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 "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 BOOL has_signature_idx
;
289 DWORD input_signature_idx
;
290 DWORD clipplane_emulation
;
294 struct arb_vshader_private
{
295 struct arb_vs_compiled_shader
*gl_shaders
;
296 UINT num_gl_shaders
, shader_array_size
;
300 struct shader_arb_priv
302 GLuint current_vprogram_id
;
303 GLuint current_fprogram_id
;
304 const struct arb_ps_compiled_shader
*compiled_fprog
;
305 const struct arb_vs_compiled_shader
*compiled_vprog
;
306 GLuint depth_blt_vprogram_id
;
307 GLuint depth_blt_fprogram_id_full
[tex_type_count
];
308 GLuint depth_blt_fprogram_id_masked
[tex_type_count
];
309 BOOL use_arbfp_fixed_func
;
310 struct wine_rb_tree fragment_shaders
;
311 BOOL last_ps_const_clamped
;
312 BOOL last_vs_color_unclamp
;
314 struct wine_rb_tree signature_tree
;
318 /* GL locking for state handlers is done by the caller. */
319 static BOOL
need_rel_addr_const(const struct arb_vshader_private
*shader_data
,
320 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
322 if (shader_data
->rel_offset
) return TRUE
;
323 if (!reg_maps
->usesmova
) return FALSE
;
324 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
327 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
328 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
330 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
331 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
334 static BOOL
need_helper_const(const struct arb_vshader_private
*shader_data
,
335 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
337 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) return TRUE
;
338 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
]) return TRUE
; /* Need to init colors. */
339 if (gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
) return TRUE
; /* Load the immval offset. */
340 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) return TRUE
; /* Have to init texcoords. */
341 if (!use_nv_clip(gl_info
)) return TRUE
; /* Init the clip texcoord */
342 if (reg_maps
->usesnrm
) return TRUE
; /* 0.0 */
343 if (reg_maps
->usesrcp
) return TRUE
; /* EPS */
347 static unsigned int reserved_vs_const(const struct arb_vshader_private
*shader_data
,
348 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
350 unsigned int ret
= 1;
351 /* We use one PARAM for the pos fixup, and in some cases one to load
352 * some immediate values into the shader. */
353 if (need_helper_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
354 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
358 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
359 * When constant_list == NULL, it will load all the constants.
361 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
362 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
364 /* GL locking is done by the caller */
365 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
366 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
368 local_constant
* lconst
;
372 if (TRACE_ON(d3d_constants
))
374 for(i
= 0; i
< max_constants
; i
++) {
375 if(!dirty_consts
[i
]) continue;
376 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
377 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
378 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
384 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
385 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
388 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
389 * shaders, the first 8 constants are marked dirty for reload
391 for(; i
< min(8, max_constants
); i
++) {
392 if(!dirty_consts
[i
]) continue;
396 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
397 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
398 else lcl_const
[0] = constants
[j
+ 0];
400 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
401 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
402 else lcl_const
[1] = constants
[j
+ 1];
404 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
405 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
406 else lcl_const
[2] = constants
[j
+ 2];
408 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
409 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
410 else lcl_const
[3] = constants
[j
+ 3];
412 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
415 /* If further constants are dirty, reload them without clamping.
417 * The alternative is not to touch them, but then we cannot reset the dirty constant count
418 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
419 * above would always re-check the first 8 constants since max_constant remains at the init
424 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
426 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
427 * or just reloading *all* constants at once
429 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
431 for(; i
< max_constants
; i
++) {
432 if(!dirty_consts
[i
]) continue;
434 /* Find the next block of dirty constants */
437 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
441 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
444 for(; i
< max_constants
; i
++) {
445 if(dirty_consts
[i
]) {
447 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
451 checkGLcall("glProgramEnvParameter4fvARB()");
453 /* Load immediate constants */
454 if(This
->baseShader
.load_local_constsF
) {
455 if (TRACE_ON(d3d_shader
)) {
456 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
457 GLfloat
* values
= (GLfloat
*)lconst
->value
;
458 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
459 values
[0], values
[1], values
[2], values
[3]);
462 /* Immediate constants are clamped for 1.X shaders at loading times */
464 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
465 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
466 ret
= max(ret
, lconst
->idx
+ 1);
467 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
469 checkGLcall("glProgramEnvParameter4fvARB()");
470 return ret
; /* The loaded immediate constants need reloading for the next shader */
472 return 0; /* No constants are dirty now */
477 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
479 static void shader_arb_load_np2fixup_constants(void *shader_priv
,
480 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
482 const struct shader_arb_priv
* priv
= shader_priv
;
484 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
485 if (!use_ps(state
)) return;
487 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
488 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
490 WORD active
= fixup
->super
.active
;
491 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
493 for (i
= 0; active
; active
>>= 1, ++i
)
495 const IWineD3DBaseTextureImpl
*tex
= state
->textures
[i
];
496 const unsigned char idx
= fixup
->super
.idx
[i
];
497 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
499 if (!(active
& 1)) continue;
502 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
507 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
509 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
513 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
514 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
515 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
520 /* GL locking is done by the caller. */
521 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader
*gl_shader
,
522 const struct wined3d_context
*context
, const struct wined3d_state
*state
, float rt_height
)
524 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
527 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
529 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
531 /* The state manager takes care that this function is always called if the bump env matrix changes */
532 const float *data
= (const float *)&state
->texture_states
[texunit
][WINED3DTSS_BUMPENVMAT00
];
533 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
534 gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
536 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
538 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
539 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
540 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
541 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
543 const float *scale
= (const float *)&state
->texture_states
[texunit
][WINED3DTSS_BUMPENVLSCALE
];
544 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
545 gl_shader
->luminanceconst
[i
].const_num
, scale
));
548 checkGLcall("Load bumpmap consts");
550 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
552 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
553 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
558 val
[0] = context
->render_offscreen
? 0.0f
: rt_height
;
559 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
562 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
563 checkGLcall("y correction loading");
566 if (!gl_shader
->num_int_consts
) return;
568 for(i
= 0; i
< MAX_CONST_I
; i
++)
570 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
573 val
[0] = (float)state
->ps_consts_i
[4 * i
];
574 val
[1] = (float)state
->ps_consts_i
[4 * i
+ 1];
575 val
[2] = (float)state
->ps_consts_i
[4 * i
+ 2];
578 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
581 checkGLcall("Load ps int consts");
584 /* GL locking is done by the caller. */
585 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader
*gl_shader
,
586 const struct wined3d_context
*context
, const struct wined3d_state
*state
)
588 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
589 float position_fixup
[4];
592 /* Upload the position fixup */
593 shader_get_position_fixup(context
, state
, position_fixup
);
594 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, position_fixup
));
596 if (!gl_shader
->num_int_consts
) return;
598 for(i
= 0; i
< MAX_CONST_I
; i
++)
600 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
603 val
[0] = (float)state
->vs_consts_i
[4 * i
];
604 val
[1] = (float)state
->vs_consts_i
[4 * i
+ 1];
605 val
[2] = (float)state
->vs_consts_i
[4 * i
+ 2];
608 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
611 checkGLcall("Load vs int consts");
615 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
617 * We only support float constants in ARB at the moment, so don't
618 * worry about the Integers or Booleans
620 /* GL locking is done by the caller (state handler) */
621 static void shader_arb_load_constants(const struct wined3d_context
*context
, char usePixelShader
, char useVertexShader
)
623 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
624 struct wined3d_stateblock
*stateBlock
= device
->stateBlock
;
625 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
626 struct shader_arb_priv
*priv
= device
->shader_priv
;
630 IWineD3DBaseShaderImpl
*vshader
= (IWineD3DBaseShaderImpl
*)stateBlock
->state
.vertex_shader
;
631 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
633 /* Load DirectX 9 float constants for vertex shader */
634 device
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
635 device
->highest_dirty_vs_const
, stateBlock
->state
.vs_consts_f
, context
->vshader_const_dirty
);
636 shader_arb_vs_local_constants(gl_shader
, context
, &stateBlock
->state
);
641 IWineD3DBaseShaderImpl
*pshader
= (IWineD3DBaseShaderImpl
*)stateBlock
->state
.pixel_shader
;
642 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
643 float rt_height
= device
->render_targets
[0]->currentDesc
.Height
;
645 /* Load DirectX 9 float constants for pixel shader */
646 device
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
647 device
->highest_dirty_ps_const
, stateBlock
->state
.ps_consts_f
, context
->pshader_const_dirty
);
648 shader_arb_ps_local_constants(gl_shader
, context
, &stateBlock
->state
, rt_height
);
652 static void shader_arb_update_float_vertex_constants(IWineD3DDeviceImpl
*device
, UINT start
, UINT count
)
654 struct wined3d_context
*context
= context_get_current();
656 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
657 * context. On a context switch the old context will be fully dirtified */
658 if (!context
|| context
->swapchain
->device
!= device
) return;
660 memset(context
->vshader_const_dirty
+ start
, 1, sizeof(*context
->vshader_const_dirty
) * count
);
661 device
->highest_dirty_vs_const
= max(device
->highest_dirty_vs_const
, start
+ count
);
664 static void shader_arb_update_float_pixel_constants(IWineD3DDeviceImpl
*device
, UINT start
, UINT count
)
666 struct wined3d_context
*context
= context_get_current();
668 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
669 * context. On a context switch the old context will be fully dirtified */
670 if (!context
|| context
->swapchain
->device
!= device
) return;
672 memset(context
->pshader_const_dirty
+ start
, 1, sizeof(*context
->pshader_const_dirty
) * count
);
673 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, start
+ count
);
676 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
680 const local_constant
*lconst
;
682 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
684 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.constant_float
);
686 ERR("Out of memory\n");
690 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
691 ret
[lconst
->idx
] = idx
++;
696 /* Generate the variable & register declarations for the ARB_vertex_program output target */
697 static DWORD
shader_generate_arb_declarations(IWineD3DBaseShaderImpl
*shader
,
698 const struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_buffer
*buffer
,
699 const struct wined3d_gl_info
*gl_info
, DWORD
*lconst_map
,
700 DWORD
*num_clipplanes
, struct shader_arb_ctx_priv
*ctx
)
702 DWORD i
, next_local
= 0;
703 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
704 unsigned max_constantsF
;
705 const local_constant
*lconst
;
708 /* In pixel shaders, all private constants are program local, we don't need anything
709 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
710 * If we need a private constant the GL implementation will squeeze it in somewhere
712 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
713 * immediate values. The posFixup is loaded using program.env for now, so always
714 * subtract one from the number of constants. If the shader uses indirect addressing,
715 * account for the helper const too because we have to declare all availabke d3d constants
716 * and don't know which are actually used.
720 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
721 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
722 if (max_constantsF
< 24)
723 max_constantsF
= gl_info
->limits
.arb_ps_float_constants
;
727 const struct arb_vshader_private
*shader_data
= shader
->baseShader
.backend_data
;
728 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
729 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
730 * Also prevents max_constantsF from becoming less than 0 and
732 if (max_constantsF
< 96)
733 max_constantsF
= gl_info
->limits
.arb_vs_float_constants
;
735 if (reg_maps
->usesrelconstF
)
737 DWORD highest_constf
= 0, clip_limit
;
739 max_constantsF
-= reserved_vs_const(shader_data
, reg_maps
, gl_info
);
740 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
742 for (i
= 0; i
< shader
->baseShader
.limits
.constant_float
; ++i
)
745 DWORD shift
= i
& 0x1f;
746 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
749 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
751 if(ctx
->cur_vs_args
->super
.clip_enabled
)
752 clip_limit
= gl_info
->limits
.clipplanes
;
758 unsigned int mask
= ctx
->cur_vs_args
->clip
.boolclip
.clipplane_mask
;
759 clip_limit
= min(count_bits(mask
), 4);
761 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
762 max_constantsF
-= *num_clipplanes
;
763 if(*num_clipplanes
< clip_limit
)
765 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, gl_info
->limits
.clipplanes
);
770 if (ctx
->target_version
>= NV2
) *num_clipplanes
= gl_info
->limits
.clipplanes
;
771 else *num_clipplanes
= min(gl_info
->limits
.clipplanes
, 4);
775 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
777 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
780 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
782 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
785 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
787 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
789 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
793 /* Load local constants using the program-local space,
794 * this avoids reloading them each time the shader is used
798 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
)
800 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
801 lconst_map
[lconst
->idx
]);
802 next_local
= max(next_local
, lconst_map
[lconst
->idx
] + 1);
806 /* After subtracting privately used constants from the hardware limit(they are loaded as
807 * local constants), make sure the shader doesn't violate the env constant limit
811 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
815 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
818 /* Avoid declaring more constants than needed */
819 max_constantsF
= min(max_constantsF
, shader
->baseShader
.limits
.constant_float
);
821 /* we use the array-based constants array if the local constants are marked for loading,
822 * because then we use indirect addressing, or when the local constant list is empty,
823 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
824 * local constants do not declare the loaded constants as an array because ARB compilers usually
825 * do not optimize unused constants away
827 if (reg_maps
->usesrelconstF
)
829 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
830 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
831 max_constantsF
, max_constantsF
- 1);
833 for(i
= 0; i
< max_constantsF
; i
++) {
836 mask
= 1 << (i
& 0x1f);
837 if (!shader_constant_is_local(shader
, i
) && (reg_maps
->constf
[idx
] & mask
))
839 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
847 static const char * const shift_tab
[] = {
848 "dummy", /* 0 (none) */
849 "coefmul.x", /* 1 (x2) */
850 "coefmul.y", /* 2 (x4) */
851 "coefmul.z", /* 3 (x8) */
852 "coefmul.w", /* 4 (x16) */
853 "dummy", /* 5 (x32) */
854 "dummy", /* 6 (x64) */
855 "dummy", /* 7 (x128) */
856 "dummy", /* 8 (d256) */
857 "dummy", /* 9 (d128) */
858 "dummy", /* 10 (d64) */
859 "dummy", /* 11 (d32) */
860 "coefdiv.w", /* 12 (d16) */
861 "coefdiv.z", /* 13 (d8) */
862 "coefdiv.y", /* 14 (d4) */
863 "coefdiv.x" /* 15 (d2) */
866 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
867 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
869 char *ptr
= write_mask
;
871 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
874 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
875 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
876 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
877 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
883 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
885 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
886 * but addressed as "rgba". To fix this we need to swap the register's x
887 * and z components. */
888 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
889 char *ptr
= swizzle_str
;
891 /* swizzle bits fields: wwzzyyxx */
892 DWORD swizzle
= param
->swizzle
;
893 DWORD swizzle_x
= swizzle
& 0x03;
894 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
895 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
896 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
898 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
899 * generate a swizzle string. Unless we need to our own swizzling. */
900 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
903 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
904 *ptr
++ = swizzle_chars
[swizzle_x
];
906 *ptr
++ = swizzle_chars
[swizzle_x
];
907 *ptr
++ = swizzle_chars
[swizzle_y
];
908 *ptr
++ = swizzle_chars
[swizzle_z
];
909 *ptr
++ = swizzle_chars
[swizzle_w
];
916 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
918 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
919 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
921 if (!strcmp(priv
->addr_reg
, src
)) return;
923 strcpy(priv
->addr_reg
, src
);
924 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
927 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
928 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
930 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
931 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
933 /* oPos, oFog and oPts in D3D */
934 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
935 struct IWineD3DBaseShaderImpl
*shader
= ins
->ctx
->shader
;
936 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
937 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
938 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
944 case WINED3DSPR_TEMP
:
945 sprintf(register_name
, "R%u", reg
->idx
);
948 case WINED3DSPR_INPUT
:
951 if (reg_maps
->shader_version
.major
< 3)
953 if (!reg
->idx
) strcpy(register_name
, "fragment.color.primary");
954 else strcpy(register_name
, "fragment.color.secondary");
961 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
963 if (!strcmp(rel_reg
, "**aL_emul**"))
965 DWORD idx
= ctx
->aL
+ reg
->idx
;
966 if(idx
< MAX_REG_INPUT
)
968 strcpy(register_name
, ctx
->ps_input
[idx
]);
972 ERR("Pixel shader input register out of bounds: %u\n", idx
);
973 sprintf(register_name
, "out_of_bounds_%u", idx
);
976 else if (reg_maps
->input_registers
& 0x0300)
978 /* There are two ways basically:
980 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
981 * That means trouble if the loop also contains a breakc or if the control values
982 * aren't local constants.
983 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
984 * source dynamically. The trouble is that we cannot simply read aL.y because it
985 * is an ADDRESS register. We could however push it, load .zw with a value and use
986 * ADAC to load the condition code register and pop it again afterwards
988 FIXME("Relative input register addressing with more than 8 registers\n");
990 /* This is better than nothing for now */
991 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
993 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
995 /* This is problematic because we'd have to consult the ctx->ps_input strings
996 * for where to find the varying. Some may be "0.0", others can be texcoords or
997 * colors. This needs either a pipeline replacement to make the vertex shader feed
998 * proper varyings, or loop unrolling
1000 * For now use the texcoords and hope for the best
1002 FIXME("Non-vertex shader varying input with indirect addressing\n");
1003 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1007 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1008 * pulls GL_NV_fragment_program2 in
1010 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1015 if(reg
->idx
< MAX_REG_INPUT
)
1017 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
1021 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
1022 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
1029 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1030 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
1034 case WINED3DSPR_CONST
:
1035 if (!pshader
&& reg
->rel_addr
)
1037 const struct arb_vshader_private
*shader_data
= shader
->baseShader
.backend_data
;
1038 UINT rel_offset
= shader_data
->rel_offset
;
1041 if (reg_maps
->shader_version
.major
< 2)
1043 sprintf(rel_reg
, "A0.x");
1045 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
1046 if(ctx
->target_version
== ARB
) {
1047 if (!strcmp(rel_reg
, "**aL_emul**"))
1051 shader_arb_request_a0(ins
, rel_reg
);
1052 sprintf(rel_reg
, "A0.x");
1057 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
);
1058 else if (reg
->idx
>= rel_offset
)
1059 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
- rel_offset
);
1061 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
);
1065 if (reg_maps
->usesrelconstF
)
1066 sprintf(register_name
, "C[%u]", reg
->idx
);
1068 sprintf(register_name
, "C%u", reg
->idx
);
1072 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1075 if (reg_maps
->shader_version
.major
== 1
1076 && reg_maps
->shader_version
.minor
<= 3)
1078 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1079 * and as source to most instructions. For some instructions it is the texcoord
1080 * input. Those instructions know about the special use
1082 sprintf(register_name
, "T%u", reg
->idx
);
1084 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1085 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
1090 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1092 sprintf(register_name
, "A%u", reg
->idx
);
1096 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
1101 case WINED3DSPR_COLOROUT
:
1102 if (ctx
->cur_ps_args
->super
.srgb_correction
&& !reg
->idx
)
1104 strcpy(register_name
, "TMP_COLOR");
1108 if(ctx
->cur_ps_args
->super
.srgb_correction
) FIXME("sRGB correction on higher render targets\n");
1109 if (reg_maps
->highest_render_target
> 0)
1111 sprintf(register_name
, "result.color[%u]", reg
->idx
);
1115 strcpy(register_name
, "result.color");
1120 case WINED3DSPR_RASTOUT
:
1121 if(reg
->idx
== 1) sprintf(register_name
, "%s", ctx
->fog_output
);
1122 else sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
1125 case WINED3DSPR_DEPTHOUT
:
1126 strcpy(register_name
, "result.depth");
1129 case WINED3DSPR_ATTROUT
:
1130 /* case WINED3DSPR_OUTPUT: */
1131 if (pshader
) sprintf(register_name
, "oD[%u]", reg
->idx
);
1132 else strcpy(register_name
, ctx
->color_output
[reg
->idx
]);
1135 case WINED3DSPR_TEXCRDOUT
:
1138 sprintf(register_name
, "oT[%u]", reg
->idx
);
1142 if (reg_maps
->shader_version
.major
< 3)
1144 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1148 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
1153 case WINED3DSPR_LOOP
:
1154 if(ctx
->target_version
>= NV2
)
1156 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1157 if(pshader
) sprintf(register_name
, "A0.x");
1158 else sprintf(register_name
, "aL.y");
1162 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1163 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1164 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1165 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1168 sprintf(register_name
, "**aL_emul**");
1173 case WINED3DSPR_CONSTINT
:
1174 sprintf(register_name
, "I%u", reg
->idx
);
1177 case WINED3DSPR_MISCTYPE
:
1180 sprintf(register_name
, "vpos");
1182 else if(reg
->idx
== 1)
1184 sprintf(register_name
, "fragment.facing.x");
1188 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1193 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1194 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
1199 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1200 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1202 char register_name
[255];
1206 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1207 strcpy(str
, register_name
);
1209 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1210 strcat(str
, write_mask
);
1213 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1215 switch(channel_source
)
1217 case CHANNEL_SOURCE_ZERO
: return "0";
1218 case CHANNEL_SOURCE_ONE
: return "1";
1219 case CHANNEL_SOURCE_X
: return "x";
1220 case CHANNEL_SOURCE_Y
: return "y";
1221 case CHANNEL_SOURCE_Z
: return "z";
1222 case CHANNEL_SOURCE_W
: return "w";
1224 FIXME("Unhandled channel source %#x\n", channel_source
);
1229 static void gen_color_correction(struct wined3d_shader_buffer
*buffer
, const char *reg
,
1230 DWORD dst_mask
, const char *one
, const char *two
, struct color_fixup_desc fixup
)
1234 if (is_complex_fixup(fixup
))
1236 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1237 FIXME("Complex fixup (%#x) not supported\n", complex_fixup
);
1242 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1243 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1244 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1245 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1250 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1251 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1252 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1256 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1257 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1258 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1259 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1265 char *ptr
= reg_mask
;
1267 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1270 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1271 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1272 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1273 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1277 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1281 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1284 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1285 if (!ins
->dst_count
) return "";
1287 mod
= ins
->dst
[0].modifiers
;
1289 /* Silently ignore PARTIALPRECISION if its not supported */
1290 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1292 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1294 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1295 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1300 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1303 case WINED3DSPDM_SATURATE
:
1306 case WINED3DSPDM_PARTIALPRECISION
:
1313 FIXME("Unknown modifiers 0x%08x\n", mod
);
1318 #define TEX_PROJ 0x1
1319 #define TEX_BIAS 0x2
1321 #define TEX_DERIV 0x10
1323 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1324 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1326 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1327 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1328 IWineD3DBaseTextureImpl
*texture
;
1329 const char *tex_type
;
1330 BOOL np2_fixup
= FALSE
;
1331 struct IWineD3DBaseShaderImpl
*shader
= ins
->ctx
->shader
;
1332 IWineD3DDeviceImpl
*device
= shader
->baseShader
.device
;
1333 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1335 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1337 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1338 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1340 switch(sampler_type
) {
1346 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
1347 if (texture
&& texture
->baseTexture
.target
== GL_TEXTURE_RECTANGLE_ARB
)
1353 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1355 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1357 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1358 else np2_fixup
= TRUE
;
1363 case WINED3DSTT_VOLUME
:
1367 case WINED3DSTT_CUBE
:
1372 ERR("Unexpected texture type %d\n", sampler_type
);
1376 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1377 * so don't use shader_arb_get_modifier
1379 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1382 /* Fragment samplers always have indentity mapping */
1383 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1385 sampler_idx
= priv
->cur_vs_args
->vertex
.samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1388 if (flags
& TEX_DERIV
)
1390 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1391 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1392 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1393 dsx
, dsy
,sampler_idx
, tex_type
);
1395 else if(flags
& TEX_LOD
)
1397 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1398 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1399 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1400 sampler_idx
, tex_type
);
1402 else if (flags
& TEX_BIAS
)
1404 /* Shouldn't be possible, but let's check for it */
1405 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1406 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1407 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1409 else if (flags
& TEX_PROJ
)
1411 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1417 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1418 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1419 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1421 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1424 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1429 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1430 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_ONE
),
1431 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_TWO
),
1432 priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1436 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1437 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1439 /* Generate a line that does the input modifier computation and return the input register to use */
1440 BOOL is_color
= FALSE
;
1444 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1445 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1446 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
1447 const char *two
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_TWO
);
1449 /* Assume a new line will be added */
1452 /* Get register name */
1453 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1454 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1456 switch (src
->modifiers
)
1458 case WINED3DSPSM_NONE
:
1459 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1462 case WINED3DSPSM_NEG
:
1463 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1466 case WINED3DSPSM_BIAS
:
1467 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1469 case WINED3DSPSM_BIASNEG
:
1470 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1472 case WINED3DSPSM_SIGN
:
1473 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1475 case WINED3DSPSM_SIGNNEG
:
1476 shader_addline(buffer
, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1478 case WINED3DSPSM_COMP
:
1479 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1481 case WINED3DSPSM_X2
:
1482 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1484 case WINED3DSPSM_X2NEG
:
1485 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1487 case WINED3DSPSM_DZ
:
1488 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1489 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1491 case WINED3DSPSM_DW
:
1492 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1493 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1495 case WINED3DSPSM_ABS
:
1496 if(ctx
->target_version
>= NV2
) {
1497 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1500 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1503 case WINED3DSPSM_ABSNEG
:
1504 if(ctx
->target_version
>= NV2
) {
1505 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1507 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1508 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1513 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1517 /* Return modified or original register, with swizzle */
1519 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1522 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1524 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1525 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1527 char src_name
[2][50];
1528 DWORD sampler_code
= dst
->reg
.idx
;
1530 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1532 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1534 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1535 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1538 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1539 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1540 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1541 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1542 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1544 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1545 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1548 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1553 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1554 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1555 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1556 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1557 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1558 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1559 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1560 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1561 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1562 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1563 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1564 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1565 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1567 FIXME("Unknown modifier %u\n", mod
);
1571 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1573 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1574 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1576 char src_name
[3][50];
1577 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1578 ins
->ctx
->reg_maps
->shader_version
.minor
);
1581 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1582 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1584 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1585 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
1587 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1589 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1592 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1593 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1595 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1596 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1597 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1598 /* No modifiers supported on CMP */
1599 shader_addline(buffer
, "CMP %s, TA, %s, %s;\n", dst_name
, src_name
[1], src_name
[2]);
1601 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1602 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1604 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1605 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, dst_name
);
1610 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1612 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1613 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1615 char src_name
[3][50];
1618 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1620 /* Generate input register names (with modifiers) */
1621 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1622 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1623 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1625 /* No modifiers are supported on CMP */
1626 shader_addline(buffer
, "CMP %s, %s, %s, %s;\n", dst_name
,
1627 src_name
[0], src_name
[2], src_name
[1]);
1629 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1631 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1632 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name
[0]);
1636 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1637 * dst = dot2(src0, src1) + src2 */
1638 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1640 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1641 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1643 char src_name
[3][50];
1644 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1646 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1647 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1648 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1650 if(ctx
->target_version
>= NV3
)
1652 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1653 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1654 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1655 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1657 else if(ctx
->target_version
>= NV2
)
1659 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1660 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1661 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1662 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1664 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1666 * .xyxy and other swizzles that we could get with this are not valid in
1667 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1669 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1670 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1671 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1673 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1675 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1676 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1680 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1681 /* 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]
1682 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1684 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1685 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1686 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1687 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1691 /* Map the opcode 1-to-1 to the GL code */
1692 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1694 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1695 const char *instruction
;
1696 char arguments
[256], dst_str
[50];
1698 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1700 switch (ins
->handler_idx
)
1702 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1703 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1704 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1705 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1706 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1707 case WINED3DSIH_DST
: instruction
= "DST"; break;
1708 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1709 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1710 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1711 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1712 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1713 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1714 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1715 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1716 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1717 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1718 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1719 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1720 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1721 default: instruction
= "";
1722 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1726 /* Note that shader_arb_add_dst_param() adds spaces. */
1727 arguments
[0] = '\0';
1728 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1729 for (i
= 0; i
< ins
->src_count
; ++i
)
1732 strcat(arguments
, ", ");
1733 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1734 strcat(arguments
, operand
);
1736 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1739 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1741 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1742 shader_addline(buffer
, "NOP;\n");
1745 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1747 struct IWineD3DBaseShaderImpl
*shader
= ins
->ctx
->shader
;
1748 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1749 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1750 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1751 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
1752 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
1753 const char *two
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_TWO
);
1755 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1756 char src0_param
[256];
1758 if (ins
->handler_idx
== WINED3DSIH_MOVA
)
1760 const struct arb_vshader_private
*shader_data
= shader
->baseShader
.backend_data
;
1762 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1764 if(ctx
->target_version
>= NV2
) {
1765 shader_hw_map2gl(ins
);
1768 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1769 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1771 /* This implements the mova formula used in GLSL. The first two instructions
1772 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1776 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1778 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1779 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1781 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, %s;\n", write_mask
, src0_param
, zero
);
1782 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask
, two
, one
);
1784 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1785 shader_addline(buffer
, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask
);
1786 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1787 if (shader_data
->rel_offset
)
1789 shader_addline(buffer
, "ADD TA%s, TA, %s;\n", write_mask
, offset
);
1791 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1793 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1795 else if (reg_maps
->shader_version
.major
== 1
1796 && !shader_is_pshader_version(reg_maps
->shader_version
.type
)
1797 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1799 const struct arb_vshader_private
*shader_data
= shader
->baseShader
.backend_data
;
1800 src0_param
[0] = '\0';
1802 if (shader_data
->rel_offset
)
1804 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1805 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1806 shader_addline(buffer
, "ADD TA.x, %s, %s;\n", src0_param
, offset
);
1807 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1811 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1812 * with more than one component. Thus replicate the first source argument over all
1813 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1814 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1815 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1816 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1817 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1820 else if (ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
->dst
[0].reg
.idx
&& pshader
)
1822 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) shader
;
1823 if(ctx
->cur_ps_args
->super
.srgb_correction
&& ps
->color0_mov
)
1825 shader_addline(buffer
, "#mov handled in srgb write code\n");
1828 shader_hw_map2gl(ins
);
1832 shader_hw_map2gl(ins
);
1836 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1838 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1839 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1842 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1843 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1845 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1847 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1849 const char *kilsrc
= "TA";
1852 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1853 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1859 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1860 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1861 * masked out components to 0(won't kill)
1863 char x
= '0', y
= '0', z
= '0', w
= '0';
1864 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1865 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1866 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1867 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1868 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1870 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1872 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1873 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1875 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1876 * or pass in any temporary register(in shader phase 2)
1878 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1879 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1881 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1883 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1884 shader_addline(buffer
, "KIL TA;\n");
1888 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1890 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1891 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1892 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1893 ins
->ctx
->reg_maps
->shader_version
.minor
);
1894 struct wined3d_shader_src_param src
;
1898 DWORD reg_sampler_code
;
1901 /* All versions have a destination register */
1902 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1904 /* 1.0-1.4: Use destination register number as texture code.
1905 2.0+: Use provided sampler number as texure code. */
1906 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1907 reg_sampler_code
= dst
->reg
.idx
;
1909 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1911 /* 1.0-1.3: Use the texcoord varying.
1912 1.4+: Use provided coordinate source register. */
1913 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1914 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1916 /* TEX is the only instruction that can handle DW and DZ natively */
1918 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1919 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1920 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1924 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1925 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1926 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1928 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1931 if (reg_sampler_code
< MAX_TEXTURES
)
1932 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg_sampler_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
1933 if (flags
& WINED3D_PSARGS_PROJECTED
)
1934 myflags
|= TEX_PROJ
;
1936 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1938 DWORD src_mod
= ins
->src
[0].modifiers
;
1939 if (src_mod
== WINED3DSPSM_DZ
) {
1940 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1941 * varying register, so we need a temp reg
1943 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1944 strcpy(reg_coord
, "TA");
1945 myflags
|= TEX_PROJ
;
1946 } else if(src_mod
== WINED3DSPSM_DW
) {
1947 myflags
|= TEX_PROJ
;
1950 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1951 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1953 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1956 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1958 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1959 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1960 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1961 ins
->ctx
->reg_maps
->shader_version
.minor
);
1964 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1966 DWORD reg
= dst
->reg
.idx
;
1968 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1969 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1973 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1974 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1975 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1979 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1981 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1984 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1988 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1989 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1990 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1991 /* Move .x first in case src_str is "TA" */
1992 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
1993 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
1994 if (reg1
< MAX_TEXTURES
)
1996 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1997 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg1
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
1999 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2002 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
2004 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2006 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2010 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2011 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2012 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2013 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
2014 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
2015 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
2018 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
2020 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2024 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2025 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2026 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2027 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
2030 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
2032 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2033 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2034 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2035 char reg_coord
[40], dst_reg
[50], src_reg
[50];
2036 DWORD reg_dest_code
;
2038 /* All versions have a destination register. The Tx where the texture coordinates come
2039 * from is the varying incarnation of the texture register
2041 reg_dest_code
= dst
->reg
.idx
;
2042 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
2043 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
2044 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
2046 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2047 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2049 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2050 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2052 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2053 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2056 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
2057 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
2058 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
2059 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
2061 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2062 * so we can't let the GL handle this.
2064 if ((priv
->cur_ps_args
->super
.tex_transform
>> reg_dest_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
2065 & WINED3D_PSARGS_PROJECTED
)
2067 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
2068 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
2069 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
2071 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
2074 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
2076 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2078 /* No src swizzles are allowed, so this is ok */
2079 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2080 src_reg
, reg_dest_code
, reg_dest_code
);
2081 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
2085 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2087 DWORD reg
= ins
->dst
[0].reg
.idx
;
2088 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2089 char src0_name
[50], dst_name
[50];
2091 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2093 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2094 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2095 * T<reg+1> register. Use this register to store the calculated vector
2097 tmp_reg
.idx
= reg
+ 1;
2098 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2099 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2102 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2104 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2106 DWORD reg
= ins
->dst
[0].reg
.idx
;
2107 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2113 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2114 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2116 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2117 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2118 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2119 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2120 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2123 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2125 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2126 DWORD reg
= ins
->dst
[0].reg
.idx
;
2127 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2128 char src0_name
[50], dst_name
[50];
2129 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2132 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2133 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2134 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2136 tmp_reg
.idx
= reg
+ 2 - tex_mx
->current_row
;
2137 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2139 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2140 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2141 dst_name
, 'x' + tex_mx
->current_row
, reg
, src0_name
);
2142 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
2145 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2147 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2148 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2150 DWORD reg
= ins
->dst
[0].reg
.idx
;
2151 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2153 char src0_name
[50], dst_name
[50];
2156 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2157 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2158 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2160 /* Sample the texture using the calculated coordinates */
2161 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2162 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2163 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2164 tex_mx
->current_row
= 0;
2167 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2169 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2170 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2172 DWORD reg
= ins
->dst
[0].reg
.idx
;
2173 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2179 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2180 * components for temporary data storage
2182 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2183 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2184 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2186 /* Construct the eye-ray vector from w coordinates */
2187 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[0]);
2188 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[1]);
2189 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2191 /* Calculate reflection vector
2193 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2194 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2195 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2196 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2197 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2198 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2199 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2201 /* Sample the texture using the calculated coordinates */
2202 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2203 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2204 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2205 tex_mx
->current_row
= 0;
2208 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2210 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2211 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2213 DWORD reg
= ins
->dst
[0].reg
.idx
;
2214 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2221 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2222 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2223 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2224 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2225 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2227 /* Calculate reflection vector.
2230 * dst_reg.xyz = 2 * --------- * N - E
2233 * Which normalizes the normal vector
2235 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2236 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2237 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2238 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2239 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2240 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2242 /* Sample the texture using the calculated coordinates */
2243 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2244 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2245 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2246 tex_mx
->current_row
= 0;
2249 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2251 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2252 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2254 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2255 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2257 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2258 * which is essentially an input, is the destination register because it is the first
2259 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2260 * here(writemasks/swizzles are not valid on texdepth)
2262 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2264 /* According to the msdn, the source register(must be r5) is unusable after
2265 * the texdepth instruction, so we're free to modify it
2267 shader_addline(buffer
, "MIN %s.y, %s.y, %s;\n", dst_name
, dst_name
, one
);
2269 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2270 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2271 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2273 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2274 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2275 shader_addline(buffer
, "MIN TA.x, TA.x, %s;\n", one
);
2276 shader_addline(buffer
, "MAX result.depth, TA.x, %s;\n", zero
);
2279 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2280 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2281 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2282 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2284 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2285 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2289 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2290 shader_addline(buffer
, "MOV TB, 0.0;\n");
2291 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2293 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2294 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2297 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2298 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2299 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2301 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2304 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2306 /* Handle output register */
2307 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2308 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2309 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
2312 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2313 * Perform the 3rd row of a 3x3 matrix multiply */
2314 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2316 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2317 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2318 char dst_str
[50], dst_name
[50];
2322 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2323 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2324 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2325 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2326 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2329 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2330 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2331 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2332 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2334 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2336 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2337 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2338 char src0
[50], dst_name
[50];
2340 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2341 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2343 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2344 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2345 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2347 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2348 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2349 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2351 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2352 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2353 shader_addline(buffer
, "MIN %s.x, %s.x, %s;\n", dst_name
, dst_name
, one
);
2354 shader_addline(buffer
, "MAX result.depth, %s.x, %s;\n", dst_name
, zero
);
2357 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2358 Vertex/Pixel shaders to ARB_vertex_program codes */
2359 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2362 int nComponents
= 0;
2363 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2364 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2365 struct wined3d_shader_instruction tmp_ins
;
2367 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2369 /* Set constants for the temporary argument */
2370 tmp_ins
.ctx
= ins
->ctx
;
2371 tmp_ins
.dst_count
= 1;
2372 tmp_ins
.dst
= &tmp_dst
;
2373 tmp_ins
.src_count
= 2;
2374 tmp_ins
.src
= tmp_src
;
2376 switch(ins
->handler_idx
)
2378 case WINED3DSIH_M4x4
:
2380 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2382 case WINED3DSIH_M4x3
:
2384 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2386 case WINED3DSIH_M3x4
:
2388 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2390 case WINED3DSIH_M3x3
:
2392 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2394 case WINED3DSIH_M3x2
:
2396 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2399 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2403 tmp_dst
= ins
->dst
[0];
2404 tmp_src
[0] = ins
->src
[0];
2405 tmp_src
[1] = ins
->src
[1];
2406 for (i
= 0; i
< nComponents
; i
++) {
2407 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2408 shader_hw_map2gl(&tmp_ins
);
2409 ++tmp_src
[1].reg
.idx
;
2413 static void shader_hw_rcp(const struct wined3d_shader_instruction
*ins
)
2415 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2416 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2417 const char *flt_eps
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_EPS
);
2422 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2423 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2424 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2426 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2432 /* TODO: If the destination is readable, and not the same as the source, the destination
2433 * can be used instead of TA
2435 if (priv
->target_version
>= NV2
)
2437 shader_addline(buffer
, "MOVC TA.x, %s;\n", src
);
2438 shader_addline(buffer
, "MOV TA.x (EQ.x), %s;\n", flt_eps
);
2439 shader_addline(buffer
, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins
), dst
);
2443 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2444 shader_addline(buffer
, "ABS TA.x, %s;\n", src
);
2445 shader_addline(buffer
, "SGE TA.y, -TA.x, %s;\n", zero
);
2446 shader_addline(buffer
, "MAD TA.x, TA.y, %s, %s;\n", flt_eps
, src
);
2447 shader_addline(buffer
, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins
), dst
);
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_pow(const struct wined3d_shader_instruction
*ins
)
2746 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2747 char src0
[50], src1
[50], dst
[50];
2748 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2749 BOOL need_abs
= FALSE
;
2753 switch(ins
->handler_idx
)
2755 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2756 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2757 case WINED3DSIH_POW
: instr
= "POW"; arg2
= TRUE
; break;
2759 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2763 /* LOG, LOGP and POW operate on the absolute value of the input */
2764 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2766 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2767 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2768 if(arg2
) shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2772 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2775 shader_addline(buffer
, "%s%s %s, TA, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src1
);
2779 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2784 shader_addline(buffer
, "%s%s %s, %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
, src1
);
2788 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2792 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2794 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2796 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2799 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2803 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2804 struct list
*e
= list_head(&priv
->control_frames
);
2805 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2807 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2808 /* The constant loader makes sure to load -1 into iX.w */
2809 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2810 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2811 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2815 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2819 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2821 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2823 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2825 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2827 /* The constant loader makes sure to load -1 into iX.w */
2830 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2831 struct list
*e
= list_head(&priv
->control_frames
);
2832 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2834 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2836 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2837 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2838 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2842 shader_addline(buffer
, "REP %s;\n", src_name
);
2846 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2848 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2849 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2853 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2854 struct list
*e
= list_head(&priv
->control_frames
);
2855 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2857 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2858 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2859 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2861 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2865 shader_addline(buffer
, "ENDLOOP;\n");
2869 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2871 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2872 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2876 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2877 struct list
*e
= list_head(&priv
->control_frames
);
2878 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2880 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2881 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2882 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2884 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2888 shader_addline(buffer
, "ENDREP;\n");
2892 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2894 struct control_frame
*control_frame
;
2896 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2898 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2900 ERR("Could not find loop for break\n");
2904 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2906 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2907 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2908 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2912 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2916 shader_addline(buffer
, "BRK;\n");
2920 static const char *get_compare(COMPARISON_TYPE flags
)
2924 case COMPARISON_GT
: return "GT";
2925 case COMPARISON_EQ
: return "EQ";
2926 case COMPARISON_GE
: return "GE";
2927 case COMPARISON_LT
: return "LT";
2928 case COMPARISON_NE
: return "NE";
2929 case COMPARISON_LE
: return "LE";
2931 FIXME("Unrecognized comparison value: %u\n", flags
);
2936 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE flags
)
2940 case COMPARISON_GT
: return COMPARISON_LE
;
2941 case COMPARISON_EQ
: return COMPARISON_NE
;
2942 case COMPARISON_GE
: return COMPARISON_LT
;
2943 case COMPARISON_LT
: return COMPARISON_GE
;
2944 case COMPARISON_NE
: return COMPARISON_EQ
;
2945 case COMPARISON_LE
: return COMPARISON_GT
;
2947 FIXME("Unrecognized comparison value: %u\n", flags
);
2952 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
2954 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2955 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2956 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2959 const char *comp
= get_compare(ins
->flags
);
2961 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2962 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2966 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2967 * away the subtraction result
2969 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2970 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
2974 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2975 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
2979 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
2981 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2982 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2983 struct list
*e
= list_head(&priv
->control_frames
);
2984 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2988 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2990 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2991 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2995 /* Invert the flag. We jump to the else label if the condition is NOT true */
2996 comp
= get_compare(invert_compare(ins
->flags
));
2997 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2998 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
3002 comp
= get_compare(ins
->flags
);
3003 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3004 shader_addline(buffer
, "IF %s.x;\n", comp
);
3008 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
3010 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3011 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3012 struct list
*e
= list_head(&priv
->control_frames
);
3013 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3014 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3018 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
3019 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3020 control_frame
->had_else
= TRUE
;
3024 shader_addline(buffer
, "ELSE;\n");
3028 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
3030 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3031 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3032 struct list
*e
= list_head(&priv
->control_frames
);
3033 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3034 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3038 if(control_frame
->had_else
)
3040 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3044 shader_addline(buffer
, "#No else branch. else is endif\n");
3045 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3050 shader_addline(buffer
, "ENDIF;\n");
3054 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
3056 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
3058 char reg_src
[3][40];
3059 WORD flags
= TEX_DERIV
;
3061 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3062 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
3063 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
3064 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
3066 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3067 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3069 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
3072 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
3074 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
3077 WORD flags
= TEX_LOD
;
3079 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3080 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
3082 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3083 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3085 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
3088 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
3090 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3091 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3093 priv
->in_main_func
= FALSE
;
3094 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3095 * subroutine, don't generate a label that will make GL complain
3097 if(priv
->target_version
== ARB
) return;
3099 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
);
3102 static void vshader_add_footer(struct shader_arb_ctx_priv
*priv_ctx
,
3103 const struct arb_vshader_private
*shader_data
, const struct arb_vs_compile_args
*args
,
3104 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
,
3105 struct wined3d_shader_buffer
*buffer
)
3109 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3110 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3111 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3112 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3114 if (args
->super
.fog_src
== VS_FOG_Z
)
3115 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
3116 else if (!reg_maps
->fog
)
3117 /* posFixup.x is always 1.0, so we can safely use it */
3118 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3120 /* Clipplanes are always stored without y inversion */
3121 if (use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
3123 if (args
->super
.clip_enabled
)
3125 for (i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
3127 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
3131 else if (args
->clip
.boolclip
.clip_texcoord
)
3133 unsigned int cur_clip
= 0;
3134 char component
[4] = {'x', 'y', 'z', 'w'};
3135 const char *zero
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ZERO
);
3137 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
3139 if (args
->clip
.boolclip
.clipplane_mask
& (1 << i
))
3141 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3142 component
[cur_clip
++], i
);
3148 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3151 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3154 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3157 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
3160 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3161 args
->clip
.boolclip
.clip_texcoord
- 1);
3164 /* Write the final position.
3166 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3167 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3168 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3169 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3171 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
3172 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3173 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3175 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3176 * and the glsl equivalent
3178 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
3180 const char *two
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_TWO
);
3181 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two
);
3185 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3186 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3189 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
3191 priv_ctx
->footer_written
= TRUE
;
3194 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
3196 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3197 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3198 struct IWineD3DBaseShaderImpl
*shader
= ins
->ctx
->shader
;
3199 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3201 if(priv
->target_version
== ARB
) return;
3205 if (priv
->in_main_func
) vshader_add_footer(priv
, shader
->baseShader
.backend_data
,
3206 priv
->cur_vs_args
, ins
->ctx
->reg_maps
, ins
->ctx
->gl_info
, buffer
);
3209 shader_addline(buffer
, "RET;\n");
3212 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3214 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3215 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
);
3218 /* GL locking is done by the caller */
3219 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3221 GLuint program_id
= 0;
3224 const char *blt_vprogram
=
3226 "PARAM c[1] = { { 1, 0.5 } };\n"
3227 "MOV result.position, vertex.position;\n"
3228 "MOV result.color, c[0].x;\n"
3229 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3232 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3233 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3234 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3235 strlen(blt_vprogram
), blt_vprogram
));
3236 checkGLcall("glProgramStringARB()");
3238 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3241 FIXME("Vertex program error at position %d: %s\n\n", pos
,
3242 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3243 shader_arb_dump_program_source(blt_vprogram
);
3249 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3250 checkGLcall("glGetProgramivARB()");
3251 if (!native
) WARN("Program exceeds native resource limits.\n");
3257 /* GL locking is done by the caller */
3258 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
,
3259 enum tex_types tex_type
, BOOL masked
)
3261 GLuint program_id
= 0;
3262 const char *fprogram
;
3265 static const char * const blt_fprograms_full
[tex_type_count
] =
3272 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3273 "MOV result.depth.z, R0.x;\n"
3280 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3281 "MOV result.depth.z, R0.x;\n"
3286 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3287 "MOV result.depth.z, R0.x;\n"
3291 static const char * const blt_fprograms_masked
[tex_type_count
] =
3297 "PARAM mask = program.local[0];\n"
3299 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3300 "MUL R0.x, R0.x, R0.y;\n"
3302 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3303 "MOV result.depth.z, R0.x;\n"
3309 "PARAM mask = program.local[0];\n"
3311 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3312 "MUL R0.x, R0.x, R0.y;\n"
3314 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3315 "MOV result.depth.z, R0.x;\n"
3319 "PARAM mask = program.local[0];\n"
3321 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3322 "MUL R0.x, R0.x, R0.y;\n"
3324 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3325 "MOV result.depth.z, R0.x;\n"
3329 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3332 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type
);
3334 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3337 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3338 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3339 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(fprogram
), fprogram
));
3340 checkGLcall("glProgramStringARB()");
3342 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3345 FIXME("Fragment program error at position %d: %s\n\n", pos
,
3346 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3347 shader_arb_dump_program_source(fprogram
);
3353 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3354 checkGLcall("glGetProgramivARB()");
3355 if (!native
) WARN("Program exceeds native resource limits.\n");
3361 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3362 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3364 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3368 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3369 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3370 /* Calculate the > 0.0031308 case */
3371 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3372 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3373 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3374 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3375 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3376 /* Calculate the < case */
3377 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3381 /* Calculate the > 0.0031308 case */
3382 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3383 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3384 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3385 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3386 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3387 /* Calculate the < case */
3388 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3389 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3390 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3391 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3392 /* Store the components > 0.0031308 in the destination */
3393 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3394 /* Add the components that are < 0.0031308 */
3395 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3396 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3397 * result.color writes(.rgb first, then .a), or handle overwriting already written
3398 * components. The assembler uses a temporary register in this case, which is usually
3399 * not allocated from one of our registers that were used earlier.
3402 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3405 static const DWORD
*find_loop_control_values(IWineD3DBaseShaderImpl
*This
, DWORD idx
)
3407 const local_constant
*constant
;
3409 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
3411 if (constant
->idx
== idx
)
3413 return constant
->value
;
3419 static void init_ps_input(const IWineD3DPixelShaderImpl
*This
, const struct arb_ps_compile_args
*args
,
3420 struct shader_arb_ctx_priv
*priv
)
3422 static const char * const texcoords
[8] =
3424 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3425 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3428 const struct wined3d_shader_signature_element
*sig
= This
->baseShader
.input_signature
;
3429 const char *semantic_name
;
3432 switch(args
->super
.vp_mode
)
3434 case pretransformed
:
3436 /* The pixelshader has to collect the varyings on its own. In any case properly load
3437 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3438 * other attribs to 0.0.
3440 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3441 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3442 * load the texcoord attrib pointers to match the pixel shader signature
3444 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3446 semantic_name
= sig
[i
].semantic_name
;
3447 semantic_idx
= sig
[i
].semantic_idx
;
3448 if (!semantic_name
) continue;
3450 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3452 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.color.primary";
3453 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3454 else priv
->ps_input
[i
] = "0.0";
3456 else if(args
->super
.vp_mode
== fixedfunction
)
3458 priv
->ps_input
[i
] = "0.0";
3460 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3462 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3463 else priv
->ps_input
[i
] = "0.0";
3465 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3467 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.fogcoord";
3468 else priv
->ps_input
[i
] = "0.0";
3472 priv
->ps_input
[i
] = "0.0";
3475 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3480 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3483 for(i
= 0; i
< 8; i
++)
3485 priv
->ps_input
[i
] = texcoords
[i
];
3487 priv
->ps_input
[8] = "fragment.color.primary";
3488 priv
->ps_input
[9] = "fragment.color.secondary";
3493 /* GL locking is done by the caller */
3494 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShaderImpl
*This
,
3495 const struct wined3d_gl_info
*gl_info
, struct wined3d_shader_buffer
*buffer
,
3496 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3498 const struct wined3d_shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3499 CONST DWORD
*function
= This
->baseShader
.function
;
3500 const local_constant
*lconst
;
3503 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
), next_local
, cur
;
3504 struct shader_arb_ctx_priv priv_ctx
;
3505 BOOL dcl_td
= FALSE
;
3506 BOOL want_nv_prog
= FALSE
;
3507 struct arb_pshader_private
*shader_priv
= This
->baseShader
.backend_data
;
3512 unsigned int i
, found
= 0;
3514 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3517 || (This
->color0_mov
&& i
== This
->color0_reg
)
3518 || (reg_maps
->shader_version
.major
< 2 && !i
))
3521 sprintf(srgbtmp
[found
], "R%u", i
);
3523 if (found
== 4) break;
3528 sprintf(srgbtmp
[0], "TA");
3529 sprintf(srgbtmp
[1], "TB");
3530 sprintf(srgbtmp
[2], "TC");
3531 sprintf(srgbtmp
[3], "TD");
3535 sprintf(srgbtmp
[1], "TA");
3536 sprintf(srgbtmp
[2], "TB");
3537 sprintf(srgbtmp
[3], "TC");
3540 sprintf(srgbtmp
[2], "TA");
3541 sprintf(srgbtmp
[3], "TB");
3544 sprintf(srgbtmp
[3], "TA");
3550 /* Create the hw ARB shader */
3551 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3552 priv_ctx
.cur_ps_args
= args
;
3553 priv_ctx
.compiled_fprog
= compiled
;
3554 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3555 init_ps_input(This
, args
, &priv_ctx
);
3556 list_init(&priv_ctx
.control_frames
);
3558 /* Avoid enabling NV_fragment_program* if we do not need it.
3560 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3561 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3562 * is faster than what we gain from using higher native instructions. There are some things though
3563 * that cannot be emulated. In that case enable the extensions.
3564 * If the extension is enabled, instruction handlers that support both ways will use it.
3566 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3567 * So enable the best we can get.
3569 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3570 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3572 want_nv_prog
= TRUE
;
3575 shader_addline(buffer
, "!!ARBfp1.0\n");
3576 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3578 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3579 priv_ctx
.target_version
= NV3
;
3581 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3583 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3584 priv_ctx
.target_version
= NV2
;
3588 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3591 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3594 priv_ctx
.target_version
= ARB
;
3597 if (reg_maps
->highest_render_target
> 0)
3599 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3602 if (reg_maps
->shader_version
.major
< 3)
3604 switch(args
->super
.fog
) {
3608 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3611 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3614 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3619 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3620 * unused temps away(but occupies them for the whole shader if they're used once). Always
3621 * declaring them avoids tricky bookkeeping work
3623 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3624 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3625 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3626 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3627 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3628 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3629 shader_addline(buffer
, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps
);
3631 if (reg_maps
->shader_version
.major
< 2)
3633 strcpy(fragcolor
, "R0");
3635 if(args
->super
.srgb_correction
) {
3636 if(This
->color0_mov
) {
3637 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3639 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3640 strcpy(fragcolor
, "TMP_COLOR");
3643 strcpy(fragcolor
, "result.color");
3647 if(args
->super
.srgb_correction
) {
3648 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3649 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3650 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3651 srgb_sub_high
, 0.0, 0.0, 0.0);
3654 /* Base Declarations */
3655 next_local
= shader_generate_arb_declarations((IWineD3DBaseShaderImpl
*)This
,
3656 reg_maps
, buffer
, gl_info
, lconst_map
, NULL
, &priv_ctx
);
3658 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3660 if (!(map
& 1)) continue;
3662 cur
= compiled
->numbumpenvmatconsts
;
3663 compiled
->bumpenvmatconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3664 compiled
->bumpenvmatconst
[cur
].texunit
= i
;
3665 compiled
->luminanceconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3666 compiled
->luminanceconst
[cur
].texunit
= i
;
3668 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3669 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3670 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3671 * textures due to conditional NP2 restrictions)
3673 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3674 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3675 * their location is shader dependent anyway and they cannot be loaded globally.
3677 compiled
->bumpenvmatconst
[cur
].const_num
= next_local
++;
3678 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3679 i
, compiled
->bumpenvmatconst
[cur
].const_num
);
3680 compiled
->numbumpenvmatconsts
= cur
+ 1;
3682 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3684 compiled
->luminanceconst
[cur
].const_num
= next_local
++;
3685 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3686 i
, compiled
->luminanceconst
[cur
].const_num
);
3689 for(i
= 0; i
< MAX_CONST_I
; i
++)
3691 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3692 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3694 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3698 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3699 control_values
[0], control_values
[1], control_values
[2]);
3703 compiled
->int_consts
[i
] = next_local
;
3704 compiled
->num_int_consts
++;
3705 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3710 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3712 compiled
->ycorrection
= next_local
;
3713 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3717 shader_addline(buffer
, "TEMP vpos;\n");
3718 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3719 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3720 * ycorrection.z: 1.0
3721 * ycorrection.w: 0.0
3723 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3724 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3729 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3732 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3733 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3734 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3735 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3736 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3737 * shader compilation errors and the subsequent errors when drawing with this shader. */
3738 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3740 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3741 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3742 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3744 fixup
->offset
= next_local
;
3745 fixup
->super
.active
= 0;
3748 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3749 if (!(map
& (1 << i
))) continue;
3751 if (fixup
->offset
+ (cur
>> 1) < max_lconsts
) {
3752 fixup
->super
.active
|= (1 << i
);
3753 fixup
->super
.idx
[i
] = cur
++;
3755 FIXME("No free constant found to load NP2 fixup data into shader. "
3756 "Sampling from this texture will probably look wrong.\n");
3761 fixup
->super
.num_consts
= (cur
+ 1) >> 1;
3762 if (fixup
->super
.num_consts
) {
3763 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3764 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3767 next_local
+= fixup
->super
.num_consts
;
3770 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3772 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3775 /* Base Shader Body */
3776 shader_generate_main((IWineD3DBaseShaderImpl
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3778 if(args
->super
.srgb_correction
) {
3779 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3780 priv_ctx
.target_version
>= NV2
);
3783 if(strcmp(fragcolor
, "result.color")) {
3784 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3786 shader_addline(buffer
, "END\n");
3788 /* TODO: change to resource.glObjectHandle or something like that */
3789 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3791 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3792 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3794 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3795 /* Create the program and check for errors */
3796 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3797 buffer
->bsize
, buffer
->buffer
));
3798 checkGLcall("glProgramStringARB()");
3800 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3803 FIXME("HW PixelShader Error at position %d: %s\n\n",
3804 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3805 shader_arb_dump_program_source(buffer
->buffer
);
3812 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3813 checkGLcall("glGetProgramivARB()");
3814 if (!native
) WARN("Program exceeds native resource limits.\n");
3817 /* Load immediate constants */
3819 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3820 const float *value
= (const float *)lconst
->value
;
3821 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3822 checkGLcall("glProgramLocalParameter4fvARB");
3824 HeapFree(GetProcessHeap(), 0, lconst_map
);
3830 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3835 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3837 if (!sig1
[i
].semantic_name
|| !sig2
[i
].semantic_name
)
3839 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3840 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3844 if ((ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
))) return ret
;
3845 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3846 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3847 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].sysval_semantic
< sig2
[i
].component_type
? -1 : 1;
3848 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3849 if(sig1
[i
].mask
!= sig2
->mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3854 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3856 struct wined3d_shader_signature_element
*new;
3860 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3861 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3863 if (!sig
[i
].semantic_name
) continue;
3866 /* Clone the semantic string */
3867 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3868 strcpy(name
, sig
[i
].semantic_name
);
3869 new[i
].semantic_name
= name
;
3874 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3876 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3877 struct ps_signature
*found_sig
;
3881 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3882 TRACE("Found existing signature %u\n", found_sig
->idx
);
3883 return found_sig
->idx
;
3885 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3886 found_sig
->sig
= clone_sig(sig
);
3887 found_sig
->idx
= priv
->ps_sig_number
++;
3888 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3889 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3891 ERR("Failed to insert program entry.\n");
3893 return found_sig
->idx
;
3896 static void init_output_registers(IWineD3DVertexShaderImpl
*shader
, DWORD sig_num
, struct shader_arb_ctx_priv
*priv_ctx
,
3897 struct arb_vs_compiled_shader
*compiled
)
3900 static const char * const texcoords
[8] =
3902 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3903 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3905 IWineD3DDeviceImpl
*device
= shader
->baseShader
.device
;
3906 IWineD3DBaseShaderClass
*baseshader
= &shader
->baseShader
;
3907 const struct wined3d_shader_signature_element
*sig
;
3908 const char *semantic_name
;
3909 DWORD semantic_idx
, reg_idx
;
3911 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3912 * and varying 9 to result.color.secondary
3914 static const char * const decl_idx_to_string
[MAX_REG_INPUT
] =
3916 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3917 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3918 "result.color.primary", "result.color.secondary"
3923 TRACE("Pixel shader uses builtin varyings\n");
3924 /* Map builtins to builtins */
3925 for(i
= 0; i
< 8; i
++)
3927 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3929 priv_ctx
->color_output
[0] = "result.color.primary";
3930 priv_ctx
->color_output
[1] = "result.color.secondary";
3931 priv_ctx
->fog_output
= "result.fogcoord";
3933 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3934 for (i
= 0; i
< (sizeof(baseshader
->output_signature
) / sizeof(*baseshader
->output_signature
)); ++i
)
3936 semantic_name
= baseshader
->output_signature
[i
].semantic_name
;
3937 if (!semantic_name
) continue;
3939 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3941 TRACE("o%u is TMP_OUT\n", i
);
3942 if (!baseshader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "TMP_OUT";
3943 else priv_ctx
->vs_output
[i
] = "TA";
3945 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3947 TRACE("o%u is result.pointsize\n", i
);
3948 if (!baseshader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "result.pointsize";
3949 else priv_ctx
->vs_output
[i
] = "TA";
3951 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3953 TRACE("o%u is result.color.?, idx %u\n", i
, baseshader
->output_signature
[i
].semantic_idx
);
3954 if (!baseshader
->output_signature
[i
].semantic_idx
)
3955 priv_ctx
->vs_output
[i
] = "result.color.primary";
3956 else if (baseshader
->output_signature
[i
].semantic_idx
== 1)
3957 priv_ctx
->vs_output
[i
] = "result.color.secondary";
3958 else priv_ctx
->vs_output
[i
] = "TA";
3960 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3962 TRACE("o%u is %s\n", i
, texcoords
[baseshader
->output_signature
[i
].semantic_idx
]);
3963 if (baseshader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
3964 else priv_ctx
->vs_output
[i
] = texcoords
[baseshader
->output_signature
[i
].semantic_idx
];
3966 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3968 TRACE("o%u is result.fogcoord\n", i
);
3969 if (baseshader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
3970 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
3974 priv_ctx
->vs_output
[i
] = "TA";
3980 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3981 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3983 sig
= device
->stateBlock
->state
.pixel_shader
->baseShader
.input_signature
;
3984 TRACE("Pixel shader uses declared varyings\n");
3986 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3987 for(i
= 0; i
< 8; i
++)
3989 priv_ctx
->texcrd_output
[i
] = "TA";
3991 priv_ctx
->color_output
[0] = "TA";
3992 priv_ctx
->color_output
[1] = "TA";
3993 priv_ctx
->fog_output
= "TA";
3995 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3997 semantic_name
= sig
[i
].semantic_name
;
3998 semantic_idx
= sig
[i
].semantic_idx
;
3999 reg_idx
= sig
[i
].register_idx
;
4000 if (!semantic_name
) continue;
4002 /* If a declared input register is not written by builtin arguments, don't write to it.
4003 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4005 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4006 * to TMP_OUT in any case
4008 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
4010 if(semantic_idx
< 8) priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4012 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
4014 if(semantic_idx
< 2) priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4016 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
4018 if (!semantic_idx
) priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
4025 if (!strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary")
4026 || !strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary"))
4028 compiled
->need_color_unclamp
= TRUE
;
4032 /* Map declared to declared */
4033 for (i
= 0; i
< (sizeof(baseshader
->output_signature
) / sizeof(*baseshader
->output_signature
)); ++i
)
4035 /* Write unread output to TA to throw them away */
4036 priv_ctx
->vs_output
[i
] = "TA";
4037 semantic_name
= baseshader
->output_signature
[i
].semantic_name
;
4038 if (!semantic_name
) continue;
4040 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
)
4041 && !baseshader
->output_signature
[i
].semantic_idx
)
4043 priv_ctx
->vs_output
[i
] = "TMP_OUT";
4046 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
)
4047 && !baseshader
->output_signature
[i
].semantic_idx
)
4049 priv_ctx
->vs_output
[i
] = "result.pointsize";
4053 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
4055 if (!sig
[j
].semantic_name
) continue;
4057 if (!strcmp(sig
[j
].semantic_name
, semantic_name
)
4058 && sig
[j
].semantic_idx
== baseshader
->output_signature
[i
].semantic_idx
)
4060 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
4062 if (!strcmp(priv_ctx
->vs_output
[i
], "result.color.primary")
4063 || !strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary"))
4065 compiled
->need_color_unclamp
= TRUE
;
4072 /* GL locking is done by the caller */
4073 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShaderImpl
*This
,
4074 const struct wined3d_gl_info
*gl_info
, struct wined3d_shader_buffer
*buffer
,
4075 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
4077 const struct arb_vshader_private
*shader_data
= This
->baseShader
.backend_data
;
4078 const struct wined3d_shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4079 CONST DWORD
*function
= This
->baseShader
.function
;
4080 const local_constant
*lconst
;
4082 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
4083 struct shader_arb_ctx_priv priv_ctx
;
4087 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4088 priv_ctx
.cur_vs_args
= args
;
4089 list_init(&priv_ctx
.control_frames
);
4090 init_output_registers(This
, args
->ps_signature
, &priv_ctx
, compiled
);
4092 /* Create the hw ARB shader */
4093 shader_addline(buffer
, "!!ARBvp1.0\n");
4095 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4096 * mesurable performance penalty, and we can always make use of it for clipplanes.
4098 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4100 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
4101 priv_ctx
.target_version
= NV3
;
4102 shader_addline(buffer
, "ADDRESS aL;\n");
4104 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4106 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
4107 priv_ctx
.target_version
= NV2
;
4108 shader_addline(buffer
, "ADDRESS aL;\n");
4110 priv_ctx
.target_version
= ARB
;
4113 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4114 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
4116 shader_addline(buffer
, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps
);
4118 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
))
4120 shader_addline(buffer
, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data
->rel_offset
);
4121 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
4124 shader_addline(buffer
, "TEMP TA;\n");
4126 /* Base Declarations */
4127 next_local
= shader_generate_arb_declarations((IWineD3DBaseShaderImpl
*)This
,
4128 reg_maps
, buffer
, gl_info
, lconst_map
, &priv_ctx
.vs_clipplanes
, &priv_ctx
);
4130 for(i
= 0; i
< MAX_CONST_I
; i
++)
4132 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
4133 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
4135 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
4139 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4140 control_values
[0], control_values
[1], control_values
[2]);
4144 compiled
->int_consts
[i
] = next_local
;
4145 compiled
->num_int_consts
++;
4146 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
4151 /* We need a constant to fixup the final position */
4152 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
4153 compiled
->pos_fixup
= next_local
++;
4155 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4156 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4157 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4158 * a replacement shader depend on the texcoord.w being set properly.
4160 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4161 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4162 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4163 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4164 * this can eat a number of instructions, so skip it unless this cap is set as well
4166 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
4168 IWineD3DDeviceImpl
*device
= This
->baseShader
.device
;
4169 const char *color_init
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_0001
);
4170 shader_addline(buffer
, "MOV result.color.secondary, %s;\n", color_init
);
4172 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !device
->frag_pipe
->ffp_proj_control
)
4175 const char *one
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ONE
);
4176 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++)
4178 if (reg_maps
->texcoord_mask
[i
] && reg_maps
->texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
4179 shader_addline(buffer
, "MOV result.texcoord[%u].w, %s\n", i
, one
);
4184 /* The shader starts with the main function */
4185 priv_ctx
.in_main_func
= TRUE
;
4186 /* Base Shader Body */
4187 shader_generate_main((IWineD3DBaseShaderImpl
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4189 if (!priv_ctx
.footer_written
) vshader_add_footer(&priv_ctx
,
4190 shader_data
, args
, reg_maps
, gl_info
, buffer
);
4192 shader_addline(buffer
, "END\n");
4194 /* TODO: change to resource.glObjectHandle or something like that */
4195 GL_EXTCALL(glGenProgramsARB(1, &ret
));
4197 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
4198 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
4200 TRACE("Created hw vertex shader, prg=%d\n", ret
);
4201 /* Create the program and check for errors */
4202 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
4203 buffer
->bsize
, buffer
->buffer
));
4204 checkGLcall("glProgramStringARB()");
4206 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
4209 FIXME("HW VertexShader Error at position %d: %s\n\n",
4210 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
4211 shader_arb_dump_program_source(buffer
->buffer
);
4218 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
4219 checkGLcall("glGetProgramivARB()");
4220 if (!native
) WARN("Program exceeds native resource limits.\n");
4222 /* Load immediate constants */
4224 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
4225 const float *value
= (const float *)lconst
->value
;
4226 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
4230 HeapFree(GetProcessHeap(), 0, lconst_map
);
4235 /* GL locking is done by the caller */
4236 static struct arb_ps_compiled_shader
*find_arb_pshader(IWineD3DPixelShaderImpl
*shader
, const struct arb_ps_compile_args
*args
)
4238 IWineD3DDeviceImpl
*device
= shader
->baseShader
.device
;
4239 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4242 struct arb_ps_compiled_shader
*new_array
;
4243 struct wined3d_shader_buffer buffer
;
4244 struct arb_pshader_private
*shader_data
;
4247 if (!shader
->baseShader
.backend_data
)
4249 struct shader_arb_priv
*priv
= device
->shader_priv
;
4251 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4252 shader_data
= shader
->baseShader
.backend_data
;
4253 shader_data
->clamp_consts
= shader
->baseShader
.reg_maps
.shader_version
.major
== 1;
4255 if(shader
->baseShader
.reg_maps
.shader_version
.major
< 3) shader_data
->input_signature_idx
= ~0;
4256 else shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->baseShader
.input_signature
);
4258 shader_data
->has_signature_idx
= TRUE
;
4259 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4261 if (!device
->vs_clipping
)
4262 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->baseShader
.reg_maps
,
4263 gl_info
->limits
.texture_stages
- 1);
4265 shader_data
->clipplane_emulation
= ~0U;
4267 shader_data
= shader
->baseShader
.backend_data
;
4269 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4270 * so a linear search is more performant than a hashmap or a binary search
4271 * (cache coherency etc)
4273 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4275 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4276 return &shader_data
->gl_shaders
[i
];
4279 TRACE("No matching GL shader found, compiling a new shader\n");
4280 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4281 if (shader_data
->num_gl_shaders
)
4283 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4284 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4285 new_size
* sizeof(*shader_data
->gl_shaders
));
4287 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4292 ERR("Out of memory\n");
4295 shader_data
->gl_shaders
= new_array
;
4296 shader_data
->shader_array_size
= new_size
;
4299 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4301 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
, device
->stateBlock
->state
.textures
);
4303 if (!shader_buffer_init(&buffer
))
4305 ERR("Failed to initialize shader buffer.\n");
4309 ret
= shader_arb_generate_pshader(shader
, gl_info
, &buffer
, args
,
4310 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4311 shader_buffer_free(&buffer
);
4312 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4314 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4317 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4318 const DWORD use_map
, BOOL skip_int
) {
4319 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4320 if(stored
->super
.clip_enabled
!= new->super
.clip_enabled
) return FALSE
;
4321 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4322 if(stored
->clip
.boolclip_compare
!= new->clip
.boolclip_compare
) return FALSE
;
4323 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4324 if(stored
->vertex
.samplers_compare
!= new->vertex
.samplers_compare
) return FALSE
;
4325 if(skip_int
) return TRUE
;
4327 return !memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
));
4330 static struct arb_vs_compiled_shader
*find_arb_vshader(IWineD3DVertexShaderImpl
*shader
, const struct arb_vs_compile_args
*args
)
4332 IWineD3DDeviceImpl
*device
= shader
->baseShader
.device
;
4333 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4334 DWORD use_map
= device
->strided_streams
.use_map
;
4337 struct arb_vs_compiled_shader
*new_array
;
4338 struct wined3d_shader_buffer buffer
;
4339 struct arb_vshader_private
*shader_data
;
4342 if (!shader
->baseShader
.backend_data
)
4344 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->baseShader
.reg_maps
;
4346 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4347 shader_data
= shader
->baseShader
.backend_data
;
4349 if ((gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
)
4350 && reg_maps
->min_rel_offset
<= reg_maps
->max_rel_offset
)
4352 if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 127)
4354 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4355 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4356 FIXME("Min: %u, Max: %u.\n", reg_maps
->min_rel_offset
, reg_maps
->max_rel_offset
);
4358 else if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 63)
4359 shader_data
->rel_offset
= reg_maps
->min_rel_offset
+ 63;
4360 else if (reg_maps
->max_rel_offset
> 63)
4361 shader_data
->rel_offset
= reg_maps
->min_rel_offset
;
4364 shader_data
= shader
->baseShader
.backend_data
;
4366 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4367 * so a linear search is more performant than a hashmap or a binary search
4368 * (cache coherency etc)
4370 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4371 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4372 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4374 return &shader_data
->gl_shaders
[i
];
4378 TRACE("No matching GL shader found, compiling a new shader\n");
4380 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4381 if (shader_data
->num_gl_shaders
)
4383 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4384 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4385 new_size
* sizeof(*shader_data
->gl_shaders
));
4387 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4392 ERR("Out of memory\n");
4395 shader_data
->gl_shaders
= new_array
;
4396 shader_data
->shader_array_size
= new_size
;
4399 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4401 if (!shader_buffer_init(&buffer
))
4403 ERR("Failed to initialize shader buffer.\n");
4407 ret
= shader_arb_generate_vshader(shader
, gl_info
, &buffer
, args
,
4408 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4409 shader_buffer_free(&buffer
);
4410 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4412 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4415 static void find_arb_ps_compile_args(const struct wined3d_state
*state
,
4416 IWineD3DPixelShaderImpl
*shader
, struct arb_ps_compile_args
*args
)
4418 IWineD3DDeviceImpl
*device
= shader
->baseShader
.device
;
4419 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4423 find_ps_compile_args(state
, shader
, &args
->super
);
4425 /* This forces all local boolean constants to 1 to make them stateblock independent */
4426 args
->bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4428 for(i
= 0; i
< MAX_CONST_B
; i
++)
4430 if (state
->ps_consts_b
[i
])
4431 args
->bools
|= ( 1 << i
);
4434 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4435 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4436 * duplicate the shader than have a no-op KIL instruction in every shader
4438 if (!device
->vs_clipping
&& use_vs(state
)
4439 && state
->render_states
[WINED3DRS_CLIPPING
]
4440 && state
->render_states
[WINED3DRS_CLIPPLANEENABLE
])
4445 /* Skip if unused or local, or supported natively */
4446 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4447 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4449 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4453 for(i
= 0; i
< MAX_CONST_I
; i
++)
4455 if(int_skip
& (1 << i
))
4457 args
->loop_ctrl
[i
][0] = 0;
4458 args
->loop_ctrl
[i
][1] = 0;
4459 args
->loop_ctrl
[i
][2] = 0;
4463 args
->loop_ctrl
[i
][0] = state
->ps_consts_i
[i
* 4];
4464 args
->loop_ctrl
[i
][1] = state
->ps_consts_i
[i
* 4 + 1];
4465 args
->loop_ctrl
[i
][2] = state
->ps_consts_i
[i
* 4 + 2];
4470 static void find_arb_vs_compile_args(const struct wined3d_state
*state
,
4471 IWineD3DVertexShaderImpl
*shader
, struct arb_vs_compile_args
*args
)
4473 IWineD3DDeviceImpl
*device
= shader
->baseShader
.device
;
4474 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4478 find_vs_compile_args(state
, shader
, &args
->super
);
4480 args
->clip
.boolclip_compare
= 0;
4483 IWineD3DPixelShaderImpl
*ps
= state
->pixel_shader
;
4484 struct arb_pshader_private
*shader_priv
= ps
->baseShader
.backend_data
;
4485 args
->ps_signature
= shader_priv
->input_signature_idx
;
4487 args
->clip
.boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4491 args
->ps_signature
= ~0;
4492 if (!device
->vs_clipping
)
4494 args
->clip
.boolclip
.clip_texcoord
= ffp_clip_emul(state
) ? gl_info
->limits
.texture_stages
: 0;
4496 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4499 if (args
->clip
.boolclip
.clip_texcoord
)
4501 if (state
->render_states
[WINED3DRS_CLIPPING
])
4502 args
->clip
.boolclip
.clipplane_mask
= (unsigned char)state
->render_states
[WINED3DRS_CLIPPLANEENABLE
];
4503 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4506 /* This forces all local boolean constants to 1 to make them stateblock independent */
4507 args
->clip
.boolclip
.bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4508 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4509 for(i
= 0; i
< MAX_CONST_B
; i
++)
4511 if (state
->vs_consts_b
[i
])
4512 args
->clip
.boolclip
.bools
|= ( 1 << i
);
4515 args
->vertex
.samplers
[0] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4516 args
->vertex
.samplers
[1] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4517 args
->vertex
.samplers
[2] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4518 args
->vertex
.samplers
[3] = 0;
4520 /* Skip if unused or local */
4521 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4522 /* This is about flow control, not clipping. */
4523 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4525 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4529 for(i
= 0; i
< MAX_CONST_I
; i
++)
4531 if(int_skip
& (1 << i
))
4533 args
->loop_ctrl
[i
][0] = 0;
4534 args
->loop_ctrl
[i
][1] = 0;
4535 args
->loop_ctrl
[i
][2] = 0;
4539 args
->loop_ctrl
[i
][0] = state
->vs_consts_i
[i
* 4];
4540 args
->loop_ctrl
[i
][1] = state
->vs_consts_i
[i
* 4 + 1];
4541 args
->loop_ctrl
[i
][2] = state
->vs_consts_i
[i
* 4 + 2];
4546 /* GL locking is done by the caller */
4547 static void shader_arb_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4549 IWineD3DDeviceImpl
*This
= context
->swapchain
->device
;
4550 struct shader_arb_priv
*priv
= This
->shader_priv
;
4551 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4552 const struct wined3d_state
*state
= &This
->stateBlock
->state
;
4555 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4558 IWineD3DPixelShaderImpl
*ps
= state
->pixel_shader
;
4559 struct arb_ps_compile_args compile_args
;
4560 struct arb_ps_compiled_shader
*compiled
;
4562 TRACE("Using pixel shader %p.\n", ps
);
4563 find_arb_ps_compile_args(state
, ps
, &compile_args
);
4564 compiled
= find_arb_pshader(ps
, &compile_args
);
4565 priv
->current_fprogram_id
= compiled
->prgId
;
4566 priv
->compiled_fprog
= compiled
;
4568 /* Bind the fragment program */
4569 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4570 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4572 if(!priv
->use_arbfp_fixed_func
) {
4573 /* Enable OpenGL fragment programs */
4574 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4575 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4577 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4579 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4580 * a 1.x and newer shader, reload the first 8 constants
4582 if(priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
)
4584 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
;
4585 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, 8);
4586 for(i
= 0; i
< 8; i
++)
4588 context
->pshader_const_dirty
[i
] = 1;
4590 /* Also takes care of loading local constants */
4591 shader_arb_load_constants(context
, TRUE
, FALSE
);
4595 float rt_height
= This
->render_targets
[0]->currentDesc
.Height
;
4596 shader_arb_ps_local_constants(compiled
, context
, state
, rt_height
);
4599 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4600 if (compiled
->np2fixup_info
.super
.active
)
4601 shader_arb_load_np2fixup_constants(priv
, gl_info
, state
);
4603 else if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4605 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4606 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4607 * replacement shader
4609 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4610 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4611 priv
->current_fprogram_id
= 0;
4616 IWineD3DVertexShaderImpl
*vs
= state
->vertex_shader
;
4617 struct arb_vs_compile_args compile_args
;
4618 struct arb_vs_compiled_shader
*compiled
;
4620 TRACE("Using vertex shader %p\n", vs
);
4621 find_arb_vs_compile_args(state
, vs
, &compile_args
);
4622 compiled
= find_arb_vshader(vs
, &compile_args
);
4623 priv
->current_vprogram_id
= compiled
->prgId
;
4624 priv
->compiled_vprog
= compiled
;
4626 /* Bind the vertex program */
4627 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4628 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4630 /* Enable OpenGL vertex programs */
4631 glEnable(GL_VERTEX_PROGRAM_ARB
);
4632 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4633 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4634 shader_arb_vs_local_constants(compiled
, context
, state
);
4636 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4637 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4639 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4641 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4642 checkGLcall("glClampColorARB");
4644 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4648 else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4650 priv
->current_vprogram_id
= 0;
4651 glDisable(GL_VERTEX_PROGRAM_ARB
);
4652 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4656 /* GL locking is done by the caller */
4657 static void shader_arb_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
4658 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4660 const float mask
[] = {0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
};
4661 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4662 struct shader_arb_priv
*priv
= shader_priv
;
4663 GLuint
*blt_fprogram
;
4665 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4666 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4667 glEnable(GL_VERTEX_PROGRAM_ARB
);
4669 blt_fprogram
= masked
? &priv
->depth_blt_fprogram_id_masked
[tex_type
] : &priv
->depth_blt_fprogram_id_full
[tex_type
];
4670 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
, masked
);
4671 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4672 if (masked
) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, mask
));
4673 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4676 /* GL locking is done by the caller */
4677 static void shader_arb_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
4679 struct shader_arb_priv
*priv
= shader_priv
;
4681 if (priv
->current_vprogram_id
) {
4682 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4683 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4685 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv
->current_vprogram_id
);
4689 glDisable(GL_VERTEX_PROGRAM_ARB
);
4690 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4693 if (priv
->current_fprogram_id
) {
4694 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4695 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4697 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv
->current_fprogram_id
);
4699 else if(!priv
->use_arbfp_fixed_func
)
4701 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4702 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4706 static void shader_arb_destroy(IWineD3DBaseShaderImpl
*shader
)
4708 IWineD3DDeviceImpl
*device
= shader
->baseShader
.device
;
4709 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4711 if (shader_is_pshader_version(shader
->baseShader
.reg_maps
.shader_version
.type
))
4713 struct arb_pshader_private
*shader_data
= shader
->baseShader
.backend_data
;
4716 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4718 if (shader_data
->num_gl_shaders
)
4720 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4723 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4725 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4726 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4730 context_release(context
);
4733 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4734 HeapFree(GetProcessHeap(), 0, shader_data
);
4735 shader
->baseShader
.backend_data
= NULL
;
4739 struct arb_vshader_private
*shader_data
= shader
->baseShader
.backend_data
;
4742 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4744 if (shader_data
->num_gl_shaders
)
4746 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4749 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4751 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4752 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4756 context_release(context
);
4759 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4760 HeapFree(GetProcessHeap(), 0, shader_data
);
4761 shader
->baseShader
.backend_data
= NULL
;
4765 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4767 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4768 return compare_sig(key
, e
->sig
);
4771 static const struct wine_rb_functions sig_tree_functions
=
4779 static HRESULT
shader_arb_alloc(IWineD3DDeviceImpl
*device
)
4781 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4782 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4784 ERR("RB tree init failed\n");
4785 HeapFree(GetProcessHeap(), 0, priv
);
4786 return E_OUTOFMEMORY
;
4788 device
->shader_priv
= priv
;
4792 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4794 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4796 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4798 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4800 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4801 HeapFree(GetProcessHeap(), 0, sig
);
4804 /* Context activation is done by the caller. */
4805 static void shader_arb_free(IWineD3DDeviceImpl
*device
)
4807 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4808 struct shader_arb_priv
*priv
= device
->shader_priv
;
4812 if(priv
->depth_blt_vprogram_id
) {
4813 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4815 for (i
= 0; i
< tex_type_count
; ++i
)
4817 if (priv
->depth_blt_fprogram_id_full
[i
])
4819 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_full
[i
]));
4821 if (priv
->depth_blt_fprogram_id_masked
[i
])
4823 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_masked
[i
]));
4828 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4829 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
4832 static BOOL
shader_arb_dirty_const(void)
4837 static void shader_arb_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
4839 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4843 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4844 * for vertex programs. If the native limit is less than that it's
4845 * not very useful, and e.g. Mesa swrast returns 0, probably to
4846 * indicate it's a software implementation. */
4847 if (gl_info
->limits
.arb_vs_native_constants
< 96)
4848 vs_consts
= gl_info
->limits
.arb_vs_float_constants
;
4850 vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
4852 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4854 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4855 TRACE_(d3d_caps
)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4857 else if (vs_consts
>= 256)
4859 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4860 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4861 TRACE_(d3d_caps
)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4865 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
4866 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4868 pCaps
->MaxVertexShaderConst
= vs_consts
;
4872 pCaps
->VertexShaderVersion
= 0;
4873 pCaps
->MaxVertexShaderConst
= 0;
4876 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4880 /* Similar as above for vertex programs, but the minimum for fragment
4881 * programs is 24. */
4882 if (gl_info
->limits
.arb_ps_native_constants
< 24)
4883 ps_consts
= gl_info
->limits
.arb_ps_float_constants
;
4885 ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
4887 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4889 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4890 TRACE_(d3d_caps
)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4892 else if (ps_consts
>= 32)
4894 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4895 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4896 TRACE_(d3d_caps
)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4900 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
4901 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4903 pCaps
->PixelShader1xMaxValue
= 8.0f
;
4904 pCaps
->MaxPixelShaderConst
= ps_consts
;
4908 pCaps
->PixelShaderVersion
= 0;
4909 pCaps
->PixelShader1xMaxValue
= 0.0f
;
4910 pCaps
->MaxPixelShaderConst
= 0;
4913 pCaps
->VSClipping
= use_nv_clip(gl_info
);
4916 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
4918 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4920 TRACE("Checking support for color_fixup:\n");
4921 dump_color_fixup_desc(fixup
);
4924 /* We support everything except complex conversions. */
4925 if (!is_complex_fixup(fixup
))
4931 TRACE("[FAILED]\n");
4935 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
4937 char write_mask
[20], regstr
[50];
4938 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4939 BOOL is_color
= FALSE
;
4940 const struct wined3d_shader_dst_param
*dst
;
4942 if (!ins
->dst_count
) return;
4946 if (!shift
) return; /* Saturate alone is handled by the instructions */
4948 shader_arb_get_write_mask(ins
, dst
, write_mask
);
4949 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
4951 /* Generate a line that does the output modifier computation
4952 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4953 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4955 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
4956 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
4959 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4961 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
4962 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
4963 /* WINED3DSIH_AND */ NULL
,
4964 /* WINED3DSIH_BEM */ pshader_hw_bem
,
4965 /* WINED3DSIH_BREAK */ shader_hw_break
,
4966 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
4967 /* WINED3DSIH_BREAKP */ NULL
,
4968 /* WINED3DSIH_CALL */ shader_hw_call
,
4969 /* WINED3DSIH_CALLNZ */ NULL
,
4970 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
4971 /* WINED3DSIH_CND */ pshader_hw_cnd
,
4972 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
4973 /* WINED3DSIH_CUT */ NULL
,
4974 /* WINED3DSIH_DCL */ NULL
,
4975 /* WINED3DSIH_DEF */ NULL
,
4976 /* WINED3DSIH_DEFB */ NULL
,
4977 /* WINED3DSIH_DEFI */ NULL
,
4978 /* WINED3DSIH_DIV */ NULL
,
4979 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
4980 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
4981 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
4982 /* WINED3DSIH_DST */ shader_hw_map2gl
,
4983 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
4984 /* WINED3DSIH_DSY */ shader_hw_dsy
,
4985 /* WINED3DSIH_ELSE */ shader_hw_else
,
4986 /* WINED3DSIH_EMIT */ NULL
,
4987 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
4988 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
4989 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
4990 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
4991 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
4992 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
4993 /* WINED3DSIH_FTOI */ NULL
,
4994 /* WINED3DSIH_IADD */ NULL
,
4995 /* WINED3DSIH_IEQ */ NULL
,
4996 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
4997 /* WINED3DSIH_IFC */ shader_hw_ifc
,
4998 /* WINED3DSIH_IGE */ NULL
,
4999 /* WINED3DSIH_IMUL */ NULL
,
5000 /* WINED3DSIH_ITOF */ NULL
,
5001 /* WINED3DSIH_LABEL */ shader_hw_label
,
5002 /* WINED3DSIH_LD */ NULL
,
5003 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
5004 /* WINED3DSIH_LOG */ shader_hw_log_pow
,
5005 /* WINED3DSIH_LOGP */ shader_hw_log_pow
,
5006 /* WINED3DSIH_LOOP */ shader_hw_loop
,
5007 /* WINED3DSIH_LRP */ shader_hw_lrp
,
5008 /* WINED3DSIH_LT */ NULL
,
5009 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
5010 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
5011 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
5012 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
5013 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
5014 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
5015 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
5016 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
5017 /* WINED3DSIH_MOV */ shader_hw_mov
,
5018 /* WINED3DSIH_MOVA */ shader_hw_mov
,
5019 /* WINED3DSIH_MOVC */ NULL
,
5020 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
5021 /* WINED3DSIH_NOP */ shader_hw_nop
,
5022 /* WINED3DSIH_NRM */ shader_hw_nrm
,
5023 /* WINED3DSIH_PHASE */ NULL
,
5024 /* WINED3DSIH_POW */ shader_hw_log_pow
,
5025 /* WINED3DSIH_RCP */ shader_hw_rcp
,
5026 /* WINED3DSIH_REP */ shader_hw_rep
,
5027 /* WINED3DSIH_RET */ shader_hw_ret
,
5028 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
5029 /* WINED3DSIH_SAMPLE */ NULL
,
5030 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
5031 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
5032 /* WINED3DSIH_SETP */ NULL
,
5033 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
5034 /* WINED3DSIH_SGN */ shader_hw_sgn
,
5035 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
5036 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
5037 /* WINED3DSIH_SQRT */ NULL
,
5038 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
5039 /* WINED3DSIH_TEX */ pshader_hw_tex
,
5040 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
5041 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
5042 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
5043 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
5044 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
5045 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
5046 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
5047 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
5048 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
5049 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
5050 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
5051 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
5052 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
5053 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5054 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
5055 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
5056 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
5057 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
5058 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
5059 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
5060 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
5061 /* WINED3DSIH_UTOF */ NULL
,
5064 static inline BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
, IWineD3DBaseShaderImpl
*This
, DWORD idx
)
5066 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5067 BOOL vshader
= shader_is_vshader_version(reg_maps
->shader_version
.type
);
5069 WORD flag
= (1 << idx
);
5070 const local_constant
*constant
;
5071 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5073 if (reg_maps
->local_bool_consts
& flag
)
5075 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5076 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsB
, local_constant
, entry
)
5078 if (constant
->idx
== idx
)
5080 return constant
->value
[0];
5083 ERR("Local constant not found\n");
5088 if(vshader
) bools
= priv
->cur_vs_args
->clip
.boolclip
.bools
;
5089 else bools
= priv
->cur_ps_args
->bools
;
5090 return bools
& flag
;
5094 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
5095 IWineD3DBaseShaderImpl
*This
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
5097 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5098 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5100 /* Integer constants can either be a local constant, or they can be stored in the shader
5101 * type specific compile args. */
5102 if (reg_maps
->local_int_consts
& (1 << idx
))
5104 const local_constant
*constant
;
5106 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
5108 if (constant
->idx
== idx
)
5110 loop_control
->count
= constant
->value
[0];
5111 loop_control
->start
= constant
->value
[1];
5112 /* Step is signed. */
5113 loop_control
->step
= (int)constant
->value
[2];
5117 /* If this happens the flag was set incorrectly */
5118 ERR("Local constant not found\n");
5119 loop_control
->count
= 0;
5120 loop_control
->start
= 0;
5121 loop_control
->step
= 0;
5125 switch (reg_maps
->shader_version
.type
)
5127 case WINED3D_SHADER_TYPE_VERTEX
:
5128 /* Count and aL start value are unsigned */
5129 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
5130 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
5131 /* Step is signed. */
5132 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
5135 case WINED3D_SHADER_TYPE_PIXEL
:
5136 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
5137 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
5138 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
5142 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5147 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
5150 struct wined3d_shader_dst_param
*dst_param
= NULL
;
5151 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
5152 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
5155 ERR("Out of memory\n");
5160 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
5161 if(!dst_param
) goto free
;
5162 *dst_param
= *ins
->dst
;
5163 if(ins
->dst
->reg
.rel_addr
)
5165 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
->reg
.rel_addr
));
5166 if(!rel_addr
) goto free
;
5167 *rel_addr
= *ins
->dst
->reg
.rel_addr
;
5168 dst_param
->reg
.rel_addr
= rel_addr
;
5170 rec
->ins
.dst
= dst_param
;
5172 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
5173 if(!src_param
) goto free
;
5174 for(i
= 0; i
< ins
->src_count
; i
++)
5176 src_param
[i
] = ins
->src
[i
];
5177 if(ins
->src
[i
].reg
.rel_addr
)
5179 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5180 if(!rel_addr
) goto free
;
5181 *rel_addr
= *ins
->src
[i
].reg
.rel_addr
;
5182 src_param
[i
].reg
.rel_addr
= rel_addr
;
5185 rec
->ins
.src
= src_param
;
5186 list_add_tail(list
, &rec
->entry
);
5190 ERR("Out of memory\n");
5193 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
5194 HeapFree(GetProcessHeap(), 0, dst_param
);
5198 for(i
= 0; i
< ins
->src_count
; i
++)
5200 HeapFree(GetProcessHeap(), 0, (void *) src_param
[i
].reg
.rel_addr
);
5202 HeapFree(GetProcessHeap(), 0, src_param
);
5204 HeapFree(GetProcessHeap(), 0, rec
);
5207 static void free_recorded_instruction(struct list
*list
)
5209 struct recorded_instruction
*rec_ins
, *entry2
;
5212 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
5214 list_remove(&rec_ins
->entry
);
5215 if(rec_ins
->ins
.dst
)
5217 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
->reg
.rel_addr
);
5218 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
);
5220 if(rec_ins
->ins
.src
)
5222 for(i
= 0; i
< rec_ins
->ins
.src_count
; i
++)
5224 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
[i
].reg
.rel_addr
);
5226 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
);
5228 HeapFree(GetProcessHeap(), 0, rec_ins
);
5232 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5233 SHADER_HANDLER hw_fct
;
5234 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5235 struct IWineD3DBaseShaderImpl
*shader
= ins
->ctx
->shader
;
5236 struct control_frame
*control_frame
;
5237 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5240 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
5242 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5243 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5245 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
5246 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
5248 if(priv
->target_version
>= NV2
)
5250 control_frame
->no
.loop
= priv
->num_loops
++;
5255 /* Don't bother recording when we're in a not used if branch */
5261 if(!priv
->recording
)
5263 list_init(&priv
->record
);
5264 priv
->recording
= TRUE
;
5265 control_frame
->outer_loop
= TRUE
;
5266 get_loop_control_const(ins
, shader
, ins
->src
[0].reg
.idx
, &control_frame
->loop_control
);
5267 return; /* Instruction is handled */
5269 /* Record this loop in the outer loop's recording */
5272 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5274 if(priv
->target_version
>= NV2
)
5276 /* Nothing to do. The control frame is popped after the HW instr handler */
5280 struct list
*e
= list_head(&priv
->control_frames
);
5281 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5282 list_remove(&control_frame
->entry
);
5284 if(control_frame
->outer_loop
)
5286 unsigned int iteration
;
5290 /* Turn off recording before playback */
5291 priv
->recording
= FALSE
;
5293 /* Move the recorded instructions to a separate list and get them out of the private data
5294 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5295 * be recorded again, thus priv->record might be overwritten
5298 list_move_tail(©
, &priv
->record
);
5299 list_init(&priv
->record
);
5301 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5303 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5304 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
5305 control_frame
->loop_control
.step
);
5306 aL
= control_frame
->loop_control
.start
;
5310 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
5313 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
5315 struct recorded_instruction
*rec_ins
;
5316 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5319 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5323 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5326 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5328 shader_arb_handle_instruction(&rec_ins
->ins
);
5331 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5333 aL
+= control_frame
->loop_control
.step
;
5336 shader_addline(buffer
, "#end loop/rep\n");
5338 free_recorded_instruction(©
);
5339 HeapFree(GetProcessHeap(), 0, control_frame
);
5340 return; /* Instruction is handled */
5344 /* This is a nested loop. Proceed to the normal recording function */
5345 HeapFree(GetProcessHeap(), 0, control_frame
);
5352 record_instruction(&priv
->record
, ins
);
5357 if(ins
->handler_idx
== WINED3DSIH_IF
)
5359 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5360 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5361 control_frame
->type
= IF
;
5363 bool_const
= get_bool_const(ins
, shader
, ins
->src
[0].reg
.idx
);
5364 if(ins
->src
[0].modifiers
== WINED3DSPSM_NOT
) bool_const
= !bool_const
;
5365 if (!priv
->muted
&& !bool_const
)
5367 shader_addline(buffer
, "#if(FALSE){\n");
5369 control_frame
->muting
= TRUE
;
5371 else shader_addline(buffer
, "#if(TRUE) {\n");
5373 return; /* Instruction is handled */
5375 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5377 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5378 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5379 control_frame
->type
= IFC
;
5380 control_frame
->no
.ifc
= priv
->num_ifcs
++;
5381 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5383 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5385 struct list
*e
= list_head(&priv
->control_frames
);
5386 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5388 if(control_frame
->type
== IF
)
5390 shader_addline(buffer
, "#} else {\n");
5391 if(!priv
->muted
&& !control_frame
->muting
)
5394 control_frame
->muting
= TRUE
;
5396 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5397 return; /* Instruction is handled. */
5399 /* In case of an ifc, generate a HW shader instruction */
5401 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5403 struct list
*e
= list_head(&priv
->control_frames
);
5404 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5406 if(control_frame
->type
== IF
)
5408 shader_addline(buffer
, "#} endif\n");
5409 if(control_frame
->muting
) priv
->muted
= FALSE
;
5410 list_remove(&control_frame
->entry
);
5411 HeapFree(GetProcessHeap(), 0, control_frame
);
5412 return; /* Instruction is handled */
5416 if(priv
->muted
) return;
5418 /* Select handler */
5419 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5421 /* Unhandled opcode */
5424 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5429 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5431 struct list
*e
= list_head(&priv
->control_frames
);
5432 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5433 list_remove(&control_frame
->entry
);
5434 HeapFree(GetProcessHeap(), 0, control_frame
);
5437 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5439 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5440 struct list
*e
= list_head(&priv
->control_frames
);
5441 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5442 list_remove(&control_frame
->entry
);
5443 HeapFree(GetProcessHeap(), 0, control_frame
);
5447 shader_arb_add_instruction_modifiers(ins
);
5450 const shader_backend_t arb_program_shader_backend
= {
5451 shader_arb_handle_instruction
,
5453 shader_arb_select_depth_blt
,
5454 shader_arb_deselect_depth_blt
,
5455 shader_arb_update_float_vertex_constants
,
5456 shader_arb_update_float_pixel_constants
,
5457 shader_arb_load_constants
,
5458 shader_arb_load_np2fixup_constants
,
5462 shader_arb_dirty_const
,
5463 shader_arb_get_caps
,
5464 shader_arb_color_fixup_supported
,
5467 /* ARB_fragment_program fixed function pipeline replacement definitions */
5468 #define ARB_FFP_CONST_TFACTOR 0
5469 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5470 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5471 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5472 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5474 struct arbfp_ffp_desc
5476 struct ffp_frag_desc parent
;
5478 unsigned int num_textures_used
;
5481 /* Context activation is done by the caller. */
5482 static void arbfp_enable(BOOL enable
)
5486 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5487 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5489 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5490 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5495 static HRESULT
arbfp_alloc(IWineD3DDeviceImpl
*device
)
5497 struct shader_arb_priv
*priv
;
5498 /* Share private data between the shader backend and the pipeline replacement, if both
5499 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5500 * if no pixel shader is bound or not
5502 if (device
->shader_backend
== &arb_program_shader_backend
)
5504 device
->fragment_priv
= device
->shader_priv
;
5508 device
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
5509 if (!device
->fragment_priv
) return E_OUTOFMEMORY
;
5511 priv
= device
->fragment_priv
;
5512 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5514 ERR("Failed to initialize rbtree.\n");
5515 HeapFree(GetProcessHeap(), 0, device
->fragment_priv
);
5516 return E_OUTOFMEMORY
;
5518 priv
->use_arbfp_fixed_func
= TRUE
;
5522 /* Context activation is done by the caller. */
5523 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5525 const struct wined3d_gl_info
*gl_info
= context
;
5526 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5529 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5530 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5531 HeapFree(GetProcessHeap(), 0, entry_arb
);
5535 /* Context activation is done by the caller. */
5536 static void arbfp_free(IWineD3DDeviceImpl
*device
)
5538 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5540 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &device
->adapter
->gl_info
);
5541 priv
->use_arbfp_fixed_func
= FALSE
;
5543 if (device
->shader_backend
!= &arb_program_shader_backend
)
5545 HeapFree(GetProcessHeap(), 0, device
->fragment_priv
);
5549 static void arbfp_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5551 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
5552 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5553 WINED3DTEXOPCAPS_SELECTARG1
|
5554 WINED3DTEXOPCAPS_SELECTARG2
|
5555 WINED3DTEXOPCAPS_MODULATE4X
|
5556 WINED3DTEXOPCAPS_MODULATE2X
|
5557 WINED3DTEXOPCAPS_MODULATE
|
5558 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5559 WINED3DTEXOPCAPS_ADDSIGNED
|
5560 WINED3DTEXOPCAPS_ADD
|
5561 WINED3DTEXOPCAPS_SUBTRACT
|
5562 WINED3DTEXOPCAPS_ADDSMOOTH
|
5563 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5564 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5565 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5566 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5567 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5568 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5569 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5570 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5571 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5572 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5573 WINED3DTEXOPCAPS_MULTIPLYADD
|
5574 WINED3DTEXOPCAPS_LERP
|
5575 WINED3DTEXOPCAPS_BUMPENVMAP
|
5576 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5578 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5580 caps
->MaxTextureBlendStages
= 8;
5581 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
5584 static void state_texfactor_arbfp(DWORD state_id
,
5585 struct wined3d_stateblock
*stateblock
, struct wined3d_context
*context
)
5587 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5588 const struct wined3d_state
*state
= &stateblock
->state
;
5589 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5592 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5593 * application provided constants
5595 if (device
->shader_backend
== &arb_program_shader_backend
)
5597 if (use_ps(state
)) return;
5599 context
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5600 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5603 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3DRS_TEXTUREFACTOR
], col
);
5604 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5605 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5609 static void state_arb_specularenable(DWORD state_id
,
5610 struct wined3d_stateblock
*stateblock
, struct wined3d_context
*context
)
5612 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5613 const struct wined3d_state
*state
= &stateblock
->state
;
5614 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5617 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5618 * application provided constants
5620 if (device
->shader_backend
== &arb_program_shader_backend
)
5622 if (use_ps(state
)) return;
5624 context
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5625 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5628 if (state
->render_states
[WINED3DRS_SPECULARENABLE
])
5630 /* The specular color has no alpha */
5631 col
[0] = 1.0f
; col
[1] = 1.0f
;
5632 col
[2] = 1.0f
; col
[3] = 0.0f
;
5634 col
[0] = 0.0f
; col
[1] = 0.0f
;
5635 col
[2] = 0.0f
; col
[3] = 0.0f
;
5637 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5638 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5641 static void set_bumpmat_arbfp(DWORD state_id
, struct wined3d_stateblock
*stateblock
, struct wined3d_context
*context
)
5643 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5644 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5645 const struct wined3d_state
*state
= &stateblock
->state
;
5646 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5651 IWineD3DPixelShaderImpl
*ps
= state
->pixel_shader
;
5652 if (stage
&& (ps
->baseShader
.reg_maps
.bumpmat
& (1 << stage
)))
5654 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5657 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5658 stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5661 if(device
->shader_backend
== &arb_program_shader_backend
) {
5662 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5665 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5666 context
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5667 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5670 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVMAT00
]);
5671 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVMAT01
]);
5672 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVMAT10
]);
5673 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVMAT11
]);
5675 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5676 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5679 static void tex_bumpenvlum_arbfp(DWORD state_id
,
5680 struct wined3d_stateblock
*stateblock
, struct wined3d_context
*context
)
5682 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5683 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5684 const struct wined3d_state
*state
= &stateblock
->state
;
5685 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5690 IWineD3DPixelShaderImpl
*ps
= state
->pixel_shader
;
5691 if (stage
&& (ps
->baseShader
.reg_maps
.luminanceparams
& (1 << stage
)))
5693 /* The pixel shader has to know the luminance offset. Do a constants update if it
5694 * isn't scheduled anyway
5696 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5697 stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5700 if(device
->shader_backend
== &arb_program_shader_backend
) {
5701 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5704 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5705 context
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5706 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5709 param
[0] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
5710 param
[1] = *((float *)&state
->texture_states
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
5714 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5715 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5718 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5722 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5724 switch(arg
& WINED3DTA_SELECTMASK
) {
5725 case WINED3DTA_DIFFUSE
:
5726 ret
= "fragment.color.primary"; break;
5728 case WINED3DTA_CURRENT
:
5729 if (!stage
) ret
= "fragment.color.primary";
5733 case WINED3DTA_TEXTURE
:
5735 case 0: ret
= "tex0"; break;
5736 case 1: ret
= "tex1"; break;
5737 case 2: ret
= "tex2"; break;
5738 case 3: ret
= "tex3"; break;
5739 case 4: ret
= "tex4"; break;
5740 case 5: ret
= "tex5"; break;
5741 case 6: ret
= "tex6"; break;
5742 case 7: ret
= "tex7"; break;
5743 default: ret
= "unknown texture";
5747 case WINED3DTA_TFACTOR
:
5748 ret
= "tfactor"; break;
5750 case WINED3DTA_SPECULAR
:
5751 ret
= "fragment.color.secondary"; break;
5753 case WINED3DTA_TEMP
:
5754 ret
= "tempreg"; break;
5756 case WINED3DTA_CONSTANT
:
5757 FIXME("Implement perstage constants\n");
5759 case 0: ret
= "const0"; break;
5760 case 1: ret
= "const1"; break;
5761 case 2: ret
= "const2"; break;
5762 case 3: ret
= "const3"; break;
5763 case 4: ret
= "const4"; break;
5764 case 5: ret
= "const5"; break;
5765 case 6: ret
= "const6"; break;
5766 case 7: ret
= "const7"; break;
5767 default: ret
= "unknown constant";
5775 if(arg
& WINED3DTA_COMPLEMENT
) {
5776 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5777 if(argnum
== 0) ret
= "arg0";
5778 if(argnum
== 1) ret
= "arg1";
5779 if(argnum
== 2) ret
= "arg2";
5781 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5782 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5783 if(argnum
== 0) ret
= "arg0";
5784 if(argnum
== 1) ret
= "arg1";
5785 if(argnum
== 2) ret
= "arg2";
5790 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5791 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5793 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5794 unsigned int mul
= 1;
5795 BOOL mul_final_dest
= FALSE
;
5797 if(color
&& alpha
) dstmask
= "";
5798 else if(color
) dstmask
= ".xyz";
5799 else dstmask
= ".w";
5801 if(dst
== tempreg
) dstreg
= "tempreg";
5802 else dstreg
= "ret";
5804 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5805 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5806 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5809 case WINED3DTOP_DISABLE
:
5810 if (!stage
) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5813 case WINED3DTOP_SELECTARG2
:
5815 case WINED3DTOP_SELECTARG1
:
5816 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5819 case WINED3DTOP_MODULATE4X
:
5821 case WINED3DTOP_MODULATE2X
:
5823 if (!strcmp(dstreg
, "result.color"))
5826 mul_final_dest
= TRUE
;
5828 case WINED3DTOP_MODULATE
:
5829 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5832 case WINED3DTOP_ADDSIGNED2X
:
5834 if (!strcmp(dstreg
, "result.color"))
5837 mul_final_dest
= TRUE
;
5839 case WINED3DTOP_ADDSIGNED
:
5840 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5842 case WINED3DTOP_ADD
:
5843 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5846 case WINED3DTOP_SUBTRACT
:
5847 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5850 case WINED3DTOP_ADDSMOOTH
:
5851 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
5852 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5855 case WINED3DTOP_BLENDCURRENTALPHA
:
5856 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5857 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5859 case WINED3DTOP_BLENDFACTORALPHA
:
5860 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5861 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5863 case WINED3DTOP_BLENDTEXTUREALPHA
:
5864 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5865 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5867 case WINED3DTOP_BLENDDIFFUSEALPHA
:
5868 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5869 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5872 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
5873 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5874 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
5875 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5878 /* D3DTOP_PREMODULATE ???? */
5880 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
5881 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
5882 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5884 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5885 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5887 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
5888 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
5889 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
5891 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5892 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5895 case WINED3DTOP_DOTPRODUCT3
:
5897 if (!strcmp(dstreg
, "result.color"))
5900 mul_final_dest
= TRUE
;
5902 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
5903 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5904 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
5907 case WINED3DTOP_MULTIPLYADD
:
5908 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
5911 case WINED3DTOP_LERP
:
5912 /* The msdn is not quite right here */
5913 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5916 case WINED3DTOP_BUMPENVMAP
:
5917 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
5918 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5922 FIXME("Unhandled texture op %08x\n", op
);
5926 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5927 } else if(mul
== 4) {
5928 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5932 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, struct wined3d_stateblock
*stateblock
)
5934 const struct wined3d_gl_info
*gl_info
= &stateblock
->device
->adapter
->gl_info
;
5936 struct wined3d_shader_buffer buffer
;
5937 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5938 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5939 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5940 const char *textype
;
5941 const char *instr
, *sat
;
5942 char colorcor_dst
[8];
5944 DWORD arg0
, arg1
, arg2
;
5945 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5947 const char *final_combiner_src
= "ret";
5950 /* Find out which textures are read */
5951 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5952 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
5953 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5954 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5955 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5956 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5957 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5958 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5960 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
5961 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
5962 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
5963 bump_used
[stage
] = TRUE
;
5964 tex_read
[stage
] = TRUE
;
5966 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5967 bump_used
[stage
] = TRUE
;
5968 tex_read
[stage
] = TRUE
;
5969 luminance_used
[stage
] = TRUE
;
5970 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
5971 tfactor_used
= TRUE
;
5974 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5975 tfactor_used
= TRUE
;
5978 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
5979 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5980 tempreg_used
= TRUE
;
5983 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
5984 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5985 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5986 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5987 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5988 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5989 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5991 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5992 tempreg_used
= TRUE
;
5994 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5995 tfactor_used
= TRUE
;
6000 if (!shader_buffer_init(&buffer
))
6002 ERR("Failed to initialize shader buffer.\n");
6006 shader_addline(&buffer
, "!!ARBfp1.0\n");
6008 switch(settings
->fog
) {
6009 case FOG_OFF
: break;
6010 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
6011 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
6012 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
6013 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
6016 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
6017 shader_addline(&buffer
, "TEMP TMP;\n");
6018 shader_addline(&buffer
, "TEMP ret;\n");
6019 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
6020 shader_addline(&buffer
, "TEMP arg0;\n");
6021 shader_addline(&buffer
, "TEMP arg1;\n");
6022 shader_addline(&buffer
, "TEMP arg2;\n");
6023 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
6024 if(!tex_read
[stage
]) continue;
6025 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
6026 if(!bump_used
[stage
]) continue;
6027 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
6028 if(!luminance_used
[stage
]) continue;
6029 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
6032 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
6034 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
6036 if(settings
->sRGB_write
) {
6037 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6038 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
6039 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6040 srgb_sub_high
, 0.0, 0.0, 0.0);
6043 if (ffp_clip_emul(&stateblock
->state
) && settings
->emul_clipplanes
)
6044 shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
6046 /* Generate texture sampling instructions) */
6047 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
6048 if(!tex_read
[stage
]) continue;
6050 switch(settings
->op
[stage
].tex_type
) {
6051 case tex_1d
: textype
= "1D"; break;
6052 case tex_2d
: textype
= "2D"; break;
6053 case tex_3d
: textype
= "3D"; break;
6054 case tex_cube
: textype
= "CUBE"; break;
6055 case tex_rect
: textype
= "RECT"; break;
6056 default: textype
= "unexpected_textype"; break;
6059 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
6060 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
6066 if(settings
->op
[stage
].projected
== proj_none
) {
6068 } else if(settings
->op
[stage
].projected
== proj_count4
||
6069 settings
->op
[stage
].projected
== proj_count3
) {
6072 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6077 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
6078 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
6079 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
6080 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
6081 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
6082 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
6084 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6085 * so multiply the displacement with the dividing parameter before passing it to TXP
6087 if (settings
->op
[stage
].projected
!= proj_none
) {
6088 if(settings
->op
[stage
].projected
== proj_count4
) {
6089 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
6090 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
6092 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
6093 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
6096 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
6099 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6100 instr
, sat
, stage
, stage
, textype
);
6101 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
6102 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6103 stage
- 1, stage
- 1, stage
- 1);
6104 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
6106 } else if(settings
->op
[stage
].projected
== proj_count3
) {
6107 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
6108 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
6109 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6110 instr
, sat
, stage
, stage
, textype
);
6112 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6113 instr
, sat
, stage
, stage
, stage
, textype
);
6116 sprintf(colorcor_dst
, "tex%u", stage
);
6117 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
6118 settings
->op
[stage
].color_fixup
);
6121 /* Generate the main shader */
6122 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6124 if (settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
)
6126 if (!stage
) final_combiner_src
= "fragment.color.primary";
6130 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
6131 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
6132 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6133 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
6134 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
6135 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6136 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
6137 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
6138 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6139 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
6140 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
6141 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6143 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
6144 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
6145 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
6146 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6149 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
6150 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6151 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6152 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6154 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
6158 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6159 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6160 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6162 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6163 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6164 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6165 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6166 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6167 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6171 if(settings
->sRGB_write
) {
6172 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6173 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
6174 shader_addline(&buffer
, "MOV result.color, ret;\n");
6176 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6180 shader_addline(&buffer
, "END\n");
6182 /* Generate the shader */
6183 GL_EXTCALL(glGenProgramsARB(1, &ret
));
6184 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
6185 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6186 strlen(buffer
.buffer
), buffer
.buffer
));
6187 checkGLcall("glProgramStringARB()");
6189 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6192 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6193 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6194 shader_arb_dump_program_source(buffer
.buffer
);
6200 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6201 checkGLcall("glGetProgramivARB()");
6202 if (!native
) WARN("Program exceeds native resource limits.\n");
6205 shader_buffer_free(&buffer
);
6209 static void fragment_prog_arbfp(DWORD state_id
, struct wined3d_stateblock
*stateblock
, struct wined3d_context
*context
)
6211 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6212 const struct wined3d_state
*state
= &stateblock
->state
;
6213 IWineD3DDeviceImpl
*device
= stateblock
->device
;
6214 struct shader_arb_priv
*priv
= device
->fragment_priv
;
6215 BOOL use_vshader
= use_vs(state
);
6216 BOOL use_pshader
= use_ps(state
);
6217 struct ffp_frag_settings settings
;
6218 const struct arbfp_ffp_desc
*desc
;
6221 TRACE("state_id %#x, stateblock %p, context %p\n", state_id
, stateblock
, context
);
6223 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
6224 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
6225 /* Reload fixed function constants since they collide with the pixel shader constants */
6226 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
6227 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
6229 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
6230 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
6231 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
6232 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6238 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6239 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
6240 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
6242 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6245 ERR("Out of memory\n");
6248 new_desc
->num_textures_used
= 0;
6249 for (i
= 0; i
< gl_info
->limits
.texture_stages
; ++i
)
6251 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
6252 new_desc
->num_textures_used
= i
;
6255 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
6256 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
6257 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
6258 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
6262 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6263 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6266 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
6267 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6268 priv
->current_fprogram_id
= desc
->shader
;
6270 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
6271 /* Reload fixed function constants since they collide with the pixel shader constants */
6272 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
6273 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
6275 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
6276 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
6278 context
->last_was_pshader
= FALSE
;
6280 context
->last_was_pshader
= TRUE
;
6283 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6284 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6285 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6286 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6287 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6289 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6292 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
6293 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6295 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
))
6296 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
6298 if (use_pshader
) stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
6301 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6302 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6303 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6304 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6305 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6307 static void state_arbfp_fog(DWORD state_id
, struct wined3d_stateblock
*stateblock
, struct wined3d_context
*context
)
6309 const struct wined3d_state
*state
= &stateblock
->state
;
6310 enum fogsource new_source
;
6312 TRACE("state_id %#x, stateblock %p, context %p\n", state_id
, stateblock
, context
);
6314 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
6315 fragment_prog_arbfp(state_id
, stateblock
, context
);
6318 if (!state
->render_states
[WINED3DRS_FOGENABLE
]) return;
6320 if (state
->render_states
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
6324 new_source
= FOGSOURCE_VS
;
6328 if (state
->render_states
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
)
6329 new_source
= FOGSOURCE_COORD
;
6331 new_source
= FOGSOURCE_FFP
;
6334 new_source
= FOGSOURCE_FFP
;
6336 if(new_source
!= context
->fog_source
) {
6337 context
->fog_source
= new_source
;
6338 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
6342 static void textransform(DWORD state
, struct wined3d_stateblock
*stateblock
, struct wined3d_context
*context
)
6344 if (!isStateDirty(context
, STATE_PIXELSHADER
))
6345 fragment_prog_arbfp(state
, stateblock
, context
);
6348 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
6349 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6350 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6351 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6352 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6353 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6354 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6355 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6356 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6357 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6358 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6359 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6360 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6361 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6362 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6363 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6364 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6365 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6366 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6367 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6368 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6369 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6370 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6371 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6372 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6373 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6374 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6375 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6376 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6377 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6378 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6379 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6380 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6381 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6382 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6383 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6384 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6385 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6386 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6387 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6388 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6389 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6390 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6391 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6392 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6393 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6394 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6395 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6396 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6397 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6398 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6399 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6400 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6401 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6402 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6403 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6404 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6405 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6406 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6407 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6408 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6409 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6410 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6411 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6412 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6413 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6414 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6415 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6416 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6417 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6418 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6419 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6420 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6421 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6422 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6423 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6424 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6425 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6426 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6427 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6428 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6429 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6430 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6431 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6432 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6433 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6434 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6435 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6436 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6437 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6438 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6439 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6440 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6441 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6442 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6443 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6444 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6445 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6446 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6447 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6448 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6449 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6450 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6451 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6452 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6453 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6454 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6455 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6456 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6457 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6458 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6459 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6460 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6461 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6462 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6463 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6464 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6465 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6466 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6467 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6468 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6469 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6470 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6471 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6472 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6473 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6474 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6475 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
6476 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6477 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6478 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6479 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6480 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6481 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6482 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6483 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6484 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6485 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6486 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6487 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6488 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6491 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6496 shader_arb_color_fixup_supported
,
6497 arbfp_fragmentstate_template
,
6498 TRUE
/* We can disable projected textures */
6501 struct arbfp_blit_priv
{
6502 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6503 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6504 GLenum yv12_rect_shader
, yv12_2d_shader
;
6505 GLenum p8_rect_shader
, p8_2d_shader
;
6506 GLuint palette_texture
;
6509 static HRESULT
arbfp_blit_alloc(IWineD3DDeviceImpl
*device
)
6511 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6512 if(!device
->blit_priv
) {
6513 ERR("Out of memory\n");
6514 return E_OUTOFMEMORY
;
6519 /* Context activation is done by the caller. */
6520 static void arbfp_blit_free(IWineD3DDeviceImpl
*device
)
6522 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6523 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6526 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6527 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6528 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6529 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6530 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6531 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6532 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_rect_shader
));
6533 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_2d_shader
));
6534 checkGLcall("Delete yuv and p8 programs");
6536 if(priv
->palette_texture
) glDeleteTextures(1, &priv
->palette_texture
);
6539 HeapFree(GetProcessHeap(), 0, device
->blit_priv
);
6540 device
->blit_priv
= NULL
;
6543 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum complex_fixup fixup
,
6544 GLenum textype
, char *luminance
)
6547 const char *tex
, *texinstr
;
6549 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6557 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6558 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6560 /* This is more tricky than just replacing the texture type - we have to navigate
6561 * properly in the texture to find the correct chroma values
6563 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6567 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6568 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6569 * filtering when we sample the texture.
6571 * These are the rules for reading the chroma:
6577 * So we have to get the sampling x position in non-normalized coordinates in integers
6579 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6580 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6581 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6583 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6585 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6586 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6589 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6590 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6592 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6593 * even and odd pixels respectively
6595 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6596 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6598 /* Sample Pixel 1 */
6599 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6601 /* Put the value into either of the chroma values */
6602 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6603 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6604 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6605 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6607 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6608 * the pixel right to the current one. Otherwise, sample the left pixel.
6609 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6611 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6612 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6613 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6615 /* Put the value into the other chroma */
6616 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6617 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6618 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6619 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6621 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6622 * the current one and lerp the two U and V values
6625 /* This gives the correctly filtered luminance value */
6626 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6631 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6636 case GL_TEXTURE_2D
: tex
= "2D"; break;
6637 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6639 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6643 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6644 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6645 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6646 * pitch of the luminance plane, the packing into the gl texture is a bit
6647 * unfortunate. If the whole texture is interpreted as luminance data it looks
6648 * approximately like this:
6650 * +----------------------------------+----
6662 * +----------------+-----------------+----
6664 * | U even rows | U odd rows |
6666 * +----------------+------------------ -
6668 * | V even rows | V odd rows |
6670 * +----------------+-----------------+----
6674 * So it appears as if there are 4 chroma images, but in fact the odd rows
6675 * in the chroma images are in the same row as the even ones. So its is
6676 * kinda tricky to read
6678 * When reading from rectangle textures, keep in mind that the input y coordinates
6679 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6681 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6682 2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
);
6684 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6685 /* the chroma planes have only half the width */
6686 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6688 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6689 * the coordinate. Also read the right side of the image when reading odd lines
6691 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6694 if(textype
== GL_TEXTURE_2D
) {
6696 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6698 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6700 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6701 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6703 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6704 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6705 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6706 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6707 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6709 /* clamp, keep the half pixel origin in mind */
6710 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6711 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6712 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6713 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6715 /* Read from [size - size+size/4] */
6716 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6717 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6719 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6720 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6721 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6722 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6723 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6724 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6726 /* Make sure to read exactly from the pixel center */
6727 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6728 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6731 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6732 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6733 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6734 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6735 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6737 /* Read the texture, put the result into the output register */
6738 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6739 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6741 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6742 * No need to clamp because we're just reusing the already clamped value from above
6744 if(textype
== GL_TEXTURE_2D
) {
6745 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6747 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6749 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6750 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6752 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6753 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6754 * values due to filtering
6756 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6757 if(textype
== GL_TEXTURE_2D
) {
6758 /* Multiply the y coordinate by 2/3 and clamp it */
6759 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6760 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6761 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6762 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6764 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6765 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6768 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6769 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6770 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6777 static GLuint
gen_p8_shader(struct arbfp_blit_priv
*priv
,
6778 const struct wined3d_gl_info
*gl_info
, GLenum textype
)
6781 struct wined3d_shader_buffer buffer
;
6785 if (!shader_buffer_init(&buffer
))
6787 ERR("Failed to initialize shader buffer.\n");
6792 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6793 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6796 shader_buffer_free(&buffer
);
6800 shader_addline(&buffer
, "!!ARBfp1.0\n");
6801 shader_addline(&buffer
, "TEMP index;\n");
6803 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6804 shader_addline(&buffer
, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6806 /* The alpha-component contains the palette index */
6807 if(textype
== GL_TEXTURE_RECTANGLE_ARB
)
6808 shader_addline(&buffer
, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6810 shader_addline(&buffer
, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6812 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6813 shader_addline(&buffer
, "MAD index.a, index.a, constants.x, constants.y;\n");
6815 /* Use the alpha-component as an index in the palette to get the final color */
6816 shader_addline(&buffer
, "TEX result.color, index.a, texture[1], 1D;\n");
6817 shader_addline(&buffer
, "END\n");
6820 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6821 strlen(buffer
.buffer
), buffer
.buffer
));
6822 checkGLcall("glProgramStringARB()");
6824 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6827 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6828 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6829 shader_arb_dump_program_source(buffer
.buffer
);
6832 if (textype
== GL_TEXTURE_RECTANGLE_ARB
)
6833 priv
->p8_rect_shader
= shader
;
6835 priv
->p8_2d_shader
= shader
;
6837 shader_buffer_free(&buffer
);
6843 /* Context activation is done by the caller. */
6844 static void upload_palette(IWineD3DSurfaceImpl
*surface
)
6847 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
6848 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6849 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6850 BOOL colorkey
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
6852 d3dfmt_p8_init_palette(surface
, table
, colorkey
);
6855 if (!priv
->palette_texture
)
6856 glGenTextures(1, &priv
->palette_texture
);
6858 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1
));
6859 glBindTexture(GL_TEXTURE_1D
, priv
->palette_texture
);
6861 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
6863 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
6864 /* Make sure we have discrete color levels. */
6865 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
6866 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
6867 /* Upload the palette */
6868 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6869 glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGBA
, 256, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, table
);
6871 /* Switch back to unit 0 in which the 2D texture will be stored. */
6872 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0
));
6876 /* Context activation is done by the caller. */
6877 static GLuint
gen_yuv_shader(struct arbfp_blit_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6878 enum complex_fixup yuv_fixup
, GLenum textype
)
6881 struct wined3d_shader_buffer buffer
;
6882 char luminance_component
;
6886 if (!shader_buffer_init(&buffer
))
6888 ERR("Failed to initialize shader buffer.\n");
6893 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6894 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6895 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6896 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6899 shader_buffer_free(&buffer
);
6903 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6904 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6905 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6906 * each single pixel it contains, and one U and one V value shared between both
6909 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6910 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6911 * take the format into account when generating the read swizzles
6913 * Reading the Y value is straightforward - just sample the texture. The hardware
6914 * takes care of filtering in the horizontal and vertical direction.
6916 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6917 * because that would mix the U and V values of one pixel or two adjacent pixels.
6918 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6919 * regardless of the filtering setting. Vertical filtering works automatically
6920 * though - the U and V values of two rows are mixed nicely.
6922 * Appart of avoiding filtering issues, the code has to know which value it just
6923 * read, and where it can find the other one. To determine this, it checks if
6924 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6926 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6927 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6929 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6930 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6931 * in an unfiltered situation. Finding the luminance on the other hand requires
6932 * finding out if it is an odd or even pixel. The real drawback of this approach
6933 * is filtering. This would have to be emulated completely in the shader, reading
6934 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6935 * vertically. Beyond that it would require adjustments to the texture handling
6936 * code to deal with the width scaling
6938 shader_addline(&buffer
, "!!ARBfp1.0\n");
6939 shader_addline(&buffer
, "TEMP luminance;\n");
6940 shader_addline(&buffer
, "TEMP temp;\n");
6941 shader_addline(&buffer
, "TEMP chroma;\n");
6942 shader_addline(&buffer
, "TEMP texcrd;\n");
6943 shader_addline(&buffer
, "TEMP texcrd2;\n");
6944 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6945 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6946 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
6950 case COMPLEX_FIXUP_UYVY
:
6951 case COMPLEX_FIXUP_YUY2
:
6952 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
6954 shader_buffer_free(&buffer
);
6959 case COMPLEX_FIXUP_YV12
:
6960 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6962 shader_buffer_free(&buffer
);
6968 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6969 shader_buffer_free(&buffer
);
6973 /* Calculate the final result. Formula is taken from
6974 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6975 * ranges from -0.5 to 0.5
6977 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
6979 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
6980 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
6981 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6982 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
6983 shader_addline(&buffer
, "END\n");
6986 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6987 strlen(buffer
.buffer
), buffer
.buffer
));
6988 checkGLcall("glProgramStringARB()");
6990 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6993 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6994 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6995 shader_arb_dump_program_source(buffer
.buffer
);
7001 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
7002 checkGLcall("glGetProgramivARB()");
7003 if (!native
) WARN("Program exceeds native resource limits.\n");
7006 shader_buffer_free(&buffer
);
7011 case COMPLEX_FIXUP_YUY2
:
7012 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
7013 else priv
->yuy2_2d_shader
= shader
;
7016 case COMPLEX_FIXUP_UYVY
:
7017 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
7018 else priv
->uyvy_2d_shader
= shader
;
7021 case COMPLEX_FIXUP_YV12
:
7022 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
7023 else priv
->yv12_2d_shader
= shader
;
7026 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
7032 /* Context activation is done by the caller. */
7033 static HRESULT
arbfp_blit_set(void *blit_priv
, const struct wined3d_gl_info
*gl_info
, IWineD3DSurfaceImpl
*surface
)
7036 float size
[4] = {(float) surface
->pow2Width
, (float) surface
->pow2Height
, 1.0f
, 1.0f
};
7037 struct arbfp_blit_priv
*priv
= blit_priv
;
7038 enum complex_fixup fixup
;
7039 GLenum textype
= surface
->texture_target
;
7041 if (!is_complex_fixup(surface
->resource
.format
->color_fixup
))
7044 dump_color_fixup_desc(surface
->resource
.format
->color_fixup
);
7045 /* Don't bother setting up a shader for unconverted formats */
7048 checkGLcall("glEnable(textype)");
7053 fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
7057 case COMPLEX_FIXUP_YUY2
:
7058 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
7061 case COMPLEX_FIXUP_UYVY
:
7062 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
7065 case COMPLEX_FIXUP_YV12
:
7066 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
7069 case COMPLEX_FIXUP_P8
:
7070 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->p8_rect_shader
: priv
->p8_2d_shader
;
7071 if (!shader
) shader
= gen_p8_shader(priv
, gl_info
, textype
);
7073 upload_palette(surface
);
7077 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7080 checkGLcall("glEnable(textype)");
7085 if (!shader
) shader
= gen_yuv_shader(priv
, gl_info
, fixup
, textype
);
7088 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
7089 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7090 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7091 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7092 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
7093 checkGLcall("glProgramLocalParameter4fvARB");
7099 /* Context activation is done by the caller. */
7100 static void arbfp_blit_unset(const struct wined3d_gl_info
*gl_info
)
7103 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
7104 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7105 glDisable(GL_TEXTURE_2D
);
7106 checkGLcall("glDisable(GL_TEXTURE_2D)");
7107 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
7109 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
7110 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7112 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7114 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
7115 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7120 static BOOL
arbfp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
7121 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
7122 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
7124 enum complex_fixup src_fixup
;
7126 if (blit_op
!= BLIT_OP_BLIT
)
7128 TRACE("Unsupported blit_op=%d\n", blit_op
);
7132 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
7133 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7135 TRACE("Checking support for fixup:\n");
7136 dump_color_fixup_desc(src_format
->color_fixup
);
7139 if (!is_identity_fixup(dst_format
->color_fixup
))
7141 TRACE("Destination fixups are not supported\n");
7145 if (is_identity_fixup(src_format
->color_fixup
))
7151 /* We only support YUV conversions. */
7152 if (!is_complex_fixup(src_format
->color_fixup
))
7154 TRACE("[FAILED]\n");
7160 case COMPLEX_FIXUP_YUY2
:
7161 case COMPLEX_FIXUP_UYVY
:
7162 case COMPLEX_FIXUP_YV12
:
7163 case COMPLEX_FIXUP_P8
:
7168 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7169 TRACE("[FAILED]\n");
7174 HRESULT
arbfp_blit_surface(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect
,
7175 IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect_in
, enum blit_operation blit_op
,
7178 IWineD3DSwapChainImpl
*dst_swapchain
;
7179 struct wined3d_context
*context
;
7180 RECT dst_rect
= *dst_rect_in
;
7182 /* Now load the surface */
7183 surface_internal_preload(src_surface
, SRGB_RGB
);
7185 /* Activate the destination context, set it up for blitting */
7186 context
= context_acquire(device
, dst_surface
);
7187 context_apply_blit_state(context
, device
);
7189 if (!surface_is_offscreen(dst_surface
))
7190 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
7192 arbfp_blit_set(device
->blit_priv
, context
->gl_info
, src_surface
);
7196 /* Draw a textured quad */
7197 draw_textured_quad(src_surface
, src_rect
, &dst_rect
, Filter
);
7201 /* Leave the opengl state valid for blitting */
7202 arbfp_blit_unset(context
->gl_info
);
7204 dst_swapchain
= dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
7205 ? dst_surface
->container
.u
.swapchain
: NULL
;
7206 if (wined3d_settings
.strict_draw_ordering
|| (dst_swapchain
7207 && (dst_surface
== dst_swapchain
->front_buffer
7208 || dst_swapchain
->num_contexts
> 1)))
7209 wglFlush(); /* Flush to ensure ordering across contexts. */
7211 context_release(context
);
7213 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
7217 /* Do not call while under the GL lock. */
7218 static HRESULT
arbfp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
7219 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
7221 FIXME("Color filling not implemented by arbfp_blit\n");
7222 return WINED3DERR_INVALIDCALL
;
7225 const struct blit_shader arbfp_blit
= {
7230 arbfp_blit_supported
,
7231 arbfp_blit_color_fill