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6735 /* Sample Pixel 1 */
6736 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6738 /* Put the value into either of the chroma values */
6739 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6740 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6741 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6742 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6744 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6745 * the pixel right to the current one. Otherwise, sample the left pixel.
6746 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6748 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6749 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6750 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6752 /* Put the value into the other chroma */
6753 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6754 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6755 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6756 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6758 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6759 * the current one and lerp the two U and V values
6762 /* This gives the correctly filtered luminance value */
6763 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6768 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6773 case GL_TEXTURE_2D
: tex
= "2D"; break;
6774 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6776 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6780 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6781 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6782 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6783 * pitch of the luminance plane, the packing into the gl texture is a bit
6784 * unfortunate. If the whole texture is interpreted as luminance data it looks
6785 * approximately like this:
6787 * +----------------------------------+----
6799 * +----------------+-----------------+----
6801 * | U even rows | U odd rows |
6803 * +----------------+------------------ -
6805 * | V even rows | V odd rows |
6807 * +----------------+-----------------+----
6811 * So it appears as if there are 4 chroma images, but in fact the odd rows
6812 * in the chroma images are in the same row as the even ones. So its is
6813 * kinda tricky to read
6815 * When reading from rectangle textures, keep in mind that the input y coordinates
6816 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6818 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6819 2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
);
6821 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6822 /* the chroma planes have only half the width */
6823 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6825 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6826 * the coordinate. Also read the right side of the image when reading odd lines
6828 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6831 if(textype
== GL_TEXTURE_2D
) {
6833 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6835 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6837 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6838 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6840 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6841 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6842 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6843 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6844 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6846 /* clamp, keep the half pixel origin in mind */
6847 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6848 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6849 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6850 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6852 /* Read from [size - size+size/4] */
6853 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6854 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6856 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6857 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6858 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6859 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6860 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6861 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6863 /* Make sure to read exactly from the pixel center */
6864 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6865 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6868 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6869 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6870 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6871 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6872 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6874 /* Read the texture, put the result into the output register */
6875 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6876 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6878 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6879 * No need to clamp because we're just reusing the already clamped value from above
6881 if(textype
== GL_TEXTURE_2D
) {
6882 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6884 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6886 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6887 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6889 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6890 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6891 * values due to filtering
6893 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6894 if(textype
== GL_TEXTURE_2D
) {
6895 /* Multiply the y coordinate by 2/3 and clamp it */
6896 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6897 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6898 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6899 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6901 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6902 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6905 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6906 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6907 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6914 static GLuint
gen_p8_shader(struct arbfp_blit_priv
*priv
,
6915 const struct wined3d_gl_info
*gl_info
, GLenum textype
)
6918 struct wined3d_shader_buffer buffer
;
6922 if (!shader_buffer_init(&buffer
))
6924 ERR("Failed to initialize shader buffer.\n");
6929 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6930 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6933 shader_buffer_free(&buffer
);
6937 shader_addline(&buffer
, "!!ARBfp1.0\n");
6938 shader_addline(&buffer
, "TEMP index;\n");
6940 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6941 shader_addline(&buffer
, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6943 /* The alpha-component contains the palette index */
6944 if(textype
== GL_TEXTURE_RECTANGLE_ARB
)
6945 shader_addline(&buffer
, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6947 shader_addline(&buffer
, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6949 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6950 shader_addline(&buffer
, "MAD index.a, index.a, constants.x, constants.y;\n");
6952 /* Use the alpha-component as an index in the palette to get the final color */
6953 shader_addline(&buffer
, "TEX result.color, index.a, texture[1], 1D;\n");
6954 shader_addline(&buffer
, "END\n");
6957 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6958 strlen(buffer
.buffer
), buffer
.buffer
));
6959 checkGLcall("glProgramStringARB()");
6961 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6964 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6965 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6966 shader_arb_dump_program_source(buffer
.buffer
);
6969 if (textype
== GL_TEXTURE_RECTANGLE_ARB
)
6970 priv
->p8_rect_shader
= shader
;
6972 priv
->p8_2d_shader
= shader
;
6974 shader_buffer_free(&buffer
);
6980 /* Context activation is done by the caller. */
6981 static void upload_palette(const struct wined3d_surface
*surface
, struct wined3d_context
*context
)
6984 struct wined3d_device
*device
= surface
->resource
.device
;
6985 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6986 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6987 BOOL colorkey
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
6989 d3dfmt_p8_init_palette(surface
, table
, colorkey
);
6993 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
6995 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
6996 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
6999 if (!priv
->palette_texture
)
7000 glGenTextures(1, &priv
->palette_texture
);
7002 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1
));
7003 glBindTexture(GL_TEXTURE_1D
, priv
->palette_texture
);
7005 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
7007 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
7008 /* Make sure we have discrete color levels. */
7009 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
7010 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
7011 /* Upload the palette */
7012 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7013 glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGBA
, 256, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, table
);
7015 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
7017 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
7018 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7021 /* Switch back to unit 0 in which the 2D texture will be stored. */
7022 context_active_texture(context
, gl_info
, 0);
7026 /* Context activation is done by the caller. */
7027 static GLuint
gen_yuv_shader(struct arbfp_blit_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
7028 enum complex_fixup yuv_fixup
, GLenum textype
)
7031 struct wined3d_shader_buffer buffer
;
7032 char luminance_component
;
7036 if (!shader_buffer_init(&buffer
))
7038 ERR("Failed to initialize shader buffer.\n");
7043 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7044 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7045 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7046 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7049 shader_buffer_free(&buffer
);
7053 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7054 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7055 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7056 * each single pixel it contains, and one U and one V value shared between both
7059 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7060 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7061 * take the format into account when generating the read swizzles
7063 * Reading the Y value is straightforward - just sample the texture. The hardware
7064 * takes care of filtering in the horizontal and vertical direction.
7066 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7067 * because that would mix the U and V values of one pixel or two adjacent pixels.
7068 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7069 * regardless of the filtering setting. Vertical filtering works automatically
7070 * though - the U and V values of two rows are mixed nicely.
7072 * Appart of avoiding filtering issues, the code has to know which value it just
7073 * read, and where it can find the other one. To determine this, it checks if
7074 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7076 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7077 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7079 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7080 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7081 * in an unfiltered situation. Finding the luminance on the other hand requires
7082 * finding out if it is an odd or even pixel. The real drawback of this approach
7083 * is filtering. This would have to be emulated completely in the shader, reading
7084 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7085 * vertically. Beyond that it would require adjustments to the texture handling
7086 * code to deal with the width scaling
7088 shader_addline(&buffer
, "!!ARBfp1.0\n");
7089 shader_addline(&buffer
, "TEMP luminance;\n");
7090 shader_addline(&buffer
, "TEMP temp;\n");
7091 shader_addline(&buffer
, "TEMP chroma;\n");
7092 shader_addline(&buffer
, "TEMP texcrd;\n");
7093 shader_addline(&buffer
, "TEMP texcrd2;\n");
7094 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7095 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7096 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
7100 case COMPLEX_FIXUP_UYVY
:
7101 case COMPLEX_FIXUP_YUY2
:
7102 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
7104 shader_buffer_free(&buffer
);
7109 case COMPLEX_FIXUP_YV12
:
7110 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
7112 shader_buffer_free(&buffer
);
7118 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
7119 shader_buffer_free(&buffer
);
7123 /* Calculate the final result. Formula is taken from
7124 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7125 * ranges from -0.5 to 0.5
7127 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
7129 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
7130 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
7131 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7132 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
7133 shader_addline(&buffer
, "END\n");
7136 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
7137 strlen(buffer
.buffer
), buffer
.buffer
));
7138 checkGLcall("glProgramStringARB()");
7140 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
7143 FIXME("Fragment program error at position %d: %s\n\n", pos
,
7144 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
7145 shader_arb_dump_program_source(buffer
.buffer
);
7151 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
7152 checkGLcall("glGetProgramivARB()");
7153 if (!native
) WARN("Program exceeds native resource limits.\n");
7156 shader_buffer_free(&buffer
);
7161 case COMPLEX_FIXUP_YUY2
:
7162 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
7163 else priv
->yuy2_2d_shader
= shader
;
7166 case COMPLEX_FIXUP_UYVY
:
7167 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
7168 else priv
->uyvy_2d_shader
= shader
;
7171 case COMPLEX_FIXUP_YV12
:
7172 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
7173 else priv
->yv12_2d_shader
= shader
;
7176 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
7182 /* Context activation is done by the caller. */
7183 static HRESULT
arbfp_blit_set(void *blit_priv
, struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
7186 float size
[4] = {(float) surface
->pow2Width
, (float) surface
->pow2Height
, 1.0f
, 1.0f
};
7187 struct arbfp_blit_priv
*priv
= blit_priv
;
7188 enum complex_fixup fixup
;
7189 GLenum textype
= surface
->texture_target
;
7190 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7192 if (surface
->flags
& SFLAG_CONVERTED
)
7196 checkGLcall("glEnable(textype)");
7201 if (!is_complex_fixup(surface
->resource
.format
->color_fixup
))
7204 dump_color_fixup_desc(surface
->resource
.format
->color_fixup
);
7205 /* Don't bother setting up a shader for unconverted formats */
7208 checkGLcall("glEnable(textype)");
7213 fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
7217 case COMPLEX_FIXUP_YUY2
:
7218 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
7221 case COMPLEX_FIXUP_UYVY
:
7222 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
7225 case COMPLEX_FIXUP_YV12
:
7226 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
7229 case COMPLEX_FIXUP_P8
:
7230 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->p8_rect_shader
: priv
->p8_2d_shader
;
7231 if (!shader
) shader
= gen_p8_shader(priv
, gl_info
, textype
);
7233 upload_palette(surface
, context
);
7237 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7240 checkGLcall("glEnable(textype)");
7245 if (!shader
) shader
= gen_yuv_shader(priv
, gl_info
, fixup
, textype
);
7248 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
7249 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7250 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7251 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7252 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
7253 checkGLcall("glProgramLocalParameter4fvARB");
7259 /* Context activation is done by the caller. */
7260 static void arbfp_blit_unset(const struct wined3d_gl_info
*gl_info
)
7263 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
7264 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7265 glDisable(GL_TEXTURE_2D
);
7266 checkGLcall("glDisable(GL_TEXTURE_2D)");
7267 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
7269 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
7270 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7272 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7274 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
7275 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7280 static BOOL
arbfp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum wined3d_blit_op blit_op
,
7281 const RECT
*src_rect
, DWORD src_usage
, enum wined3d_pool src_pool
, const struct wined3d_format
*src_format
,
7282 const RECT
*dst_rect
, DWORD dst_usage
, enum wined3d_pool dst_pool
, const struct wined3d_format
*dst_format
)
7284 enum complex_fixup src_fixup
;
7286 if (!gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
7289 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
)
7291 TRACE("Unsupported blit_op=%d\n", blit_op
);
7295 if (src_pool
== WINED3D_POOL_SYSTEM_MEM
|| dst_pool
== WINED3D_POOL_SYSTEM_MEM
)
7298 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
7299 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7301 TRACE("Checking support for fixup:\n");
7302 dump_color_fixup_desc(src_format
->color_fixup
);
7305 if (!is_identity_fixup(dst_format
->color_fixup
))
7307 TRACE("Destination fixups are not supported\n");
7311 if (is_identity_fixup(src_format
->color_fixup
))
7317 /* We only support YUV conversions. */
7318 if (!is_complex_fixup(src_format
->color_fixup
))
7320 TRACE("[FAILED]\n");
7326 case COMPLEX_FIXUP_YUY2
:
7327 case COMPLEX_FIXUP_UYVY
:
7328 case COMPLEX_FIXUP_YV12
:
7329 case COMPLEX_FIXUP_P8
:
7334 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7335 TRACE("[FAILED]\n");
7340 HRESULT
arbfp_blit_surface(struct wined3d_device
*device
, DWORD filter
,
7341 struct wined3d_surface
*src_surface
, const RECT
*src_rect_in
,
7342 struct wined3d_surface
*dst_surface
, const RECT
*dst_rect_in
)
7344 struct wined3d_context
*context
;
7345 RECT src_rect
= *src_rect_in
;
7346 RECT dst_rect
= *dst_rect_in
;
7348 /* Now load the surface */
7349 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
7350 && (src_surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)) == SFLAG_INDRAWABLE
)
7352 /* Without FBO blits transferring from the drawable to the texture is
7353 * expensive, because we have to flip the data in sysmem. Since we can
7354 * flip in the blitter, we don't actually need that flip anyway. So we
7355 * use the surface's texture as scratch texture, and flip the source
7356 * rectangle instead. */
7357 surface_load_fb_texture(src_surface
, FALSE
);
7359 src_rect
.top
= src_surface
->resource
.height
- src_rect
.top
;
7360 src_rect
.bottom
= src_surface
->resource
.height
- src_rect
.bottom
;
7363 surface_internal_preload(src_surface
, SRGB_RGB
);
7365 /* Activate the destination context, set it up for blitting */
7366 context
= context_acquire(device
, dst_surface
);
7367 context_apply_blit_state(context
, device
);
7369 if (!surface_is_offscreen(dst_surface
))
7370 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
7372 arbfp_blit_set(device
->blit_priv
, context
, src_surface
);
7376 /* Draw a textured quad */
7377 draw_textured_quad(src_surface
, context
, &src_rect
, &dst_rect
, filter
);
7381 /* Leave the opengl state valid for blitting */
7382 arbfp_blit_unset(context
->gl_info
);
7384 if (wined3d_settings
.strict_draw_ordering
7385 || (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
7386 && (dst_surface
->container
.u
.swapchain
->front_buffer
== dst_surface
)))
7387 wglFlush(); /* Flush to ensure ordering across contexts. */
7389 context_release(context
);
7391 surface_modify_location(dst_surface
, dst_surface
->draw_binding
, TRUE
);
7395 /* Do not call while under the GL lock. */
7396 static HRESULT
arbfp_blit_color_fill(struct wined3d_device
*device
, struct wined3d_surface
*dst_surface
,
7397 const RECT
*dst_rect
, const struct wined3d_color
*color
)
7399 FIXME("Color filling not implemented by arbfp_blit\n");
7400 return WINED3DERR_INVALIDCALL
;
7403 /* Do not call while under the GL lock. */
7404 static HRESULT
arbfp_blit_depth_fill(struct wined3d_device
*device
,
7405 struct wined3d_surface
*surface
, const RECT
*rect
, float depth
)
7407 FIXME("Depth filling not implemented by arbfp_blit.\n");
7408 return WINED3DERR_INVALIDCALL
;
7411 const struct blit_shader arbfp_blit
= {
7416 arbfp_blit_supported
,
7417 arbfp_blit_color_fill
,
7418 arbfp_blit_depth_fill
,