2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr
)
48 if (!(q
= strstr(p
, "\n")))
60 static void shader_arb_dump_program_source(const char *source
)
63 char *ptr
, *line
, *tmp
;
65 source_size
= strlen(source
) + 1;
66 tmp
= HeapAlloc(GetProcessHeap(), 0, source_size
);
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size
);
72 memcpy(tmp
, source
, source_size
);
75 while ((line
= get_line(&ptr
))) FIXME(" %s\n", line
);
78 HeapFree(GetProcessHeap(), 0, tmp
);
92 static const char *arb_get_helper_value(enum wined3d_shader_type shader
, enum arb_helper_value value
)
94 if (shader
== WINED3D_SHADER_TYPE_GEOMETRY
)
96 ERR("Geometry shaders are unsupported\n");
100 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
104 case ARB_ZERO
: return "ps_helper_const.x";
105 case ARB_ONE
: return "ps_helper_const.y";
106 case ARB_TWO
: return "coefmul.x";
107 case ARB_0001
: return "ps_helper_const.xxxy";
108 case ARB_EPS
: return "ps_helper_const.z";
116 case ARB_ZERO
: return "helper_const.x";
117 case ARB_ONE
: return "helper_const.y";
118 case ARB_TWO
: return "helper_const.z";
119 case ARB_EPS
: return "helper_const.w";
120 case ARB_0001
: return "helper_const.xxxy";
121 case ARB_VS_REL_OFFSET
: return "rel_addr_const.y";
124 FIXME("Unmanaged %s shader helper constant requested: %u\n",
125 shader
== WINED3D_SHADER_TYPE_PIXEL
? "pixel" : "vertex", value
);
128 case ARB_ZERO
: return "0.0";
129 case ARB_ONE
: return "1.0";
130 case ARB_TWO
: return "2.0";
131 case ARB_0001
: return "{0.0, 0.0, 0.0, 1.0}";
132 case ARB_EPS
: return "1e-8";
133 default: return "bad";
137 static inline BOOL
ffp_clip_emul(const struct wined3d_state
*state
)
139 return state
->lowest_disabled_stage
< 7;
142 /* ARB_program_shader private data */
161 struct wined3d_shader_loop_control loop_control
;
165 struct arb_ps_np2fixup_info
167 struct ps_np2fixup_info super
;
168 /* For ARB we need a offset value:
169 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
170 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
171 * array we need an offset to the index inside the program local parameter array. */
175 struct arb_ps_compile_args
177 struct ps_compile_args super
;
179 WORD clip
; /* only a boolean, use a WORD for alignment */
180 unsigned char loop_ctrl
[MAX_CONST_I
][3];
183 struct stb_const_desc
185 unsigned char texunit
;
189 struct arb_ps_compiled_shader
191 struct arb_ps_compile_args args
;
192 struct arb_ps_np2fixup_info np2fixup_info
;
193 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
194 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
195 UINT int_consts
[MAX_CONST_I
];
198 unsigned char numbumpenvmatconsts
;
202 struct arb_vs_compile_args
204 struct vs_compile_args super
;
210 unsigned char clip_texcoord
;
211 unsigned char clipplane_mask
;
213 DWORD boolclip_compare
;
218 unsigned char samplers
[4];
219 DWORD samplers_compare
;
221 unsigned char loop_ctrl
[MAX_CONST_I
][3];
224 struct arb_vs_compiled_shader
226 struct arb_vs_compile_args args
;
228 UINT int_consts
[MAX_CONST_I
];
230 char need_color_unclamp
;
234 struct recorded_instruction
236 struct wined3d_shader_instruction ins
;
240 struct shader_arb_ctx_priv
245 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
247 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
249 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
253 const struct arb_vs_compile_args
*cur_vs_args
;
254 const struct arb_ps_compile_args
*cur_ps_args
;
255 const struct arb_ps_compiled_shader
*compiled_fprog
;
256 const struct arb_vs_compiled_shader
*compiled_vprog
;
257 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
258 struct list control_frames
;
262 unsigned int num_loops
, loop_depth
, num_ifcs
;
265 unsigned int vs_clipplanes
;
269 /* For 3.0 vertex shaders */
270 const char *vs_output
[MAX_REG_OUTPUT
];
271 /* For 2.x and earlier vertex shaders */
272 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
274 /* 3.0 pshader input for compatibility with fixed function */
275 const char *ps_input
[MAX_REG_INPUT
];
280 struct wined3d_shader_signature_element
*sig
;
282 struct wine_rb_entry entry
;
285 struct arb_pshader_private
{
286 struct arb_ps_compiled_shader
*gl_shaders
;
287 UINT num_gl_shaders
, shader_array_size
;
288 DWORD input_signature_idx
;
289 DWORD clipplane_emulation
;
293 struct arb_vshader_private
{
294 struct arb_vs_compiled_shader
*gl_shaders
;
295 UINT num_gl_shaders
, shader_array_size
;
299 struct shader_arb_priv
301 GLuint current_vprogram_id
;
302 GLuint current_fprogram_id
;
303 const struct arb_ps_compiled_shader
*compiled_fprog
;
304 const struct arb_vs_compiled_shader
*compiled_vprog
;
305 GLuint depth_blt_vprogram_id
;
306 GLuint depth_blt_fprogram_id_full
[tex_type_count
];
307 GLuint depth_blt_fprogram_id_masked
[tex_type_count
];
308 BOOL use_arbfp_fixed_func
;
309 struct wine_rb_tree fragment_shaders
;
310 BOOL last_ps_const_clamped
;
311 BOOL last_vs_color_unclamp
;
313 struct wine_rb_tree signature_tree
;
316 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
317 char *vshader_const_dirty
, *pshader_const_dirty
;
318 const struct wined3d_context
*last_context
;
321 /* GL locking for state handlers is done by the caller. */
322 static BOOL
need_rel_addr_const(const struct arb_vshader_private
*shader_data
,
323 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
325 if (shader_data
->rel_offset
) return TRUE
;
326 if (!reg_maps
->usesmova
) return FALSE
;
327 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
330 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
331 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
333 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
334 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
337 static BOOL
need_helper_const(const struct arb_vshader_private
*shader_data
,
338 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
340 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) return TRUE
;
341 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
]) return TRUE
; /* Need to init colors. */
342 if (gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
) return TRUE
; /* Load the immval offset. */
343 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) return TRUE
; /* Have to init texcoords. */
344 if (!use_nv_clip(gl_info
)) return TRUE
; /* Init the clip texcoord */
345 if (reg_maps
->usesnrm
) return TRUE
; /* 0.0 */
346 if (reg_maps
->usespow
) return TRUE
; /* EPS, 0.0 and 1.0 */
350 static unsigned int reserved_vs_const(const struct arb_vshader_private
*shader_data
,
351 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
353 unsigned int ret
= 1;
354 /* We use one PARAM for the pos fixup, and in some cases one to load
355 * some immediate values into the shader. */
356 if (need_helper_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
357 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
361 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
362 * When constant_list == NULL, it will load all the constants.
364 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
365 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
367 /* GL locking is done by the caller */
368 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader
*shader
,
369 const struct wined3d_gl_info
*gl_info
, GLuint target_type
, unsigned int max_constants
,
370 const float *constants
, char *dirty_consts
)
372 struct wined3d_shader_lconst
*lconst
;
376 if (TRACE_ON(d3d_constants
))
378 for(i
= 0; i
< max_constants
; i
++) {
379 if(!dirty_consts
[i
]) continue;
380 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
381 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
382 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
388 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
389 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& shader
->reg_maps
.shader_version
.major
== 1)
392 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
393 * shaders, the first 8 constants are marked dirty for reload
395 for(; i
< min(8, max_constants
); i
++) {
396 if(!dirty_consts
[i
]) continue;
400 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
401 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
402 else lcl_const
[0] = constants
[j
+ 0];
404 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
405 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
406 else lcl_const
[1] = constants
[j
+ 1];
408 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
409 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
410 else lcl_const
[2] = constants
[j
+ 2];
412 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
413 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
414 else lcl_const
[3] = constants
[j
+ 3];
416 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
419 /* If further constants are dirty, reload them without clamping.
421 * The alternative is not to touch them, but then we cannot reset the dirty constant count
422 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
423 * above would always re-check the first 8 constants since max_constant remains at the init
428 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
430 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
431 * or just reloading *all* constants at once
433 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
435 for(; i
< max_constants
; i
++) {
436 if(!dirty_consts
[i
]) continue;
438 /* Find the next block of dirty constants */
441 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
445 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
448 for(; i
< max_constants
; i
++) {
449 if(dirty_consts
[i
]) {
451 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
455 checkGLcall("glProgramEnvParameter4fvARB()");
457 /* Load immediate constants */
458 if (shader
->load_local_constsF
)
460 if (TRACE_ON(d3d_shader
))
462 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
464 GLfloat
* values
= (GLfloat
*)lconst
->value
;
465 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
466 values
[0], values
[1], values
[2], values
[3]);
469 /* Immediate constants are clamped for 1.X shaders at loading times */
471 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
473 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
474 ret
= max(ret
, lconst
->idx
+ 1);
475 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
477 checkGLcall("glProgramEnvParameter4fvARB()");
478 return ret
; /* The loaded immediate constants need reloading for the next shader */
480 return 0; /* No constants are dirty now */
485 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
487 static void shader_arb_load_np2fixup_constants(void *shader_priv
,
488 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
490 const struct shader_arb_priv
* priv
= shader_priv
;
492 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
493 if (!use_ps(state
)) return;
495 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
496 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
498 WORD active
= fixup
->super
.active
;
499 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
501 for (i
= 0; active
; active
>>= 1, ++i
)
503 const struct wined3d_texture
*tex
= state
->textures
[i
];
504 const unsigned char idx
= fixup
->super
.idx
[i
];
505 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
507 if (!(active
& 1)) continue;
510 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
516 tex_dim
[2] = tex
->pow2_matrix
[0];
517 tex_dim
[3] = tex
->pow2_matrix
[5];
521 tex_dim
[0] = tex
->pow2_matrix
[0];
522 tex_dim
[1] = tex
->pow2_matrix
[5];
526 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
527 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
528 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
533 /* GL locking is done by the caller. */
534 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader
*gl_shader
,
535 const struct wined3d_context
*context
, const struct wined3d_state
*state
, UINT rt_height
)
537 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
540 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
542 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
544 /* The state manager takes care that this function is always called if the bump env matrix changes */
545 const float *data
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_MAT00
];
546 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
547 gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
549 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
551 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
552 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
553 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
554 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
556 const float *scale
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_LSCALE
];
557 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
558 gl_shader
->luminanceconst
[i
].const_num
, scale
));
561 checkGLcall("Load bumpmap consts");
563 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
565 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
566 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
571 val
[0] = context
->render_offscreen
? 0.0f
: (float) rt_height
;
572 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
575 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
576 checkGLcall("y correction loading");
579 if (!gl_shader
->num_int_consts
) return;
581 for(i
= 0; i
< MAX_CONST_I
; i
++)
583 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
586 val
[0] = (float)state
->ps_consts_i
[4 * i
];
587 val
[1] = (float)state
->ps_consts_i
[4 * i
+ 1];
588 val
[2] = (float)state
->ps_consts_i
[4 * i
+ 2];
591 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
594 checkGLcall("Load ps int consts");
597 /* GL locking is done by the caller. */
598 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader
*gl_shader
,
599 const struct wined3d_context
*context
, const struct wined3d_state
*state
)
601 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
602 float position_fixup
[4];
605 /* Upload the position fixup */
606 shader_get_position_fixup(context
, state
, position_fixup
);
607 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, position_fixup
));
609 if (!gl_shader
->num_int_consts
) return;
611 for(i
= 0; i
< MAX_CONST_I
; i
++)
613 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
616 val
[0] = (float)state
->vs_consts_i
[4 * i
];
617 val
[1] = (float)state
->vs_consts_i
[4 * i
+ 1];
618 val
[2] = (float)state
->vs_consts_i
[4 * i
+ 2];
621 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
624 checkGLcall("Load vs int consts");
628 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
630 * We only support float constants in ARB at the moment, so don't
631 * worry about the Integers or Booleans
633 /* GL locking is done by the caller (state handler) */
634 static void shader_arb_load_constants(const struct wined3d_context
*context
, char usePixelShader
, char useVertexShader
)
636 struct wined3d_device
*device
= context
->swapchain
->device
;
637 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
638 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
639 struct shader_arb_priv
*priv
= device
->shader_priv
;
641 if (context
!= priv
->last_context
)
643 memset(priv
->vshader_const_dirty
, 1,
644 sizeof(*priv
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
645 priv
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
647 memset(priv
->pshader_const_dirty
, 1,
648 sizeof(*priv
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
649 priv
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
651 priv
->last_context
= context
;
656 struct wined3d_shader
*vshader
= state
->vertex_shader
;
657 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
659 /* Load DirectX 9 float constants for vertex shader */
660 priv
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
661 priv
->highest_dirty_vs_const
, state
->vs_consts_f
, priv
->vshader_const_dirty
);
662 shader_arb_vs_local_constants(gl_shader
, context
, state
);
667 struct wined3d_shader
*pshader
= state
->pixel_shader
;
668 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
669 UINT rt_height
= state
->fb
->render_targets
[0]->resource
.height
;
671 /* Load DirectX 9 float constants for pixel shader */
672 priv
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
673 priv
->highest_dirty_ps_const
, state
->ps_consts_f
, priv
->pshader_const_dirty
);
674 shader_arb_ps_local_constants(gl_shader
, context
, state
, rt_height
);
678 static void shader_arb_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
680 struct wined3d_context
*context
= context_get_current();
681 struct shader_arb_priv
*priv
= device
->shader_priv
;
683 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
684 * context. On a context switch the old context will be fully dirtified */
685 if (!context
|| context
->swapchain
->device
!= device
) return;
687 memset(priv
->vshader_const_dirty
+ start
, 1, sizeof(*priv
->vshader_const_dirty
) * count
);
688 priv
->highest_dirty_vs_const
= max(priv
->highest_dirty_vs_const
, start
+ count
);
691 static void shader_arb_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
693 struct wined3d_context
*context
= context_get_current();
694 struct shader_arb_priv
*priv
= device
->shader_priv
;
696 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
697 * context. On a context switch the old context will be fully dirtified */
698 if (!context
|| context
->swapchain
->device
!= device
) return;
700 memset(priv
->pshader_const_dirty
+ start
, 1, sizeof(*priv
->pshader_const_dirty
) * count
);
701 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, start
+ count
);
704 static DWORD
*local_const_mapping(const struct wined3d_shader
*shader
)
706 const struct wined3d_shader_lconst
*lconst
;
710 if (shader
->load_local_constsF
|| list_empty(&shader
->constantsF
))
713 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * shader
->limits
.constant_float
);
716 ERR("Out of memory\n");
720 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
722 ret
[lconst
->idx
] = idx
++;
727 /* Generate the variable & register declarations for the ARB_vertex_program output target */
728 static DWORD
shader_generate_arb_declarations(const struct wined3d_shader
*shader
,
729 const struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_shader_buffer
*buffer
,
730 const struct wined3d_gl_info
*gl_info
, const DWORD
*lconst_map
,
731 DWORD
*num_clipplanes
, const struct shader_arb_ctx_priv
*ctx
)
733 DWORD i
, next_local
= 0;
734 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
735 const struct wined3d_shader_lconst
*lconst
;
736 unsigned max_constantsF
;
739 /* In pixel shaders, all private constants are program local, we don't need anything
740 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
741 * If we need a private constant the GL implementation will squeeze it in somewhere
743 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
744 * immediate values. The posFixup is loaded using program.env for now, so always
745 * subtract one from the number of constants. If the shader uses indirect addressing,
746 * account for the helper const too because we have to declare all available d3d constants
747 * and don't know which are actually used.
751 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
752 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
753 if (max_constantsF
< 24)
754 max_constantsF
= gl_info
->limits
.arb_ps_float_constants
;
758 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
759 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
760 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
761 * Also prevents max_constantsF from becoming less than 0 and
763 if (max_constantsF
< 96)
764 max_constantsF
= gl_info
->limits
.arb_vs_float_constants
;
766 if (reg_maps
->usesrelconstF
)
768 DWORD highest_constf
= 0, clip_limit
;
770 max_constantsF
-= reserved_vs_const(shader_data
, reg_maps
, gl_info
);
771 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
773 for (i
= 0; i
< shader
->limits
.constant_float
; ++i
)
776 DWORD shift
= i
& 0x1f;
777 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
780 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
782 if(ctx
->cur_vs_args
->super
.clip_enabled
)
783 clip_limit
= gl_info
->limits
.clipplanes
;
789 unsigned int mask
= ctx
->cur_vs_args
->clip
.boolclip
.clipplane_mask
;
790 clip_limit
= min(count_bits(mask
), 4);
792 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
793 max_constantsF
-= *num_clipplanes
;
794 if(*num_clipplanes
< clip_limit
)
796 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, gl_info
->limits
.clipplanes
);
801 if (ctx
->target_version
>= NV2
) *num_clipplanes
= gl_info
->limits
.clipplanes
;
802 else *num_clipplanes
= min(gl_info
->limits
.clipplanes
, 4);
806 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
808 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
811 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
813 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
816 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
818 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
820 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
824 /* Load local constants using the program-local space,
825 * this avoids reloading them each time the shader is used
829 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
831 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
832 lconst_map
[lconst
->idx
]);
833 next_local
= max(next_local
, lconst_map
[lconst
->idx
] + 1);
837 /* After subtracting privately used constants from the hardware limit(they are loaded as
838 * local constants), make sure the shader doesn't violate the env constant limit
842 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
846 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
849 /* Avoid declaring more constants than needed */
850 max_constantsF
= min(max_constantsF
, shader
->limits
.constant_float
);
852 /* we use the array-based constants array if the local constants are marked for loading,
853 * because then we use indirect addressing, or when the local constant list is empty,
854 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
855 * local constants do not declare the loaded constants as an array because ARB compilers usually
856 * do not optimize unused constants away
858 if (reg_maps
->usesrelconstF
)
860 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
861 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
862 max_constantsF
, max_constantsF
- 1);
864 for(i
= 0; i
< max_constantsF
; i
++) {
867 mask
= 1 << (i
& 0x1f);
868 if (!shader_constant_is_local(shader
, i
) && (reg_maps
->constf
[idx
] & mask
))
870 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
878 static const char * const shift_tab
[] = {
879 "dummy", /* 0 (none) */
880 "coefmul.x", /* 1 (x2) */
881 "coefmul.y", /* 2 (x4) */
882 "coefmul.z", /* 3 (x8) */
883 "coefmul.w", /* 4 (x16) */
884 "dummy", /* 5 (x32) */
885 "dummy", /* 6 (x64) */
886 "dummy", /* 7 (x128) */
887 "dummy", /* 8 (d256) */
888 "dummy", /* 9 (d128) */
889 "dummy", /* 10 (d64) */
890 "dummy", /* 11 (d32) */
891 "coefdiv.w", /* 12 (d16) */
892 "coefdiv.z", /* 13 (d8) */
893 "coefdiv.y", /* 14 (d4) */
894 "coefdiv.x" /* 15 (d2) */
897 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
898 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
900 char *ptr
= write_mask
;
902 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
905 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
906 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
907 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
908 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
914 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
916 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
917 * but addressed as "rgba". To fix this we need to swap the register's x
918 * and z components. */
919 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
920 char *ptr
= swizzle_str
;
922 /* swizzle bits fields: wwzzyyxx */
923 DWORD swizzle
= param
->swizzle
;
924 DWORD swizzle_x
= swizzle
& 0x03;
925 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
926 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
927 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
929 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
930 * generate a swizzle string. Unless we need to our own swizzling. */
931 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
934 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
935 *ptr
++ = swizzle_chars
[swizzle_x
];
937 *ptr
++ = swizzle_chars
[swizzle_x
];
938 *ptr
++ = swizzle_chars
[swizzle_y
];
939 *ptr
++ = swizzle_chars
[swizzle_z
];
940 *ptr
++ = swizzle_chars
[swizzle_w
];
947 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
949 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
950 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
952 if (!strcmp(priv
->addr_reg
, src
)) return;
954 strcpy(priv
->addr_reg
, src
);
955 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
958 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
959 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
961 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
962 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
964 /* oPos, oFog and oPts in D3D */
965 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
966 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
967 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
968 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
969 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
975 case WINED3DSPR_TEMP
:
976 sprintf(register_name
, "R%u", reg
->idx
);
979 case WINED3DSPR_INPUT
:
982 if (reg_maps
->shader_version
.major
< 3)
984 if (!reg
->idx
) strcpy(register_name
, "fragment.color.primary");
985 else strcpy(register_name
, "fragment.color.secondary");
992 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
994 if (!strcmp(rel_reg
, "**aL_emul**"))
996 DWORD idx
= ctx
->aL
+ reg
->idx
;
997 if(idx
< MAX_REG_INPUT
)
999 strcpy(register_name
, ctx
->ps_input
[idx
]);
1003 ERR("Pixel shader input register out of bounds: %u\n", idx
);
1004 sprintf(register_name
, "out_of_bounds_%u", idx
);
1007 else if (reg_maps
->input_registers
& 0x0300)
1009 /* There are two ways basically:
1011 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1012 * That means trouble if the loop also contains a breakc or if the control values
1013 * aren't local constants.
1014 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1015 * source dynamically. The trouble is that we cannot simply read aL.y because it
1016 * is an ADDRESS register. We could however push it, load .zw with a value and use
1017 * ADAC to load the condition code register and pop it again afterwards
1019 FIXME("Relative input register addressing with more than 8 registers\n");
1021 /* This is better than nothing for now */
1022 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1024 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
1026 /* This is problematic because we'd have to consult the ctx->ps_input strings
1027 * for where to find the varying. Some may be "0.0", others can be texcoords or
1028 * colors. This needs either a pipeline replacement to make the vertex shader feed
1029 * proper varyings, or loop unrolling
1031 * For now use the texcoords and hope for the best
1033 FIXME("Non-vertex shader varying input with indirect addressing\n");
1034 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1038 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1039 * pulls GL_NV_fragment_program2 in
1041 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1046 if(reg
->idx
< MAX_REG_INPUT
)
1048 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
1052 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
1053 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
1060 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1061 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
1065 case WINED3DSPR_CONST
:
1066 if (!pshader
&& reg
->rel_addr
)
1068 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1069 UINT rel_offset
= shader_data
->rel_offset
;
1072 if (reg_maps
->shader_version
.major
< 2)
1074 sprintf(rel_reg
, "A0.x");
1076 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
1077 if(ctx
->target_version
== ARB
) {
1078 if (!strcmp(rel_reg
, "**aL_emul**"))
1082 shader_arb_request_a0(ins
, rel_reg
);
1083 sprintf(rel_reg
, "A0.x");
1088 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
);
1089 else if (reg
->idx
>= rel_offset
)
1090 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
- rel_offset
);
1092 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
);
1096 if (reg_maps
->usesrelconstF
)
1097 sprintf(register_name
, "C[%u]", reg
->idx
);
1099 sprintf(register_name
, "C%u", reg
->idx
);
1103 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1106 if (reg_maps
->shader_version
.major
== 1
1107 && reg_maps
->shader_version
.minor
<= 3)
1109 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1110 * and as source to most instructions. For some instructions it is the texcoord
1111 * input. Those instructions know about the special use
1113 sprintf(register_name
, "T%u", reg
->idx
);
1115 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1116 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
1121 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1123 sprintf(register_name
, "A%u", reg
->idx
);
1127 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
1132 case WINED3DSPR_COLOROUT
:
1133 if (ctx
->cur_ps_args
->super
.srgb_correction
&& !reg
->idx
)
1135 strcpy(register_name
, "TMP_COLOR");
1139 if(ctx
->cur_ps_args
->super
.srgb_correction
) FIXME("sRGB correction on higher render targets\n");
1140 if (reg_maps
->rt_mask
> 1)
1142 sprintf(register_name
, "result.color[%u]", reg
->idx
);
1146 strcpy(register_name
, "result.color");
1151 case WINED3DSPR_RASTOUT
:
1152 if(reg
->idx
== 1) sprintf(register_name
, "%s", ctx
->fog_output
);
1153 else sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
1156 case WINED3DSPR_DEPTHOUT
:
1157 strcpy(register_name
, "result.depth");
1160 case WINED3DSPR_ATTROUT
:
1161 /* case WINED3DSPR_OUTPUT: */
1162 if (pshader
) sprintf(register_name
, "oD[%u]", reg
->idx
);
1163 else strcpy(register_name
, ctx
->color_output
[reg
->idx
]);
1166 case WINED3DSPR_TEXCRDOUT
:
1169 sprintf(register_name
, "oT[%u]", reg
->idx
);
1173 if (reg_maps
->shader_version
.major
< 3)
1175 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1179 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
1184 case WINED3DSPR_LOOP
:
1185 if(ctx
->target_version
>= NV2
)
1187 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1188 if(pshader
) sprintf(register_name
, "A0.x");
1189 else sprintf(register_name
, "aL.y");
1193 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1194 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1195 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1196 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1199 sprintf(register_name
, "**aL_emul**");
1204 case WINED3DSPR_CONSTINT
:
1205 sprintf(register_name
, "I%u", reg
->idx
);
1208 case WINED3DSPR_MISCTYPE
:
1211 sprintf(register_name
, "vpos");
1213 else if(reg
->idx
== 1)
1215 sprintf(register_name
, "fragment.facing.x");
1219 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1224 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1225 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
1230 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1231 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1233 char register_name
[255];
1237 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1238 strcpy(str
, register_name
);
1240 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1241 strcat(str
, write_mask
);
1244 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1246 switch(channel_source
)
1248 case CHANNEL_SOURCE_ZERO
: return "0";
1249 case CHANNEL_SOURCE_ONE
: return "1";
1250 case CHANNEL_SOURCE_X
: return "x";
1251 case CHANNEL_SOURCE_Y
: return "y";
1252 case CHANNEL_SOURCE_Z
: return "z";
1253 case CHANNEL_SOURCE_W
: return "w";
1255 FIXME("Unhandled channel source %#x\n", channel_source
);
1260 static void gen_color_correction(struct wined3d_shader_buffer
*buffer
, const char *reg
,
1261 DWORD dst_mask
, const char *one
, const char *two
, struct color_fixup_desc fixup
)
1265 if (is_complex_fixup(fixup
))
1267 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1268 FIXME("Complex fixup (%#x) not supported\n", complex_fixup
);
1273 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1274 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1275 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1276 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1281 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1282 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1283 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1287 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1288 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1289 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1290 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1296 char *ptr
= reg_mask
;
1298 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1301 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1302 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1303 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1304 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1308 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1312 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1315 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1316 if (!ins
->dst_count
) return "";
1318 mod
= ins
->dst
[0].modifiers
;
1320 /* Silently ignore PARTIALPRECISION if its not supported */
1321 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1323 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1325 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1326 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1331 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1334 case WINED3DSPDM_SATURATE
:
1337 case WINED3DSPDM_PARTIALPRECISION
:
1344 FIXME("Unknown modifiers 0x%08x\n", mod
);
1349 #define TEX_PROJ 0x1
1350 #define TEX_BIAS 0x2
1352 #define TEX_DERIV 0x10
1354 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1355 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1357 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1358 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1359 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1360 const struct wined3d_texture
*texture
;
1361 const char *tex_type
;
1362 BOOL np2_fixup
= FALSE
;
1363 struct wined3d_device
*device
= shader
->device
;
1364 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1366 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1368 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1369 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1371 switch(sampler_type
) {
1377 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
1378 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
1384 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1386 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1388 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1389 else np2_fixup
= TRUE
;
1394 case WINED3DSTT_VOLUME
:
1398 case WINED3DSTT_CUBE
:
1403 ERR("Unexpected texture type %d\n", sampler_type
);
1407 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1408 * so don't use shader_arb_get_modifier
1410 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1413 /* Fragment samplers always have indentity mapping */
1414 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1416 sampler_idx
= priv
->cur_vs_args
->vertex
.samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1419 if (flags
& TEX_DERIV
)
1421 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1422 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1423 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1424 dsx
, dsy
,sampler_idx
, tex_type
);
1426 else if(flags
& TEX_LOD
)
1428 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1429 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1430 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1431 sampler_idx
, tex_type
);
1433 else if (flags
& TEX_BIAS
)
1435 /* Shouldn't be possible, but let's check for it */
1436 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1437 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1438 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1440 else if (flags
& TEX_PROJ
)
1442 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1448 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1449 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1450 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1452 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1455 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1460 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1461 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_ONE
),
1462 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_TWO
),
1463 priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1467 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1468 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1470 /* Generate a line that does the input modifier computation and return the input register to use */
1471 BOOL is_color
= FALSE
;
1475 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1476 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1477 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
1478 const char *two
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_TWO
);
1480 /* Assume a new line will be added */
1483 /* Get register name */
1484 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1485 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1487 switch (src
->modifiers
)
1489 case WINED3DSPSM_NONE
:
1490 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1493 case WINED3DSPSM_NEG
:
1494 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1497 case WINED3DSPSM_BIAS
:
1498 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1500 case WINED3DSPSM_BIASNEG
:
1501 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1503 case WINED3DSPSM_SIGN
:
1504 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1506 case WINED3DSPSM_SIGNNEG
:
1507 shader_addline(buffer
, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1509 case WINED3DSPSM_COMP
:
1510 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1512 case WINED3DSPSM_X2
:
1513 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1515 case WINED3DSPSM_X2NEG
:
1516 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1518 case WINED3DSPSM_DZ
:
1519 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1520 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1522 case WINED3DSPSM_DW
:
1523 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1524 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1526 case WINED3DSPSM_ABS
:
1527 if(ctx
->target_version
>= NV2
) {
1528 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1531 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1534 case WINED3DSPSM_ABSNEG
:
1535 if(ctx
->target_version
>= NV2
) {
1536 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1538 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1539 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1544 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1548 /* Return modified or original register, with swizzle */
1550 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1553 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1555 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1556 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1558 char src_name
[2][50];
1559 DWORD sampler_code
= dst
->reg
.idx
;
1561 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1563 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1565 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1566 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1569 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1570 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1571 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1572 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1573 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1575 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1576 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1579 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1584 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1585 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1586 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1587 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1588 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1589 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1590 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1591 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1592 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1593 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1594 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1595 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1596 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1598 FIXME("Unknown modifier %u\n", mod
);
1602 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1604 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1605 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1607 char src_name
[3][50];
1608 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1609 ins
->ctx
->reg_maps
->shader_version
.minor
);
1611 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1612 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1614 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1615 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
1617 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1621 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1624 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1625 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1627 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1628 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1629 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1630 shader_addline(buffer
, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins
),
1631 dst_name
, src_name
[1], src_name
[2]);
1635 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1637 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1638 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1640 char src_name
[3][50];
1642 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1644 /* Generate input register names (with modifiers) */
1645 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1646 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1647 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1649 shader_addline(buffer
, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1650 dst_name
, src_name
[0], src_name
[2], src_name
[1]);
1653 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1654 * dst = dot2(src0, src1) + src2 */
1655 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1657 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1658 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1660 char src_name
[3][50];
1661 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1663 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1664 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1665 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1667 if(ctx
->target_version
>= NV3
)
1669 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1670 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1671 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1672 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1674 else if(ctx
->target_version
>= NV2
)
1676 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1677 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1678 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1679 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1681 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1683 * .xyxy and other swizzles that we could get with this are not valid in
1684 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1686 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1687 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1688 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1690 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1692 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1693 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1697 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1698 /* 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]
1699 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1701 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1702 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1703 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1704 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1708 /* Map the opcode 1-to-1 to the GL code */
1709 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1711 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1712 const char *instruction
;
1713 char arguments
[256], dst_str
[50];
1715 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1717 switch (ins
->handler_idx
)
1719 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1720 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1721 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1722 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1723 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1724 case WINED3DSIH_DST
: instruction
= "DST"; break;
1725 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1726 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1727 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1728 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1729 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1730 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1731 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1732 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1733 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1734 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1735 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1736 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1737 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1738 default: instruction
= "";
1739 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1743 /* Note that shader_arb_add_dst_param() adds spaces. */
1744 arguments
[0] = '\0';
1745 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1746 for (i
= 0; i
< ins
->src_count
; ++i
)
1749 strcat(arguments
, ", ");
1750 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1751 strcat(arguments
, operand
);
1753 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1756 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1758 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1759 shader_addline(buffer
, "NOP;\n");
1762 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1764 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1765 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1766 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1767 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1768 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
1769 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
1770 const char *two
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_TWO
);
1772 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1773 char src0_param
[256];
1775 if (ins
->handler_idx
== WINED3DSIH_MOVA
)
1777 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1779 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1781 if(ctx
->target_version
>= NV2
) {
1782 shader_hw_map2gl(ins
);
1785 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1786 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1788 /* This implements the mova formula used in GLSL. The first two instructions
1789 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1793 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1795 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1796 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1798 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, %s;\n", write_mask
, src0_param
, zero
);
1799 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask
, two
, one
);
1801 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1802 shader_addline(buffer
, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask
);
1803 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1804 if (shader_data
->rel_offset
)
1806 shader_addline(buffer
, "ADD TA%s, TA, %s;\n", write_mask
, offset
);
1808 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1810 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1812 else if (reg_maps
->shader_version
.major
== 1
1813 && !shader_is_pshader_version(reg_maps
->shader_version
.type
)
1814 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1816 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1817 src0_param
[0] = '\0';
1819 if (shader_data
->rel_offset
)
1821 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1822 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1823 shader_addline(buffer
, "ADD TA.x, %s, %s;\n", src0_param
, offset
);
1824 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1828 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1829 * with more than one component. Thus replicate the first source argument over all
1830 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1831 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1832 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1833 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1834 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1837 else if (ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
->dst
[0].reg
.idx
&& pshader
)
1839 if (ctx
->cur_ps_args
->super
.srgb_correction
&& shader
->u
.ps
.color0_mov
)
1841 shader_addline(buffer
, "#mov handled in srgb write code\n");
1844 shader_hw_map2gl(ins
);
1848 shader_hw_map2gl(ins
);
1852 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1854 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1855 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1858 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1859 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1861 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1863 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1865 const char *kilsrc
= "TA";
1868 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1869 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1875 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1876 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1877 * masked out components to 0(won't kill)
1879 char x
= '0', y
= '0', z
= '0', w
= '0';
1880 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1881 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1882 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1883 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1884 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1886 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1888 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1889 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1891 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1892 * or pass in any temporary register(in shader phase 2)
1894 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1895 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1897 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1899 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1900 shader_addline(buffer
, "KIL TA;\n");
1904 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1906 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1907 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1908 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1909 ins
->ctx
->reg_maps
->shader_version
.minor
);
1910 struct wined3d_shader_src_param src
;
1914 DWORD reg_sampler_code
;
1917 /* All versions have a destination register */
1918 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1920 /* 1.0-1.4: Use destination register number as texture code.
1921 2.0+: Use provided sampler number as texure code. */
1922 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1923 reg_sampler_code
= dst
->reg
.idx
;
1925 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1927 /* 1.0-1.3: Use the texcoord varying.
1928 1.4+: Use provided coordinate source register. */
1929 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1930 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1932 /* TEX is the only instruction that can handle DW and DZ natively */
1934 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1935 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1936 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1940 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1941 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1942 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1944 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1947 if (reg_sampler_code
< MAX_TEXTURES
)
1948 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg_sampler_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
1949 if (flags
& WINED3D_PSARGS_PROJECTED
)
1950 myflags
|= TEX_PROJ
;
1952 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1954 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
1955 if (src_mod
== WINED3DSPSM_DZ
)
1957 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1958 * varying register, so we need a temp reg
1960 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1961 strcpy(reg_coord
, "TA");
1962 myflags
|= TEX_PROJ
;
1963 } else if(src_mod
== WINED3DSPSM_DW
) {
1964 myflags
|= TEX_PROJ
;
1967 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1968 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1970 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1973 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1975 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1976 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1977 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1978 ins
->ctx
->reg_maps
->shader_version
.minor
);
1981 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1983 DWORD reg
= dst
->reg
.idx
;
1985 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1986 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1990 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1991 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1992 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1996 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1998 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2001 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2005 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2006 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2007 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2008 /* Move .x first in case src_str is "TA" */
2009 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
2010 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
2011 if (reg1
< MAX_TEXTURES
)
2013 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2014 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg1
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2016 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2019 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
2021 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2023 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2027 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2028 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2029 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2030 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
2031 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
2032 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
2035 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
2037 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2041 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2042 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2043 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2044 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
2047 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
2049 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2050 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2051 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2052 char reg_coord
[40], dst_reg
[50], src_reg
[50];
2053 DWORD reg_dest_code
;
2055 /* All versions have a destination register. The Tx where the texture coordinates come
2056 * from is the varying incarnation of the texture register
2058 reg_dest_code
= dst
->reg
.idx
;
2059 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
2060 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
2061 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
2063 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2064 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2066 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2067 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2069 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2070 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2073 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
2074 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
2075 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
2076 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
2078 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2079 * so we can't let the GL handle this.
2081 if ((priv
->cur_ps_args
->super
.tex_transform
>> reg_dest_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
2082 & WINED3D_PSARGS_PROJECTED
)
2084 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
2085 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
2086 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
2088 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
2091 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
2093 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2095 /* No src swizzles are allowed, so this is ok */
2096 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2097 src_reg
, reg_dest_code
, reg_dest_code
);
2098 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
2102 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2104 DWORD reg
= ins
->dst
[0].reg
.idx
;
2105 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2106 char src0_name
[50], dst_name
[50];
2108 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2110 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2111 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2112 * T<reg+1> register. Use this register to store the calculated vector
2114 tmp_reg
.idx
= reg
+ 1;
2115 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2116 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2119 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2121 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2123 DWORD reg
= ins
->dst
[0].reg
.idx
;
2124 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2130 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2131 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2133 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2134 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2135 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2136 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2137 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2140 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2142 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2143 DWORD reg
= ins
->dst
[0].reg
.idx
;
2144 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2145 char src0_name
[50], dst_name
[50];
2146 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2149 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2150 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2151 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2153 tmp_reg
.idx
= reg
+ 2 - tex_mx
->current_row
;
2154 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2156 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2157 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2158 dst_name
, 'x' + tex_mx
->current_row
, reg
, src0_name
);
2159 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
2162 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2164 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2165 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2167 DWORD reg
= ins
->dst
[0].reg
.idx
;
2168 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2170 char src0_name
[50], dst_name
[50];
2173 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2174 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2175 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2177 /* Sample the texture using the calculated coordinates */
2178 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2179 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2180 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2181 tex_mx
->current_row
= 0;
2184 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2186 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2187 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2189 DWORD reg
= ins
->dst
[0].reg
.idx
;
2190 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2196 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2197 * components for temporary data storage
2199 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2200 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2201 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2203 /* Construct the eye-ray vector from w coordinates */
2204 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[0]);
2205 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[1]);
2206 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2208 /* Calculate reflection vector
2210 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2211 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2212 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2213 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2214 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2215 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2216 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2218 /* Sample the texture using the calculated coordinates */
2219 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2220 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2221 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2222 tex_mx
->current_row
= 0;
2225 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2227 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2228 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2230 DWORD reg
= ins
->dst
[0].reg
.idx
;
2231 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2238 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2239 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2240 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2241 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2242 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2244 /* Calculate reflection vector.
2247 * dst_reg.xyz = 2 * --------- * N - E
2250 * Which normalizes the normal vector
2252 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2253 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2254 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2255 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2256 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2257 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2259 /* Sample the texture using the calculated coordinates */
2260 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2261 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2262 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2263 tex_mx
->current_row
= 0;
2266 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2268 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2269 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2271 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2272 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2274 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2275 * which is essentially an input, is the destination register because it is the first
2276 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2277 * here(writemasks/swizzles are not valid on texdepth)
2279 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2281 /* According to the msdn, the source register(must be r5) is unusable after
2282 * the texdepth instruction, so we're free to modify it
2284 shader_addline(buffer
, "MIN %s.y, %s.y, %s;\n", dst_name
, dst_name
, one
);
2286 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2287 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2288 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2290 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2291 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2292 shader_addline(buffer
, "MIN TA.x, TA.x, %s;\n", one
);
2293 shader_addline(buffer
, "MAX result.depth, TA.x, %s;\n", zero
);
2296 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2297 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2298 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2299 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2301 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2302 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2306 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2307 shader_addline(buffer
, "MOV TB, 0.0;\n");
2308 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2310 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2311 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2314 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2315 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2316 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2318 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2321 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2323 /* Handle output register */
2324 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2325 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2326 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
2329 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2330 * Perform the 3rd row of a 3x3 matrix multiply */
2331 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2333 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2334 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2335 char dst_str
[50], dst_name
[50];
2339 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2340 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2341 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2342 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2343 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2346 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2347 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2348 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2349 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2351 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2353 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2354 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2355 char src0
[50], dst_name
[50];
2357 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2358 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2360 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2361 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2362 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2364 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2365 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2366 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2368 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2369 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2370 shader_addline(buffer
, "MIN %s.x, %s.x, %s;\n", dst_name
, dst_name
, one
);
2371 shader_addline(buffer
, "MAX result.depth, %s.x, %s;\n", dst_name
, zero
);
2374 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2375 Vertex/Pixel shaders to ARB_vertex_program codes */
2376 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2379 int nComponents
= 0;
2380 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2381 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2382 struct wined3d_shader_instruction tmp_ins
;
2384 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2386 /* Set constants for the temporary argument */
2387 tmp_ins
.ctx
= ins
->ctx
;
2388 tmp_ins
.dst_count
= 1;
2389 tmp_ins
.dst
= &tmp_dst
;
2390 tmp_ins
.src_count
= 2;
2391 tmp_ins
.src
= tmp_src
;
2393 switch(ins
->handler_idx
)
2395 case WINED3DSIH_M4x4
:
2397 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2399 case WINED3DSIH_M4x3
:
2401 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2403 case WINED3DSIH_M3x4
:
2405 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2407 case WINED3DSIH_M3x3
:
2409 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2411 case WINED3DSIH_M3x2
:
2413 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2416 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2420 tmp_dst
= ins
->dst
[0];
2421 tmp_src
[0] = ins
->src
[0];
2422 tmp_src
[1] = ins
->src
[1];
2423 for (i
= 0; i
< nComponents
; i
++) {
2424 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2425 shader_hw_map2gl(&tmp_ins
);
2426 ++tmp_src
[1].reg
.idx
;
2430 static void shader_hw_rcp(const struct wined3d_shader_instruction
*ins
)
2432 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2437 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2438 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2439 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2441 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2447 shader_addline(buffer
, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins
), dst
, src
);
2450 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2452 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2453 const char *instruction
;
2458 switch(ins
->handler_idx
)
2460 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2461 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2462 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
2463 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
2464 default: instruction
= "";
2465 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2469 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2470 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2471 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2473 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2479 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2482 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2484 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2487 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2488 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2489 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2491 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2492 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2494 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2495 * otherwise NRM or RSQ would return NaN */
2496 if(pshader
&& priv
->target_version
>= NV3
)
2498 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2500 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2502 shader_addline(buffer
, "DP3C TA, %s, %s;\n", src_name
, src_name
);
2503 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2504 shader_addline(buffer
, "MOV %s (EQ), %s;\n", dst_name
, zero
);
2506 else if(priv
->target_version
>= NV2
)
2508 shader_addline(buffer
, "DP3C TA.x, %s, %s;\n", src_name
, src_name
);
2509 shader_addline(buffer
, "RSQ TA.x (NE), TA.x;\n");
2510 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2515 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2517 shader_addline(buffer
, "DP3 TA.x, %s, %s;\n", src_name
, src_name
);
2518 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2519 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2521 shader_addline(buffer
, "SGE TA.y, -TA.x, %s;\n", zero
);
2522 shader_addline(buffer
, "MAD TA.x, %s, TA.y, TA.x;\n", one
);
2524 shader_addline(buffer
, "RSQ TA.x, TA.x;\n");
2525 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2526 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2531 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2533 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2535 char src_name
[3][50];
2537 /* ARB_fragment_program has a convenient LRP instruction */
2538 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2539 shader_hw_map2gl(ins
);
2543 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2544 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2545 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2546 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2548 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2549 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2550 dst_name
, src_name
[0], src_name
[2]);
2553 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2555 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2556 * must contain fixed constants. So we need a separate function to filter those constants and
2559 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2560 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2561 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2563 char src_name0
[50], src_name1
[50], src_name2
[50];
2566 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2567 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2568 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2569 /* No modifiers are supported on SCS */
2570 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2572 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2574 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2575 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2577 } else if(priv
->target_version
>= NV2
) {
2578 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2580 /* Sincos writemask must be .x, .y or .xy */
2581 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2582 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2583 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2584 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2586 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2587 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2589 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2590 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2592 * The constants we get are:
2594 * +1 +1, -1 -1 +1 +1 -1 -1
2595 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2596 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2598 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2602 * (x/2)^4 = x^4 / 16
2603 * (x/2)^5 = x^5 / 32
2606 * To get the final result:
2607 * sin(x) = 2 * sin(x/2) * cos(x/2)
2608 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2609 * (from sin(x+y) and cos(x+y) rules)
2611 * As per MSDN, dst.z is undefined after the operation, and so is
2612 * dst.x and dst.y if they're masked out by the writemask. Ie
2613 * sincos dst.y, src1, c0, c1
2614 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2615 * vsa.exe also stops with an error if the dest register is the same register as the source
2616 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2617 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2619 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2620 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2621 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2623 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2624 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2625 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2626 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2627 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2628 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2632 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2633 * properly merge that with MULs in the code above?
2634 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2635 * we can merge the sine and cosine MAD rows to calculate them together.
2637 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2638 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2639 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2640 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2643 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2644 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2645 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2647 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2649 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2650 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2652 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2654 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2655 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2660 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2662 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2665 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2667 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2668 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2670 /* SGN is only valid in vertex shaders */
2671 if(ctx
->target_version
>= NV2
) {
2672 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2676 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2677 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2679 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2680 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2682 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2683 * Then use TA, and calculate the final result
2685 * Not reading from TA? Store the first result in TA to avoid overwriting the
2686 * destination if src reg = dst reg
2688 if(strstr(src_name
, "TA"))
2690 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2691 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2692 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2696 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2697 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2698 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2703 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2705 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2711 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2712 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2713 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2715 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2716 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2719 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2725 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2726 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2727 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2728 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2729 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2730 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2731 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2732 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2733 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2734 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2735 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2736 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2737 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2739 FIXME("Unknown modifier %u\n", mod
);
2743 static void shader_hw_log(const struct wined3d_shader_instruction
*ins
)
2745 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2746 char src0
[50], dst
[50];
2747 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2748 BOOL need_abs
= FALSE
;
2751 switch(ins
->handler_idx
)
2753 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2754 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2756 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2760 /* LOG and LOGP operate on the absolute value of the input */
2761 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2763 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2764 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2768 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2769 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2773 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2777 static void shader_hw_pow(const struct wined3d_shader_instruction
*ins
)
2779 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2780 char src0
[50], src1
[50], dst
[50];
2781 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2782 BOOL need_abs
= FALSE
;
2783 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2784 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2786 /* POW operates on the absolute value of the input */
2787 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2789 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2790 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2791 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2794 shader_addline(buffer
, "ABS TA.x, %s;\n", src0
);
2796 shader_addline(buffer
, "MOV TA.x, %s;\n", src0
);
2798 if (priv
->target_version
>= NV2
)
2800 shader_addline(buffer
, "MOVC TA.y, %s;\n", src1
);
2801 shader_addline(buffer
, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins
), dst
);
2802 shader_addline(buffer
, "MOV %s (EQ.y), %s;\n", dst
, one
);
2806 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2807 const char *flt_eps
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_EPS
);
2809 shader_addline(buffer
, "ABS TA.y, %s;\n", src1
);
2810 shader_addline(buffer
, "SGE TA.y, -TA.y, %s;\n", zero
);
2811 /* Possibly add flt_eps to avoid getting float special values */
2812 shader_addline(buffer
, "MAD TA.z, TA.y, %s, %s;\n", flt_eps
, src1
);
2813 shader_addline(buffer
, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins
));
2814 shader_addline(buffer
, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2815 shader_addline(buffer
, "MAD %s, TA.y, %s, TA.x;\n", dst
, one
);
2819 static void shader_hw_loop(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
);
2826 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
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");
2835 /* The constant loader makes sure to load -1 into iX.w */
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
, "LOOP %s;\n", src_name
);
2846 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2848 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2850 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2852 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2854 /* The constant loader makes sure to load -1 into iX.w */
2857 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2858 struct list
*e
= list_head(&priv
->control_frames
);
2859 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2861 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2863 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2864 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2865 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2869 shader_addline(buffer
, "REP %s;\n", src_name
);
2873 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2875 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2876 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2880 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2881 struct list
*e
= list_head(&priv
->control_frames
);
2882 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2884 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2885 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2886 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2888 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2892 shader_addline(buffer
, "ENDLOOP;\n");
2896 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2898 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2899 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2903 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2904 struct list
*e
= list_head(&priv
->control_frames
);
2905 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2907 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2908 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2909 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2911 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2915 shader_addline(buffer
, "ENDREP;\n");
2919 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2921 struct control_frame
*control_frame
;
2923 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2925 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2927 ERR("Could not find loop for break\n");
2931 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2933 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2934 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2935 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2939 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2943 shader_addline(buffer
, "BRK;\n");
2947 static const char *get_compare(enum wined3d_shader_rel_op op
)
2951 case WINED3D_SHADER_REL_OP_GT
: return "GT";
2952 case WINED3D_SHADER_REL_OP_EQ
: return "EQ";
2953 case WINED3D_SHADER_REL_OP_GE
: return "GE";
2954 case WINED3D_SHADER_REL_OP_LT
: return "LT";
2955 case WINED3D_SHADER_REL_OP_NE
: return "NE";
2956 case WINED3D_SHADER_REL_OP_LE
: return "LE";
2958 FIXME("Unrecognized operator %#x.\n", op
);
2963 static enum wined3d_shader_rel_op
invert_compare(enum wined3d_shader_rel_op op
)
2967 case WINED3D_SHADER_REL_OP_GT
: return WINED3D_SHADER_REL_OP_LE
;
2968 case WINED3D_SHADER_REL_OP_EQ
: return WINED3D_SHADER_REL_OP_NE
;
2969 case WINED3D_SHADER_REL_OP_GE
: return WINED3D_SHADER_REL_OP_LT
;
2970 case WINED3D_SHADER_REL_OP_LT
: return WINED3D_SHADER_REL_OP_GE
;
2971 case WINED3D_SHADER_REL_OP_NE
: return WINED3D_SHADER_REL_OP_EQ
;
2972 case WINED3D_SHADER_REL_OP_LE
: return WINED3D_SHADER_REL_OP_GT
;
2974 FIXME("Unrecognized operator %#x.\n", op
);
2979 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
2981 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2982 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2983 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2986 const char *comp
= get_compare(ins
->flags
);
2988 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2989 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2993 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2994 * away the subtraction result
2996 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2997 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
3001 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3002 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
3006 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
3008 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3009 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3010 struct list
*e
= list_head(&priv
->control_frames
);
3011 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3015 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3017 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
3018 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
3022 /* Invert the flag. We jump to the else label if the condition is NOT true */
3023 comp
= get_compare(invert_compare(ins
->flags
));
3024 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3025 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
3029 comp
= get_compare(ins
->flags
);
3030 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3031 shader_addline(buffer
, "IF %s.x;\n", comp
);
3035 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
3037 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3038 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3039 struct list
*e
= list_head(&priv
->control_frames
);
3040 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3041 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3045 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
3046 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3047 control_frame
->had_else
= TRUE
;
3051 shader_addline(buffer
, "ELSE;\n");
3055 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
3057 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3058 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3059 struct list
*e
= list_head(&priv
->control_frames
);
3060 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3061 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3065 if(control_frame
->had_else
)
3067 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3071 shader_addline(buffer
, "#No else branch. else is endif\n");
3072 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3077 shader_addline(buffer
, "ENDIF;\n");
3081 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
3083 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
3085 char reg_src
[3][40];
3086 WORD flags
= TEX_DERIV
;
3088 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3089 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
3090 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
3091 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
3093 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3094 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3096 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
3099 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
3101 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
3104 WORD flags
= TEX_LOD
;
3106 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3107 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
3109 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3110 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3112 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
3115 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
3117 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3118 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3120 priv
->in_main_func
= FALSE
;
3121 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3122 * subroutine, don't generate a label that will make GL complain
3124 if(priv
->target_version
== ARB
) return;
3126 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
);
3129 static void vshader_add_footer(struct shader_arb_ctx_priv
*priv_ctx
,
3130 const struct arb_vshader_private
*shader_data
, const struct arb_vs_compile_args
*args
,
3131 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
,
3132 struct wined3d_shader_buffer
*buffer
)
3136 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3137 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3138 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3139 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3141 if (args
->super
.fog_src
== VS_FOG_Z
)
3142 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
3143 else if (!reg_maps
->fog
)
3144 /* posFixup.x is always 1.0, so we can safely use it */
3145 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3147 /* Clipplanes are always stored without y inversion */
3148 if (use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
3150 if (args
->super
.clip_enabled
)
3152 for (i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
3154 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
3158 else if (args
->clip
.boolclip
.clip_texcoord
)
3160 unsigned int cur_clip
= 0;
3161 char component
[4] = {'x', 'y', 'z', 'w'};
3162 const char *zero
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ZERO
);
3164 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
3166 if (args
->clip
.boolclip
.clipplane_mask
& (1 << i
))
3168 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3169 component
[cur_clip
++], i
);
3175 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3178 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3181 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3184 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
3187 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3188 args
->clip
.boolclip
.clip_texcoord
- 1);
3191 /* Write the final position.
3193 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3194 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3195 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3196 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3198 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
3199 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3200 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3202 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3203 * and the glsl equivalent
3205 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
3207 const char *two
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_TWO
);
3208 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two
);
3212 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3213 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3216 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
3218 priv_ctx
->footer_written
= TRUE
;
3221 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
3223 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3224 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3225 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3226 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3228 if(priv
->target_version
== ARB
) return;
3232 if (priv
->in_main_func
) vshader_add_footer(priv
, shader
->backend_data
,
3233 priv
->cur_vs_args
, ins
->ctx
->reg_maps
, ins
->ctx
->gl_info
, buffer
);
3236 shader_addline(buffer
, "RET;\n");
3239 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3241 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3242 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
);
3245 /* GL locking is done by the caller */
3246 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3248 GLuint program_id
= 0;
3251 const char *blt_vprogram
=
3253 "PARAM c[1] = { { 1, 0.5 } };\n"
3254 "MOV result.position, vertex.position;\n"
3255 "MOV result.color, c[0].x;\n"
3256 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3259 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3260 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3261 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3262 strlen(blt_vprogram
), blt_vprogram
));
3263 checkGLcall("glProgramStringARB()");
3265 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3268 FIXME("Vertex program error at position %d: %s\n\n", pos
,
3269 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3270 shader_arb_dump_program_source(blt_vprogram
);
3276 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3277 checkGLcall("glGetProgramivARB()");
3278 if (!native
) WARN("Program exceeds native resource limits.\n");
3284 /* GL locking is done by the caller */
3285 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
,
3286 enum tex_types tex_type
, BOOL masked
)
3288 GLuint program_id
= 0;
3289 const char *fprogram
;
3292 static const char * const blt_fprograms_full
[tex_type_count
] =
3299 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3300 "MOV result.depth.z, R0.x;\n"
3307 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3308 "MOV result.depth.z, R0.x;\n"
3313 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3314 "MOV result.depth.z, R0.x;\n"
3318 static const char * const blt_fprograms_masked
[tex_type_count
] =
3324 "PARAM mask = program.local[0];\n"
3326 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3327 "MUL R0.x, R0.x, R0.y;\n"
3329 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3330 "MOV result.depth.z, R0.x;\n"
3336 "PARAM mask = program.local[0];\n"
3338 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3339 "MUL R0.x, R0.x, R0.y;\n"
3341 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3342 "MOV result.depth.z, R0.x;\n"
3346 "PARAM mask = program.local[0];\n"
3348 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3349 "MUL R0.x, R0.x, R0.y;\n"
3351 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3352 "MOV result.depth.z, R0.x;\n"
3356 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3359 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type
);
3361 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3364 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3365 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3366 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(fprogram
), fprogram
));
3367 checkGLcall("glProgramStringARB()");
3369 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3372 FIXME("Fragment program error at position %d: %s\n\n", pos
,
3373 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3374 shader_arb_dump_program_source(fprogram
);
3380 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3381 checkGLcall("glGetProgramivARB()");
3382 if (!native
) WARN("Program exceeds native resource limits.\n");
3388 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3389 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3391 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3395 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3396 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3397 /* Calculate the > 0.0031308 case */
3398 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3399 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3400 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3401 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3402 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3403 /* Calculate the < case */
3404 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3408 /* Calculate the > 0.0031308 case */
3409 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3410 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3411 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3412 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3413 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3414 /* Calculate the < case */
3415 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3416 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3417 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3418 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3419 /* Store the components > 0.0031308 in the destination */
3420 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3421 /* Add the components that are < 0.0031308 */
3422 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3423 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3424 * result.color writes(.rgb first, then .a), or handle overwriting already written
3425 * components. The assembler uses a temporary register in this case, which is usually
3426 * not allocated from one of our registers that were used earlier.
3429 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3432 static const DWORD
*find_loop_control_values(const struct wined3d_shader
*shader
, DWORD idx
)
3434 const struct wined3d_shader_lconst
*constant
;
3436 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3438 if (constant
->idx
== idx
)
3440 return constant
->value
;
3446 static void init_ps_input(const struct wined3d_shader
*shader
,
3447 const struct arb_ps_compile_args
*args
, struct shader_arb_ctx_priv
*priv
)
3449 static const char * const texcoords
[8] =
3451 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3452 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3455 const struct wined3d_shader_signature_element
*sig
= shader
->input_signature
;
3456 const char *semantic_name
;
3459 switch(args
->super
.vp_mode
)
3461 case pretransformed
:
3463 /* The pixelshader has to collect the varyings on its own. In any case properly load
3464 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3465 * other attribs to 0.0.
3467 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3468 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3469 * load the texcoord attrib pointers to match the pixel shader signature
3471 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3473 semantic_name
= sig
[i
].semantic_name
;
3474 semantic_idx
= sig
[i
].semantic_idx
;
3475 if (!semantic_name
) continue;
3477 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3479 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.color.primary";
3480 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3481 else priv
->ps_input
[i
] = "0.0";
3483 else if(args
->super
.vp_mode
== fixedfunction
)
3485 priv
->ps_input
[i
] = "0.0";
3487 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3489 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3490 else priv
->ps_input
[i
] = "0.0";
3492 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3494 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.fogcoord";
3495 else priv
->ps_input
[i
] = "0.0";
3499 priv
->ps_input
[i
] = "0.0";
3502 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3507 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3510 for(i
= 0; i
< 8; i
++)
3512 priv
->ps_input
[i
] = texcoords
[i
];
3514 priv
->ps_input
[8] = "fragment.color.primary";
3515 priv
->ps_input
[9] = "fragment.color.secondary";
3520 /* GL locking is done by the caller */
3521 static GLuint
shader_arb_generate_pshader(const struct wined3d_shader
*shader
,
3522 const struct wined3d_gl_info
*gl_info
, struct wined3d_shader_buffer
*buffer
,
3523 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3525 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3526 const struct wined3d_shader_lconst
*lconst
;
3527 const DWORD
*function
= shader
->function
;
3530 DWORD
*lconst_map
= local_const_mapping(shader
), next_local
;
3531 struct shader_arb_ctx_priv priv_ctx
;
3532 BOOL dcl_td
= FALSE
;
3533 BOOL want_nv_prog
= FALSE
;
3534 struct arb_pshader_private
*shader_priv
= shader
->backend_data
;
3539 unsigned int i
, found
= 0;
3541 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3544 || (shader
->u
.ps
.color0_mov
&& i
== shader
->u
.ps
.color0_reg
)
3545 || (reg_maps
->shader_version
.major
< 2 && !i
))
3548 sprintf(srgbtmp
[found
], "R%u", i
);
3550 if (found
== 4) break;
3555 sprintf(srgbtmp
[0], "TA");
3556 sprintf(srgbtmp
[1], "TB");
3557 sprintf(srgbtmp
[2], "TC");
3558 sprintf(srgbtmp
[3], "TD");
3562 sprintf(srgbtmp
[1], "TA");
3563 sprintf(srgbtmp
[2], "TB");
3564 sprintf(srgbtmp
[3], "TC");
3567 sprintf(srgbtmp
[2], "TA");
3568 sprintf(srgbtmp
[3], "TB");
3571 sprintf(srgbtmp
[3], "TA");
3577 /* Create the hw ARB shader */
3578 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3579 priv_ctx
.cur_ps_args
= args
;
3580 priv_ctx
.compiled_fprog
= compiled
;
3581 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3582 init_ps_input(shader
, args
, &priv_ctx
);
3583 list_init(&priv_ctx
.control_frames
);
3585 /* Avoid enabling NV_fragment_program* if we do not need it.
3587 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3588 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3589 * is faster than what we gain from using higher native instructions. There are some things though
3590 * that cannot be emulated. In that case enable the extensions.
3591 * If the extension is enabled, instruction handlers that support both ways will use it.
3593 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3594 * So enable the best we can get.
3596 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3597 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3599 want_nv_prog
= TRUE
;
3602 shader_addline(buffer
, "!!ARBfp1.0\n");
3603 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3605 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3606 priv_ctx
.target_version
= NV3
;
3608 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3610 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3611 priv_ctx
.target_version
= NV2
;
3615 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3618 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3621 priv_ctx
.target_version
= ARB
;
3624 if (reg_maps
->rt_mask
> 1)
3626 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3629 if (reg_maps
->shader_version
.major
< 3)
3631 switch(args
->super
.fog
) {
3635 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3638 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3641 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3646 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3647 * unused temps away(but occupies them for the whole shader if they're used once). Always
3648 * declaring them avoids tricky bookkeeping work
3650 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3651 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3652 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3653 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3654 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3655 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3656 shader_addline(buffer
, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps
);
3658 if (reg_maps
->shader_version
.major
< 2)
3660 strcpy(fragcolor
, "R0");
3664 if (args
->super
.srgb_correction
)
3666 if (shader
->u
.ps
.color0_mov
)
3668 sprintf(fragcolor
, "R%u", shader
->u
.ps
.color0_reg
);
3672 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3673 strcpy(fragcolor
, "TMP_COLOR");
3676 strcpy(fragcolor
, "result.color");
3680 if(args
->super
.srgb_correction
) {
3681 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3682 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3683 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3684 srgb_sub_high
, 0.0, 0.0, 0.0);
3687 /* Base Declarations */
3688 next_local
= shader_generate_arb_declarations(shader
, reg_maps
,
3689 buffer
, gl_info
, lconst_map
, NULL
, &priv_ctx
);
3691 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3693 unsigned char bump_const
;
3695 if (!(map
& 1)) continue;
3697 bump_const
= compiled
->numbumpenvmatconsts
;
3698 compiled
->bumpenvmatconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3699 compiled
->bumpenvmatconst
[bump_const
].texunit
= i
;
3700 compiled
->luminanceconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3701 compiled
->luminanceconst
[bump_const
].texunit
= i
;
3703 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3704 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3705 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3706 * textures due to conditional NP2 restrictions)
3708 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3709 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3710 * their location is shader dependent anyway and they cannot be loaded globally.
3712 compiled
->bumpenvmatconst
[bump_const
].const_num
= next_local
++;
3713 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3714 i
, compiled
->bumpenvmatconst
[bump_const
].const_num
);
3715 compiled
->numbumpenvmatconsts
= bump_const
+ 1;
3717 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3719 compiled
->luminanceconst
[bump_const
].const_num
= next_local
++;
3720 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3721 i
, compiled
->luminanceconst
[bump_const
].const_num
);
3724 for(i
= 0; i
< MAX_CONST_I
; i
++)
3726 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3727 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3729 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
3733 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3734 control_values
[0], control_values
[1], control_values
[2]);
3738 compiled
->int_consts
[i
] = next_local
;
3739 compiled
->num_int_consts
++;
3740 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3745 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3747 compiled
->ycorrection
= next_local
;
3748 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3752 shader_addline(buffer
, "TEMP vpos;\n");
3753 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3754 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3755 * ycorrection.z: 1.0
3756 * ycorrection.w: 0.0
3758 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3759 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3764 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3767 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3768 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3769 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3770 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3771 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3772 * shader compilation errors and the subsequent errors when drawing with this shader. */
3773 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3774 unsigned char cur_fixup_sampler
= 0;
3776 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3777 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3778 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3780 fixup
->offset
= next_local
;
3781 fixup
->super
.active
= 0;
3783 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3784 if (!(map
& (1 << i
))) continue;
3786 if (fixup
->offset
+ (cur_fixup_sampler
>> 1) < max_lconsts
) {
3787 fixup
->super
.active
|= (1 << i
);
3788 fixup
->super
.idx
[i
] = cur_fixup_sampler
++;
3790 FIXME("No free constant found to load NP2 fixup data into shader. "
3791 "Sampling from this texture will probably look wrong.\n");
3796 fixup
->super
.num_consts
= (cur_fixup_sampler
+ 1) >> 1;
3797 if (fixup
->super
.num_consts
) {
3798 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3799 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3803 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3805 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3808 /* Base Shader Body */
3809 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
3811 if(args
->super
.srgb_correction
) {
3812 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3813 priv_ctx
.target_version
>= NV2
);
3816 if(strcmp(fragcolor
, "result.color")) {
3817 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3819 shader_addline(buffer
, "END\n");
3821 /* TODO: change to resource.glObjectHandle or something like that */
3822 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3824 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3825 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3827 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3828 /* Create the program and check for errors */
3829 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3830 buffer
->bsize
, buffer
->buffer
));
3831 checkGLcall("glProgramStringARB()");
3833 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3836 FIXME("HW PixelShader Error at position %d: %s\n\n",
3837 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3838 shader_arb_dump_program_source(buffer
->buffer
);
3845 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3846 checkGLcall("glGetProgramivARB()");
3847 if (!native
) WARN("Program exceeds native resource limits.\n");
3850 /* Load immediate constants */
3853 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
3855 const float *value
= (const float *)lconst
->value
;
3856 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3857 checkGLcall("glProgramLocalParameter4fvARB");
3859 HeapFree(GetProcessHeap(), 0, lconst_map
);
3865 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3870 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3872 if (!sig1
[i
].semantic_name
|| !sig2
[i
].semantic_name
)
3874 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3875 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3879 if ((ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
))) return ret
;
3880 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3881 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3882 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].component_type
< sig2
[i
].component_type
? -1 : 1;
3883 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3884 if(sig1
[i
].mask
!= sig2
[i
].mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3889 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3891 struct wined3d_shader_signature_element
*new;
3895 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3896 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3898 if (!sig
[i
].semantic_name
) continue;
3901 /* Clone the semantic string */
3902 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3903 strcpy(name
, sig
[i
].semantic_name
);
3904 new[i
].semantic_name
= name
;
3909 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3911 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3912 struct ps_signature
*found_sig
;
3916 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3917 TRACE("Found existing signature %u\n", found_sig
->idx
);
3918 return found_sig
->idx
;
3920 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3921 found_sig
->sig
= clone_sig(sig
);
3922 found_sig
->idx
= priv
->ps_sig_number
++;
3923 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3924 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3926 ERR("Failed to insert program entry.\n");
3928 return found_sig
->idx
;
3931 static void init_output_registers(const struct wined3d_shader
*shader
, DWORD sig_num
,
3932 struct shader_arb_ctx_priv
*priv_ctx
, struct arb_vs_compiled_shader
*compiled
)
3935 static const char * const texcoords
[8] =
3937 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3938 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3940 struct wined3d_device
*device
= shader
->device
;
3941 const struct wined3d_shader_signature_element
*sig
;
3942 const char *semantic_name
;
3943 DWORD semantic_idx
, reg_idx
;
3945 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3946 * and varying 9 to result.color.secondary
3948 static const char * const decl_idx_to_string
[MAX_REG_INPUT
] =
3950 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3951 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3952 "result.color.primary", "result.color.secondary"
3957 TRACE("Pixel shader uses builtin varyings\n");
3958 /* Map builtins to builtins */
3959 for(i
= 0; i
< 8; i
++)
3961 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3963 priv_ctx
->color_output
[0] = "result.color.primary";
3964 priv_ctx
->color_output
[1] = "result.color.secondary";
3965 priv_ctx
->fog_output
= "result.fogcoord";
3967 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3968 for (i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); ++i
)
3970 semantic_name
= shader
->output_signature
[i
].semantic_name
;
3971 if (!semantic_name
) continue;
3973 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3975 TRACE("o%u is TMP_OUT\n", i
);
3976 if (!shader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "TMP_OUT";
3977 else priv_ctx
->vs_output
[i
] = "TA";
3979 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3981 TRACE("o%u is result.pointsize\n", i
);
3982 if (!shader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "result.pointsize";
3983 else priv_ctx
->vs_output
[i
] = "TA";
3985 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3987 TRACE("o%u is result.color.?, idx %u\n", i
, shader
->output_signature
[i
].semantic_idx
);
3988 if (!shader
->output_signature
[i
].semantic_idx
)
3989 priv_ctx
->vs_output
[i
] = "result.color.primary";
3990 else if (shader
->output_signature
[i
].semantic_idx
== 1)
3991 priv_ctx
->vs_output
[i
] = "result.color.secondary";
3992 else priv_ctx
->vs_output
[i
] = "TA";
3994 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3996 TRACE("o%u is %s\n", i
, texcoords
[shader
->output_signature
[i
].semantic_idx
]);
3997 if (shader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
3998 else priv_ctx
->vs_output
[i
] = texcoords
[shader
->output_signature
[i
].semantic_idx
];
4000 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
4002 TRACE("o%u is result.fogcoord\n", i
);
4003 if (shader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
4004 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
4008 priv_ctx
->vs_output
[i
] = "TA";
4014 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4015 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4017 sig
= device
->stateBlock
->state
.pixel_shader
->input_signature
;
4018 TRACE("Pixel shader uses declared varyings\n");
4020 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4021 for(i
= 0; i
< 8; i
++)
4023 priv_ctx
->texcrd_output
[i
] = "TA";
4025 priv_ctx
->color_output
[0] = "TA";
4026 priv_ctx
->color_output
[1] = "TA";
4027 priv_ctx
->fog_output
= "TA";
4029 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4031 semantic_name
= sig
[i
].semantic_name
;
4032 semantic_idx
= sig
[i
].semantic_idx
;
4033 reg_idx
= sig
[i
].register_idx
;
4034 if (!semantic_name
) continue;
4036 /* If a declared input register is not written by builtin arguments, don't write to it.
4037 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4039 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4040 * to TMP_OUT in any case
4042 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
4044 if(semantic_idx
< 8) priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4046 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
4048 if(semantic_idx
< 2) priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4050 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
4052 if (!semantic_idx
) priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
4059 if (!strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary")
4060 || !strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary"))
4062 compiled
->need_color_unclamp
= TRUE
;
4066 /* Map declared to declared */
4067 for (i
= 0; i
< (sizeof(shader
->output_signature
) / sizeof(*shader
->output_signature
)); ++i
)
4069 /* Write unread output to TA to throw them away */
4070 priv_ctx
->vs_output
[i
] = "TA";
4071 semantic_name
= shader
->output_signature
[i
].semantic_name
;
4072 if (!semantic_name
) continue;
4074 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
)
4075 && !shader
->output_signature
[i
].semantic_idx
)
4077 priv_ctx
->vs_output
[i
] = "TMP_OUT";
4080 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
)
4081 && !shader
->output_signature
[i
].semantic_idx
)
4083 priv_ctx
->vs_output
[i
] = "result.pointsize";
4087 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
4089 if (!sig
[j
].semantic_name
) continue;
4091 if (!strcmp(sig
[j
].semantic_name
, semantic_name
)
4092 && sig
[j
].semantic_idx
== shader
->output_signature
[i
].semantic_idx
)
4094 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
4096 if (!strcmp(priv_ctx
->vs_output
[i
], "result.color.primary")
4097 || !strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary"))
4099 compiled
->need_color_unclamp
= TRUE
;
4106 /* GL locking is done by the caller */
4107 static GLuint
shader_arb_generate_vshader(const struct wined3d_shader
*shader
,
4108 const struct wined3d_gl_info
*gl_info
, struct wined3d_shader_buffer
*buffer
,
4109 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
4111 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4112 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4113 const struct wined3d_shader_lconst
*lconst
;
4114 const DWORD
*function
= shader
->function
;
4116 DWORD next_local
, *lconst_map
= local_const_mapping(shader
);
4117 struct shader_arb_ctx_priv priv_ctx
;
4121 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4122 priv_ctx
.cur_vs_args
= args
;
4123 list_init(&priv_ctx
.control_frames
);
4124 init_output_registers(shader
, args
->ps_signature
, &priv_ctx
, compiled
);
4126 /* Create the hw ARB shader */
4127 shader_addline(buffer
, "!!ARBvp1.0\n");
4129 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4130 * mesurable performance penalty, and we can always make use of it for clipplanes.
4132 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4134 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
4135 priv_ctx
.target_version
= NV3
;
4136 shader_addline(buffer
, "ADDRESS aL;\n");
4138 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4140 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
4141 priv_ctx
.target_version
= NV2
;
4142 shader_addline(buffer
, "ADDRESS aL;\n");
4144 priv_ctx
.target_version
= ARB
;
4147 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4148 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
4150 shader_addline(buffer
, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps
);
4152 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
))
4154 shader_addline(buffer
, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data
->rel_offset
);
4155 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
4158 shader_addline(buffer
, "TEMP TA;\n");
4159 shader_addline(buffer
, "TEMP TB;\n");
4161 /* Base Declarations */
4162 next_local
= shader_generate_arb_declarations(shader
, reg_maps
, buffer
,
4163 gl_info
, lconst_map
, &priv_ctx
.vs_clipplanes
, &priv_ctx
);
4165 for(i
= 0; i
< MAX_CONST_I
; i
++)
4167 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
4168 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
4170 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
4174 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4175 control_values
[0], control_values
[1], control_values
[2]);
4179 compiled
->int_consts
[i
] = next_local
;
4180 compiled
->num_int_consts
++;
4181 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
4186 /* We need a constant to fixup the final position */
4187 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
4188 compiled
->pos_fixup
= next_local
++;
4190 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4191 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4192 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4193 * a replacement shader depend on the texcoord.w being set properly.
4195 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4196 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4197 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4198 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4199 * this can eat a number of instructions, so skip it unless this cap is set as well
4201 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
4203 struct wined3d_device
*device
= shader
->device
;
4204 const char *color_init
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_0001
);
4205 shader_addline(buffer
, "MOV result.color.secondary, %s;\n", color_init
);
4207 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !device
->frag_pipe
->ffp_proj_control
)
4210 const char *one
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ONE
);
4211 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++)
4213 if (reg_maps
->texcoord_mask
[i
] && reg_maps
->texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
4214 shader_addline(buffer
, "MOV result.texcoord[%u].w, %s\n", i
, one
);
4219 /* The shader starts with the main function */
4220 priv_ctx
.in_main_func
= TRUE
;
4221 /* Base Shader Body */
4222 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4224 if (!priv_ctx
.footer_written
) vshader_add_footer(&priv_ctx
,
4225 shader_data
, args
, reg_maps
, gl_info
, buffer
);
4227 shader_addline(buffer
, "END\n");
4229 /* TODO: change to resource.glObjectHandle or something like that */
4230 GL_EXTCALL(glGenProgramsARB(1, &ret
));
4232 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
4233 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
4235 TRACE("Created hw vertex shader, prg=%d\n", ret
);
4236 /* Create the program and check for errors */
4237 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
4238 buffer
->bsize
, buffer
->buffer
));
4239 checkGLcall("glProgramStringARB()");
4241 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
4244 FIXME("HW VertexShader Error at position %d: %s\n\n",
4245 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
4246 shader_arb_dump_program_source(buffer
->buffer
);
4253 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
4254 checkGLcall("glGetProgramivARB()");
4255 if (!native
) WARN("Program exceeds native resource limits.\n");
4257 /* Load immediate constants */
4260 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
4262 const float *value
= (const float *)lconst
->value
;
4263 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
4267 HeapFree(GetProcessHeap(), 0, lconst_map
);
4272 /* GL locking is done by the caller */
4273 static struct arb_ps_compiled_shader
*find_arb_pshader(struct wined3d_shader
*shader
,
4274 const struct arb_ps_compile_args
*args
)
4276 struct wined3d_device
*device
= shader
->device
;
4277 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4280 struct arb_ps_compiled_shader
*new_array
;
4281 struct wined3d_shader_buffer buffer
;
4282 struct arb_pshader_private
*shader_data
;
4285 if (!shader
->backend_data
)
4287 struct shader_arb_priv
*priv
= device
->shader_priv
;
4289 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4290 shader_data
= shader
->backend_data
;
4291 shader_data
->clamp_consts
= shader
->reg_maps
.shader_version
.major
== 1;
4293 if (shader
->reg_maps
.shader_version
.major
< 3)
4294 shader_data
->input_signature_idx
= ~0;
4296 shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->input_signature
);
4298 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4300 if (!device
->vs_clipping
)
4301 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->reg_maps
,
4302 gl_info
->limits
.texture_stages
- 1);
4304 shader_data
->clipplane_emulation
= ~0U;
4306 shader_data
= shader
->backend_data
;
4308 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4309 * so a linear search is more performant than a hashmap or a binary search
4310 * (cache coherency etc)
4312 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4314 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4315 return &shader_data
->gl_shaders
[i
];
4318 TRACE("No matching GL shader found, compiling a new shader\n");
4319 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4320 if (shader_data
->num_gl_shaders
)
4322 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4323 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4324 new_size
* sizeof(*shader_data
->gl_shaders
));
4326 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4331 ERR("Out of memory\n");
4334 shader_data
->gl_shaders
= new_array
;
4335 shader_data
->shader_array_size
= new_size
;
4338 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4340 pixelshader_update_samplers(&shader
->reg_maps
, device
->stateBlock
->state
.textures
);
4342 if (!shader_buffer_init(&buffer
))
4344 ERR("Failed to initialize shader buffer.\n");
4348 ret
= shader_arb_generate_pshader(shader
, gl_info
, &buffer
, args
,
4349 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4350 shader_buffer_free(&buffer
);
4351 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4353 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4356 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4357 const DWORD use_map
, BOOL skip_int
) {
4358 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4359 if(stored
->super
.clip_enabled
!= new->super
.clip_enabled
) return FALSE
;
4360 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4361 if(stored
->clip
.boolclip_compare
!= new->clip
.boolclip_compare
) return FALSE
;
4362 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4363 if(stored
->vertex
.samplers_compare
!= new->vertex
.samplers_compare
) return FALSE
;
4364 if(skip_int
) return TRUE
;
4366 return !memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
));
4369 static struct arb_vs_compiled_shader
*find_arb_vshader(struct wined3d_shader
*shader
,
4370 const struct arb_vs_compile_args
*args
)
4372 struct wined3d_device
*device
= shader
->device
;
4373 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4374 DWORD use_map
= device
->strided_streams
.use_map
;
4377 struct arb_vs_compiled_shader
*new_array
;
4378 struct wined3d_shader_buffer buffer
;
4379 struct arb_vshader_private
*shader_data
;
4382 if (!shader
->backend_data
)
4384 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4386 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4387 shader_data
= shader
->backend_data
;
4389 if ((gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
)
4390 && reg_maps
->min_rel_offset
<= reg_maps
->max_rel_offset
)
4392 if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 127)
4394 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4395 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4396 FIXME("Min: %u, Max: %u.\n", reg_maps
->min_rel_offset
, reg_maps
->max_rel_offset
);
4398 else if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 63)
4399 shader_data
->rel_offset
= reg_maps
->min_rel_offset
+ 63;
4400 else if (reg_maps
->max_rel_offset
> 63)
4401 shader_data
->rel_offset
= reg_maps
->min_rel_offset
;
4404 shader_data
= shader
->backend_data
;
4406 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4407 * so a linear search is more performant than a hashmap or a binary search
4408 * (cache coherency etc)
4410 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4411 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4412 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4414 return &shader_data
->gl_shaders
[i
];
4418 TRACE("No matching GL shader found, compiling a new shader\n");
4420 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4421 if (shader_data
->num_gl_shaders
)
4423 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4424 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4425 new_size
* sizeof(*shader_data
->gl_shaders
));
4427 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4432 ERR("Out of memory\n");
4435 shader_data
->gl_shaders
= new_array
;
4436 shader_data
->shader_array_size
= new_size
;
4439 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4441 if (!shader_buffer_init(&buffer
))
4443 ERR("Failed to initialize shader buffer.\n");
4447 ret
= shader_arb_generate_vshader(shader
, gl_info
, &buffer
, args
,
4448 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4449 shader_buffer_free(&buffer
);
4450 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4452 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4455 static void find_arb_ps_compile_args(const struct wined3d_state
*state
,
4456 const struct wined3d_shader
*shader
, struct arb_ps_compile_args
*args
)
4458 struct wined3d_device
*device
= shader
->device
;
4459 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4463 find_ps_compile_args(state
, shader
, &args
->super
);
4465 /* This forces all local boolean constants to 1 to make them stateblock independent */
4466 args
->bools
= shader
->reg_maps
.local_bool_consts
;
4468 for(i
= 0; i
< MAX_CONST_B
; i
++)
4470 if (state
->ps_consts_b
[i
])
4471 args
->bools
|= ( 1 << i
);
4474 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4475 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4476 * duplicate the shader than have a no-op KIL instruction in every shader
4478 if (!device
->vs_clipping
&& use_vs(state
)
4479 && state
->render_states
[WINED3D_RS_CLIPPING
]
4480 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4485 /* Skip if unused or local, or supported natively */
4486 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4487 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4489 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4493 for(i
= 0; i
< MAX_CONST_I
; i
++)
4495 if(int_skip
& (1 << i
))
4497 args
->loop_ctrl
[i
][0] = 0;
4498 args
->loop_ctrl
[i
][1] = 0;
4499 args
->loop_ctrl
[i
][2] = 0;
4503 args
->loop_ctrl
[i
][0] = state
->ps_consts_i
[i
* 4];
4504 args
->loop_ctrl
[i
][1] = state
->ps_consts_i
[i
* 4 + 1];
4505 args
->loop_ctrl
[i
][2] = state
->ps_consts_i
[i
* 4 + 2];
4510 static void find_arb_vs_compile_args(const struct wined3d_state
*state
,
4511 const struct wined3d_shader
*shader
, struct arb_vs_compile_args
*args
)
4513 struct wined3d_device
*device
= shader
->device
;
4514 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4518 find_vs_compile_args(state
, shader
, &args
->super
);
4520 args
->clip
.boolclip_compare
= 0;
4523 const struct wined3d_shader
*ps
= state
->pixel_shader
;
4524 const struct arb_pshader_private
*shader_priv
= ps
->backend_data
;
4525 args
->ps_signature
= shader_priv
->input_signature_idx
;
4527 args
->clip
.boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4531 args
->ps_signature
= ~0;
4532 if (!device
->vs_clipping
&& device
->adapter
->fragment_pipe
== &arbfp_fragment_pipeline
)
4534 args
->clip
.boolclip
.clip_texcoord
= ffp_clip_emul(state
) ? gl_info
->limits
.texture_stages
: 0;
4536 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4539 if (args
->clip
.boolclip
.clip_texcoord
)
4541 if (state
->render_states
[WINED3D_RS_CLIPPING
])
4542 args
->clip
.boolclip
.clipplane_mask
= (unsigned char)state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
4543 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4546 /* This forces all local boolean constants to 1 to make them stateblock independent */
4547 args
->clip
.boolclip
.bools
= shader
->reg_maps
.local_bool_consts
;
4548 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4549 for(i
= 0; i
< MAX_CONST_B
; i
++)
4551 if (state
->vs_consts_b
[i
])
4552 args
->clip
.boolclip
.bools
|= ( 1 << i
);
4555 args
->vertex
.samplers
[0] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4556 args
->vertex
.samplers
[1] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4557 args
->vertex
.samplers
[2] = device
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4558 args
->vertex
.samplers
[3] = 0;
4560 /* Skip if unused or local */
4561 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4562 /* This is about flow control, not clipping. */
4563 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4565 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4569 for(i
= 0; i
< MAX_CONST_I
; i
++)
4571 if(int_skip
& (1 << i
))
4573 args
->loop_ctrl
[i
][0] = 0;
4574 args
->loop_ctrl
[i
][1] = 0;
4575 args
->loop_ctrl
[i
][2] = 0;
4579 args
->loop_ctrl
[i
][0] = state
->vs_consts_i
[i
* 4];
4580 args
->loop_ctrl
[i
][1] = state
->vs_consts_i
[i
* 4 + 1];
4581 args
->loop_ctrl
[i
][2] = state
->vs_consts_i
[i
* 4 + 2];
4586 /* GL locking is done by the caller */
4587 static void shader_arb_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4589 struct wined3d_device
*device
= context
->swapchain
->device
;
4590 struct shader_arb_priv
*priv
= device
->shader_priv
;
4591 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4592 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4595 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4598 struct wined3d_shader
*ps
= state
->pixel_shader
;
4599 struct arb_ps_compile_args compile_args
;
4600 struct arb_ps_compiled_shader
*compiled
;
4602 TRACE("Using pixel shader %p.\n", ps
);
4603 find_arb_ps_compile_args(state
, ps
, &compile_args
);
4604 compiled
= find_arb_pshader(ps
, &compile_args
);
4605 priv
->current_fprogram_id
= compiled
->prgId
;
4606 priv
->compiled_fprog
= compiled
;
4608 /* Bind the fragment program */
4609 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4610 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4612 if(!priv
->use_arbfp_fixed_func
) {
4613 /* Enable OpenGL fragment programs */
4614 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4615 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4617 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4618 device
, priv
->current_fprogram_id
);
4620 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4621 * a 1.x and newer shader, reload the first 8 constants
4623 if (priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
)
4625 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
;
4626 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, 8);
4627 for(i
= 0; i
< 8; i
++)
4629 priv
->pshader_const_dirty
[i
] = 1;
4631 /* Also takes care of loading local constants */
4632 shader_arb_load_constants(context
, TRUE
, FALSE
);
4636 UINT rt_height
= state
->fb
->render_targets
[0]->resource
.height
;
4637 shader_arb_ps_local_constants(compiled
, context
, state
, rt_height
);
4640 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4641 if (compiled
->np2fixup_info
.super
.active
)
4642 shader_arb_load_np2fixup_constants(priv
, gl_info
, state
);
4644 else if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4646 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4647 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4648 * replacement shader
4650 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4651 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4652 priv
->current_fprogram_id
= 0;
4657 struct wined3d_shader
*vs
= state
->vertex_shader
;
4658 struct arb_vs_compile_args compile_args
;
4659 struct arb_vs_compiled_shader
*compiled
;
4661 TRACE("Using vertex shader %p\n", vs
);
4662 find_arb_vs_compile_args(state
, vs
, &compile_args
);
4663 compiled
= find_arb_vshader(vs
, &compile_args
);
4664 priv
->current_vprogram_id
= compiled
->prgId
;
4665 priv
->compiled_vprog
= compiled
;
4667 /* Bind the vertex program */
4668 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4669 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4671 /* Enable OpenGL vertex programs */
4672 glEnable(GL_VERTEX_PROGRAM_ARB
);
4673 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4674 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device
, priv
->current_vprogram_id
);
4675 shader_arb_vs_local_constants(compiled
, context
, state
);
4677 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4678 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4680 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4682 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4683 checkGLcall("glClampColorARB");
4685 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4689 else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4691 priv
->current_vprogram_id
= 0;
4692 glDisable(GL_VERTEX_PROGRAM_ARB
);
4693 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4697 /* GL locking is done by the caller */
4698 static void shader_arb_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
4699 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4701 const float mask
[] = {0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
};
4702 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4703 struct shader_arb_priv
*priv
= shader_priv
;
4704 GLuint
*blt_fprogram
;
4706 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4707 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4708 glEnable(GL_VERTEX_PROGRAM_ARB
);
4710 blt_fprogram
= masked
? &priv
->depth_blt_fprogram_id_masked
[tex_type
] : &priv
->depth_blt_fprogram_id_full
[tex_type
];
4711 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
, masked
);
4712 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4713 if (masked
) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, mask
));
4714 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4717 /* GL locking is done by the caller */
4718 static void shader_arb_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
4720 struct shader_arb_priv
*priv
= shader_priv
;
4722 if (priv
->current_vprogram_id
) {
4723 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4724 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4726 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv
->current_vprogram_id
);
4730 glDisable(GL_VERTEX_PROGRAM_ARB
);
4731 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4734 if (priv
->current_fprogram_id
) {
4735 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4736 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4738 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv
->current_fprogram_id
);
4740 else if(!priv
->use_arbfp_fixed_func
)
4742 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4743 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4747 static void shader_arb_destroy(struct wined3d_shader
*shader
)
4749 struct wined3d_device
*device
= shader
->device
;
4750 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4752 if (shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
))
4754 struct arb_pshader_private
*shader_data
= shader
->backend_data
;
4757 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4759 if (shader_data
->num_gl_shaders
)
4761 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4764 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4766 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4767 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4771 context_release(context
);
4774 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4775 HeapFree(GetProcessHeap(), 0, shader_data
);
4776 shader
->backend_data
= NULL
;
4780 struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4783 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4785 if (shader_data
->num_gl_shaders
)
4787 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4790 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4792 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4793 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4797 context_release(context
);
4800 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4801 HeapFree(GetProcessHeap(), 0, shader_data
);
4802 shader
->backend_data
= NULL
;
4806 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4808 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4809 return compare_sig(key
, e
->sig
);
4812 static const struct wine_rb_functions sig_tree_functions
=
4820 static HRESULT
shader_arb_alloc(struct wined3d_device
*device
)
4822 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4824 priv
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
4825 sizeof(*priv
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
4826 if (!priv
->vshader_const_dirty
)
4828 memset(priv
->vshader_const_dirty
, 1,
4829 sizeof(*priv
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
4831 priv
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
4832 sizeof(*priv
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
4833 if (!priv
->pshader_const_dirty
)
4835 memset(priv
->pshader_const_dirty
, 1,
4836 sizeof(*priv
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
4838 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4840 ERR("RB tree init failed\n");
4843 device
->shader_priv
= priv
;
4847 HeapFree(GetProcessHeap(), 0, priv
->pshader_const_dirty
);
4848 HeapFree(GetProcessHeap(), 0, priv
->vshader_const_dirty
);
4849 HeapFree(GetProcessHeap(), 0, priv
);
4850 return E_OUTOFMEMORY
;
4853 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4855 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4857 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4859 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4861 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4862 HeapFree(GetProcessHeap(), 0, sig
);
4865 /* Context activation is done by the caller. */
4866 static void shader_arb_free(struct wined3d_device
*device
)
4868 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4869 struct shader_arb_priv
*priv
= device
->shader_priv
;
4873 if(priv
->depth_blt_vprogram_id
) {
4874 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4876 for (i
= 0; i
< tex_type_count
; ++i
)
4878 if (priv
->depth_blt_fprogram_id_full
[i
])
4880 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_full
[i
]));
4882 if (priv
->depth_blt_fprogram_id_masked
[i
])
4884 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_masked
[i
]));
4889 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4890 HeapFree(GetProcessHeap(), 0, priv
->pshader_const_dirty
);
4891 HeapFree(GetProcessHeap(), 0, priv
->vshader_const_dirty
);
4892 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
4895 static void shader_arb_context_destroyed(void *shader_priv
, const struct wined3d_context
*context
)
4897 struct shader_arb_priv
*priv
= shader_priv
;
4899 if (priv
->last_context
== context
)
4900 priv
->last_context
= NULL
;
4903 static void shader_arb_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
4905 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4909 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4910 * for vertex programs. If the native limit is less than that it's
4911 * not very useful, and e.g. Mesa swrast returns 0, probably to
4912 * indicate it's a software implementation. */
4913 if (gl_info
->limits
.arb_vs_native_constants
< 96)
4914 vs_consts
= gl_info
->limits
.arb_vs_float_constants
;
4916 vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
4918 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4920 caps
->VertexShaderVersion
= 3;
4921 TRACE_(d3d_caps
)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4923 else if (vs_consts
>= 256)
4925 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4926 caps
->VertexShaderVersion
= 2;
4927 TRACE_(d3d_caps
)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4931 caps
->VertexShaderVersion
= 1;
4932 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4934 caps
->MaxVertexShaderConst
= vs_consts
;
4938 caps
->VertexShaderVersion
= 0;
4939 caps
->MaxVertexShaderConst
= 0;
4942 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4946 /* Similar as above for vertex programs, but the minimum for fragment
4947 * programs is 24. */
4948 if (gl_info
->limits
.arb_ps_native_constants
< 24)
4949 ps_consts
= gl_info
->limits
.arb_ps_float_constants
;
4951 ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
4953 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4955 caps
->PixelShaderVersion
= 3;
4956 TRACE_(d3d_caps
)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4958 else if (ps_consts
>= 32)
4960 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4961 caps
->PixelShaderVersion
= 2;
4962 TRACE_(d3d_caps
)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4966 caps
->PixelShaderVersion
= 1;
4967 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4969 caps
->PixelShader1xMaxValue
= 8.0f
;
4970 caps
->MaxPixelShaderConst
= ps_consts
;
4974 caps
->PixelShaderVersion
= 0;
4975 caps
->PixelShader1xMaxValue
= 0.0f
;
4976 caps
->MaxPixelShaderConst
= 0;
4979 caps
->VSClipping
= use_nv_clip(gl_info
);
4982 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
4984 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4986 TRACE("Checking support for color_fixup:\n");
4987 dump_color_fixup_desc(fixup
);
4990 /* We support everything except complex conversions. */
4991 if (!is_complex_fixup(fixup
))
4997 TRACE("[FAILED]\n");
5001 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
5003 char write_mask
[20], regstr
[50];
5004 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5005 BOOL is_color
= FALSE
;
5006 const struct wined3d_shader_dst_param
*dst
;
5008 if (!ins
->dst_count
) return;
5012 if (!shift
) return; /* Saturate alone is handled by the instructions */
5014 shader_arb_get_write_mask(ins
, dst
, write_mask
);
5015 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
5017 /* Generate a line that does the output modifier computation
5018 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5019 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5021 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
5022 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
5025 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
5027 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
5028 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
5029 /* WINED3DSIH_AND */ NULL
,
5030 /* WINED3DSIH_BEM */ pshader_hw_bem
,
5031 /* WINED3DSIH_BREAK */ shader_hw_break
,
5032 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
5033 /* WINED3DSIH_BREAKP */ NULL
,
5034 /* WINED3DSIH_CALL */ shader_hw_call
,
5035 /* WINED3DSIH_CALLNZ */ NULL
,
5036 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
5037 /* WINED3DSIH_CND */ pshader_hw_cnd
,
5038 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
5039 /* WINED3DSIH_CUT */ NULL
,
5040 /* WINED3DSIH_DCL */ NULL
,
5041 /* WINED3DSIH_DEF */ NULL
,
5042 /* WINED3DSIH_DEFB */ NULL
,
5043 /* WINED3DSIH_DEFI */ NULL
,
5044 /* WINED3DSIH_DIV */ NULL
,
5045 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
5046 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
5047 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
5048 /* WINED3DSIH_DST */ shader_hw_map2gl
,
5049 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
5050 /* WINED3DSIH_DSY */ shader_hw_dsy
,
5051 /* WINED3DSIH_ELSE */ shader_hw_else
,
5052 /* WINED3DSIH_EMIT */ NULL
,
5053 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
5054 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
5055 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
5056 /* WINED3DSIH_EQ */ NULL
,
5057 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
5058 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
5059 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
5060 /* WINED3DSIH_FTOI */ NULL
,
5061 /* WINED3DSIH_GE */ NULL
,
5062 /* WINED3DSIH_IADD */ NULL
,
5063 /* WINED3DSIH_IEQ */ NULL
,
5064 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
5065 /* WINED3DSIH_IFC */ shader_hw_ifc
,
5066 /* WINED3DSIH_IGE */ NULL
,
5067 /* WINED3DSIH_IMUL */ NULL
,
5068 /* WINED3DSIH_ITOF */ NULL
,
5069 /* WINED3DSIH_LABEL */ shader_hw_label
,
5070 /* WINED3DSIH_LD */ NULL
,
5071 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
5072 /* WINED3DSIH_LOG */ shader_hw_log
,
5073 /* WINED3DSIH_LOGP */ shader_hw_log
,
5074 /* WINED3DSIH_LOOP */ shader_hw_loop
,
5075 /* WINED3DSIH_LRP */ shader_hw_lrp
,
5076 /* WINED3DSIH_LT */ NULL
,
5077 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
5078 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
5079 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
5080 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
5081 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
5082 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
5083 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
5084 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
5085 /* WINED3DSIH_MOV */ shader_hw_mov
,
5086 /* WINED3DSIH_MOVA */ shader_hw_mov
,
5087 /* WINED3DSIH_MOVC */ NULL
,
5088 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
5089 /* WINED3DSIH_NOP */ shader_hw_nop
,
5090 /* WINED3DSIH_NRM */ shader_hw_nrm
,
5091 /* WINED3DSIH_PHASE */ NULL
,
5092 /* WINED3DSIH_POW */ shader_hw_pow
,
5093 /* WINED3DSIH_RCP */ shader_hw_rcp
,
5094 /* WINED3DSIH_REP */ shader_hw_rep
,
5095 /* WINED3DSIH_RET */ shader_hw_ret
,
5096 /* WINED3DSIH_ROUND_NI */ NULL
,
5097 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
5098 /* WINED3DSIH_SAMPLE */ NULL
,
5099 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
5100 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
5101 /* WINED3DSIH_SETP */ NULL
,
5102 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
5103 /* WINED3DSIH_SGN */ shader_hw_sgn
,
5104 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
5105 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
5106 /* WINED3DSIH_SQRT */ NULL
,
5107 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
5108 /* WINED3DSIH_TEX */ pshader_hw_tex
,
5109 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
5110 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
5111 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
5112 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
5113 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
5114 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
5115 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
5116 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
5117 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
5118 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
5119 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
5120 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
5121 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
5122 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5123 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
5124 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
5125 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
5126 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
5127 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
5128 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
5129 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
5130 /* WINED3DSIH_UDIV */ NULL
,
5131 /* WINED3DSIH_USHR */ NULL
,
5132 /* WINED3DSIH_UTOF */ NULL
,
5133 /* WINED3DSIH_XOR */ NULL
,
5136 static BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
,
5137 const struct wined3d_shader
*shader
, DWORD idx
)
5139 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5140 BOOL vshader
= shader_is_vshader_version(reg_maps
->shader_version
.type
);
5141 const struct wined3d_shader_lconst
*constant
;
5143 WORD flag
= (1 << idx
);
5144 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5146 if (reg_maps
->local_bool_consts
& flag
)
5148 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5149 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsB
, struct wined3d_shader_lconst
, entry
)
5151 if (constant
->idx
== idx
)
5153 return constant
->value
[0];
5156 ERR("Local constant not found\n");
5161 if(vshader
) bools
= priv
->cur_vs_args
->clip
.boolclip
.bools
;
5162 else bools
= priv
->cur_ps_args
->bools
;
5163 return bools
& flag
;
5167 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
5168 const struct wined3d_shader
*shader
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
5170 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5171 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5173 /* Integer constants can either be a local constant, or they can be stored in the shader
5174 * type specific compile args. */
5175 if (reg_maps
->local_int_consts
& (1 << idx
))
5177 const struct wined3d_shader_lconst
*constant
;
5179 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5181 if (constant
->idx
== idx
)
5183 loop_control
->count
= constant
->value
[0];
5184 loop_control
->start
= constant
->value
[1];
5185 /* Step is signed. */
5186 loop_control
->step
= (int)constant
->value
[2];
5190 /* If this happens the flag was set incorrectly */
5191 ERR("Local constant not found\n");
5192 loop_control
->count
= 0;
5193 loop_control
->start
= 0;
5194 loop_control
->step
= 0;
5198 switch (reg_maps
->shader_version
.type
)
5200 case WINED3D_SHADER_TYPE_VERTEX
:
5201 /* Count and aL start value are unsigned */
5202 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
5203 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
5204 /* Step is signed. */
5205 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
5208 case WINED3D_SHADER_TYPE_PIXEL
:
5209 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
5210 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
5211 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
5215 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5220 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
5223 struct wined3d_shader_dst_param
*dst_param
= NULL
;
5224 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
5225 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
5228 ERR("Out of memory\n");
5233 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
5234 if(!dst_param
) goto free
;
5235 *dst_param
= *ins
->dst
;
5236 if(ins
->dst
->reg
.rel_addr
)
5238 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
->reg
.rel_addr
));
5239 if(!rel_addr
) goto free
;
5240 *rel_addr
= *ins
->dst
->reg
.rel_addr
;
5241 dst_param
->reg
.rel_addr
= rel_addr
;
5243 rec
->ins
.dst
= dst_param
;
5245 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
5246 if(!src_param
) goto free
;
5247 for(i
= 0; i
< ins
->src_count
; i
++)
5249 src_param
[i
] = ins
->src
[i
];
5250 if(ins
->src
[i
].reg
.rel_addr
)
5252 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5253 if(!rel_addr
) goto free
;
5254 *rel_addr
= *ins
->src
[i
].reg
.rel_addr
;
5255 src_param
[i
].reg
.rel_addr
= rel_addr
;
5258 rec
->ins
.src
= src_param
;
5259 list_add_tail(list
, &rec
->entry
);
5263 ERR("Out of memory\n");
5266 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
5267 HeapFree(GetProcessHeap(), 0, dst_param
);
5271 for(i
= 0; i
< ins
->src_count
; i
++)
5273 HeapFree(GetProcessHeap(), 0, (void *) src_param
[i
].reg
.rel_addr
);
5275 HeapFree(GetProcessHeap(), 0, src_param
);
5277 HeapFree(GetProcessHeap(), 0, rec
);
5280 static void free_recorded_instruction(struct list
*list
)
5282 struct recorded_instruction
*rec_ins
, *entry2
;
5285 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
5287 list_remove(&rec_ins
->entry
);
5288 if(rec_ins
->ins
.dst
)
5290 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
->reg
.rel_addr
);
5291 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
);
5293 if(rec_ins
->ins
.src
)
5295 for(i
= 0; i
< rec_ins
->ins
.src_count
; i
++)
5297 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
[i
].reg
.rel_addr
);
5299 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
);
5301 HeapFree(GetProcessHeap(), 0, rec_ins
);
5305 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5306 SHADER_HANDLER hw_fct
;
5307 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5308 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5309 struct control_frame
*control_frame
;
5310 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5313 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
5315 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5316 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5318 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
5319 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
5321 if(priv
->target_version
>= NV2
)
5323 control_frame
->no
.loop
= priv
->num_loops
++;
5328 /* Don't bother recording when we're in a not used if branch */
5334 if(!priv
->recording
)
5336 list_init(&priv
->record
);
5337 priv
->recording
= TRUE
;
5338 control_frame
->outer_loop
= TRUE
;
5339 get_loop_control_const(ins
, shader
, ins
->src
[0].reg
.idx
, &control_frame
->loop_control
);
5340 return; /* Instruction is handled */
5342 /* Record this loop in the outer loop's recording */
5345 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5347 if(priv
->target_version
>= NV2
)
5349 /* Nothing to do. The control frame is popped after the HW instr handler */
5353 struct list
*e
= list_head(&priv
->control_frames
);
5354 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5355 list_remove(&control_frame
->entry
);
5357 if(control_frame
->outer_loop
)
5359 unsigned int iteration
;
5363 /* Turn off recording before playback */
5364 priv
->recording
= FALSE
;
5366 /* Move the recorded instructions to a separate list and get them out of the private data
5367 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5368 * be recorded again, thus priv->record might be overwritten
5371 list_move_tail(©
, &priv
->record
);
5372 list_init(&priv
->record
);
5374 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5376 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5377 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
5378 control_frame
->loop_control
.step
);
5379 aL
= control_frame
->loop_control
.start
;
5383 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
5386 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
5388 struct recorded_instruction
*rec_ins
;
5389 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5392 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5396 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5399 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5401 shader_arb_handle_instruction(&rec_ins
->ins
);
5404 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5406 aL
+= control_frame
->loop_control
.step
;
5409 shader_addline(buffer
, "#end loop/rep\n");
5411 free_recorded_instruction(©
);
5412 HeapFree(GetProcessHeap(), 0, control_frame
);
5413 return; /* Instruction is handled */
5417 /* This is a nested loop. Proceed to the normal recording function */
5418 HeapFree(GetProcessHeap(), 0, control_frame
);
5425 record_instruction(&priv
->record
, ins
);
5430 if(ins
->handler_idx
== WINED3DSIH_IF
)
5432 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5433 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5434 control_frame
->type
= IF
;
5436 bool_const
= get_bool_const(ins
, shader
, ins
->src
[0].reg
.idx
);
5437 if(ins
->src
[0].modifiers
== WINED3DSPSM_NOT
) bool_const
= !bool_const
;
5438 if (!priv
->muted
&& !bool_const
)
5440 shader_addline(buffer
, "#if(FALSE){\n");
5442 control_frame
->muting
= TRUE
;
5444 else shader_addline(buffer
, "#if(TRUE) {\n");
5446 return; /* Instruction is handled */
5448 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5450 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5451 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5452 control_frame
->type
= IFC
;
5453 control_frame
->no
.ifc
= priv
->num_ifcs
++;
5454 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5456 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5458 struct list
*e
= list_head(&priv
->control_frames
);
5459 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5461 if(control_frame
->type
== IF
)
5463 shader_addline(buffer
, "#} else {\n");
5464 if(!priv
->muted
&& !control_frame
->muting
)
5467 control_frame
->muting
= TRUE
;
5469 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5470 return; /* Instruction is handled. */
5472 /* In case of an ifc, generate a HW shader instruction */
5474 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5476 struct list
*e
= list_head(&priv
->control_frames
);
5477 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5479 if(control_frame
->type
== IF
)
5481 shader_addline(buffer
, "#} endif\n");
5482 if(control_frame
->muting
) priv
->muted
= FALSE
;
5483 list_remove(&control_frame
->entry
);
5484 HeapFree(GetProcessHeap(), 0, control_frame
);
5485 return; /* Instruction is handled */
5489 if(priv
->muted
) return;
5491 /* Select handler */
5492 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5494 /* Unhandled opcode */
5497 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5502 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5504 struct list
*e
= list_head(&priv
->control_frames
);
5505 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5506 list_remove(&control_frame
->entry
);
5507 HeapFree(GetProcessHeap(), 0, control_frame
);
5510 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5512 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5513 struct list
*e
= list_head(&priv
->control_frames
);
5514 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5515 list_remove(&control_frame
->entry
);
5516 HeapFree(GetProcessHeap(), 0, control_frame
);
5520 shader_arb_add_instruction_modifiers(ins
);
5523 const struct wined3d_shader_backend_ops arb_program_shader_backend
=
5525 shader_arb_handle_instruction
,
5527 shader_arb_select_depth_blt
,
5528 shader_arb_deselect_depth_blt
,
5529 shader_arb_update_float_vertex_constants
,
5530 shader_arb_update_float_pixel_constants
,
5531 shader_arb_load_constants
,
5532 shader_arb_load_np2fixup_constants
,
5536 shader_arb_context_destroyed
,
5537 shader_arb_get_caps
,
5538 shader_arb_color_fixup_supported
,
5541 /* ARB_fragment_program fixed function pipeline replacement definitions */
5542 #define ARB_FFP_CONST_TFACTOR 0
5543 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5544 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5545 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5546 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5548 struct arbfp_ffp_desc
5550 struct ffp_frag_desc parent
;
5552 unsigned int num_textures_used
;
5555 /* Context activation and GL locking are done by the caller. */
5556 static void arbfp_enable(BOOL enable
)
5559 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5560 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5562 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5563 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5567 static HRESULT
arbfp_alloc(struct wined3d_device
*device
)
5569 struct shader_arb_priv
*priv
;
5570 /* Share private data between the shader backend and the pipeline replacement, if both
5571 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5572 * if no pixel shader is bound or not
5574 if (device
->shader_backend
== &arb_program_shader_backend
)
5576 device
->fragment_priv
= device
->shader_priv
;
5580 device
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
5581 if (!device
->fragment_priv
) return E_OUTOFMEMORY
;
5583 priv
= device
->fragment_priv
;
5584 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5586 ERR("Failed to initialize rbtree.\n");
5587 HeapFree(GetProcessHeap(), 0, device
->fragment_priv
);
5588 return E_OUTOFMEMORY
;
5590 priv
->use_arbfp_fixed_func
= TRUE
;
5594 /* Context activation is done by the caller. */
5595 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5597 const struct wined3d_gl_info
*gl_info
= context
;
5598 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5601 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5602 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5603 HeapFree(GetProcessHeap(), 0, entry_arb
);
5607 /* Context activation is done by the caller. */
5608 static void arbfp_free(struct wined3d_device
*device
)
5610 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5612 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &device
->adapter
->gl_info
);
5613 priv
->use_arbfp_fixed_func
= FALSE
;
5615 if (device
->shader_backend
!= &arb_program_shader_backend
)
5617 HeapFree(GetProcessHeap(), 0, device
->fragment_priv
);
5621 static void arbfp_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5623 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
5624 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5625 WINED3DTEXOPCAPS_SELECTARG1
|
5626 WINED3DTEXOPCAPS_SELECTARG2
|
5627 WINED3DTEXOPCAPS_MODULATE4X
|
5628 WINED3DTEXOPCAPS_MODULATE2X
|
5629 WINED3DTEXOPCAPS_MODULATE
|
5630 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5631 WINED3DTEXOPCAPS_ADDSIGNED
|
5632 WINED3DTEXOPCAPS_ADD
|
5633 WINED3DTEXOPCAPS_SUBTRACT
|
5634 WINED3DTEXOPCAPS_ADDSMOOTH
|
5635 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5636 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5637 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5638 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5639 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5640 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5641 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5642 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5643 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5644 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5645 WINED3DTEXOPCAPS_MULTIPLYADD
|
5646 WINED3DTEXOPCAPS_LERP
|
5647 WINED3DTEXOPCAPS_BUMPENVMAP
|
5648 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5650 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5652 caps
->MaxTextureBlendStages
= 8;
5653 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
5656 static void state_texfactor_arbfp(struct wined3d_context
*context
,
5657 const struct wined3d_state
*state
, DWORD state_id
)
5659 struct wined3d_device
*device
= context
->swapchain
->device
;
5660 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5663 /* Don't load the parameter if we're using an arbfp pixel shader,
5664 * otherwise we'll overwrite application provided constants. */
5665 if (device
->shader_backend
== &arb_program_shader_backend
)
5667 struct shader_arb_priv
*priv
;
5669 if (use_ps(state
)) return;
5671 priv
= device
->shader_priv
;
5672 priv
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5673 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5676 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
5677 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5678 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5681 static void state_arb_specularenable(struct wined3d_context
*context
,
5682 const struct wined3d_state
*state
, DWORD state_id
)
5684 struct wined3d_device
*device
= context
->swapchain
->device
;
5685 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5688 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5689 * application provided constants
5691 if (device
->shader_backend
== &arb_program_shader_backend
)
5693 struct shader_arb_priv
*priv
;
5695 if (use_ps(state
)) return;
5697 priv
= device
->shader_priv
;
5698 priv
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5699 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5702 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
5704 /* The specular color has no alpha */
5705 col
[0] = 1.0f
; col
[1] = 1.0f
;
5706 col
[2] = 1.0f
; col
[3] = 0.0f
;
5708 col
[0] = 0.0f
; col
[1] = 0.0f
;
5709 col
[2] = 0.0f
; col
[3] = 0.0f
;
5711 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5712 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5715 static void set_bumpmat_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5717 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5718 struct wined3d_device
*device
= context
->swapchain
->device
;
5719 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5724 if (stage
&& (state
->pixel_shader
->reg_maps
.bumpmat
& (1 << stage
)))
5726 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5729 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5730 context_apply_state(context
, state
, STATE_PIXELSHADERCONSTANT
);
5733 if(device
->shader_backend
== &arb_program_shader_backend
) {
5734 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5738 else if (device
->shader_backend
== &arb_program_shader_backend
)
5740 struct shader_arb_priv
*priv
= device
->shader_priv
;
5741 priv
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5742 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5745 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
5746 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
5747 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
5748 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
5750 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5751 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5754 static void tex_bumpenvlum_arbfp(struct wined3d_context
*context
,
5755 const struct wined3d_state
*state
, DWORD state_id
)
5757 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5758 struct wined3d_device
*device
= context
->swapchain
->device
;
5759 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5764 if (stage
&& (state
->pixel_shader
->reg_maps
.luminanceparams
& (1 << stage
)))
5766 /* The pixel shader has to know the luminance offset. Do a constants update if it
5767 * isn't scheduled anyway
5769 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5770 context_apply_state(context
, state
, STATE_PIXELSHADERCONSTANT
);
5773 if(device
->shader_backend
== &arb_program_shader_backend
) {
5774 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5778 else if (device
->shader_backend
== &arb_program_shader_backend
)
5780 struct shader_arb_priv
*priv
= device
->shader_priv
;
5781 priv
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5782 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5785 param
[0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LSCALE
]);
5786 param
[1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LOFFSET
]);
5790 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5791 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5794 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5798 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5800 switch(arg
& WINED3DTA_SELECTMASK
) {
5801 case WINED3DTA_DIFFUSE
:
5802 ret
= "fragment.color.primary"; break;
5804 case WINED3DTA_CURRENT
:
5805 if (!stage
) ret
= "fragment.color.primary";
5809 case WINED3DTA_TEXTURE
:
5811 case 0: ret
= "tex0"; break;
5812 case 1: ret
= "tex1"; break;
5813 case 2: ret
= "tex2"; break;
5814 case 3: ret
= "tex3"; break;
5815 case 4: ret
= "tex4"; break;
5816 case 5: ret
= "tex5"; break;
5817 case 6: ret
= "tex6"; break;
5818 case 7: ret
= "tex7"; break;
5819 default: ret
= "unknown texture";
5823 case WINED3DTA_TFACTOR
:
5824 ret
= "tfactor"; break;
5826 case WINED3DTA_SPECULAR
:
5827 ret
= "fragment.color.secondary"; break;
5829 case WINED3DTA_TEMP
:
5830 ret
= "tempreg"; break;
5832 case WINED3DTA_CONSTANT
:
5833 FIXME("Implement perstage constants\n");
5835 case 0: ret
= "const0"; break;
5836 case 1: ret
= "const1"; break;
5837 case 2: ret
= "const2"; break;
5838 case 3: ret
= "const3"; break;
5839 case 4: ret
= "const4"; break;
5840 case 5: ret
= "const5"; break;
5841 case 6: ret
= "const6"; break;
5842 case 7: ret
= "const7"; break;
5843 default: ret
= "unknown constant";
5851 if(arg
& WINED3DTA_COMPLEMENT
) {
5852 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5853 if(argnum
== 0) ret
= "arg0";
5854 if(argnum
== 1) ret
= "arg1";
5855 if(argnum
== 2) ret
= "arg2";
5857 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5858 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5859 if(argnum
== 0) ret
= "arg0";
5860 if(argnum
== 1) ret
= "arg1";
5861 if(argnum
== 2) ret
= "arg2";
5866 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5867 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5869 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5870 unsigned int mul
= 1;
5871 BOOL mul_final_dest
= FALSE
;
5873 if(color
&& alpha
) dstmask
= "";
5874 else if(color
) dstmask
= ".xyz";
5875 else dstmask
= ".w";
5877 if(dst
== tempreg
) dstreg
= "tempreg";
5878 else dstreg
= "ret";
5880 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5881 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5882 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5886 case WINED3D_TOP_DISABLE
:
5888 shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5891 case WINED3D_TOP_SELECT_ARG2
:
5894 case WINED3D_TOP_SELECT_ARG1
:
5895 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5898 case WINED3D_TOP_MODULATE_4X
:
5901 case WINED3D_TOP_MODULATE_2X
:
5903 if (!strcmp(dstreg
, "result.color"))
5906 mul_final_dest
= TRUE
;
5909 case WINED3D_TOP_MODULATE
:
5910 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5913 case WINED3D_TOP_ADD_SIGNED_2X
:
5915 if (!strcmp(dstreg
, "result.color"))
5918 mul_final_dest
= TRUE
;
5921 case WINED3D_TOP_ADD_SIGNED
:
5922 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5925 case WINED3D_TOP_ADD
:
5926 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5929 case WINED3D_TOP_SUBTRACT
:
5930 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5933 case WINED3D_TOP_ADD_SMOOTH
:
5934 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
5935 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5938 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5939 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5940 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5942 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5943 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5944 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5946 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5947 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5948 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5950 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5951 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5952 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5955 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5956 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5957 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
5958 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5961 /* D3DTOP_PREMODULATE ???? */
5963 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5964 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
5965 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5967 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5968 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5970 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5971 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
5972 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
5974 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5975 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5978 case WINED3D_TOP_DOTPRODUCT3
:
5980 if (!strcmp(dstreg
, "result.color"))
5983 mul_final_dest
= TRUE
;
5985 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
5986 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5987 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
5990 case WINED3D_TOP_MULTIPLY_ADD
:
5991 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
5994 case WINED3D_TOP_LERP
:
5995 /* The msdn is not quite right here */
5996 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5999 case WINED3D_TOP_BUMPENVMAP
:
6000 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6001 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6005 FIXME("Unhandled texture op %08x\n", op
);
6009 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
6010 } else if(mul
== 4) {
6011 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
6015 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6018 struct wined3d_shader_buffer buffer
;
6019 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6020 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6021 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
6022 UINT lowest_disabled_stage
;
6023 const char *textype
;
6024 const char *instr
, *sat
;
6025 char colorcor_dst
[8];
6027 DWORD arg0
, arg1
, arg2
;
6028 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6030 const char *final_combiner_src
= "ret";
6033 /* Find out which textures are read */
6034 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6036 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6038 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6039 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6040 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6041 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6042 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6043 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6045 if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
)
6046 tex_read
[stage
] = TRUE
;
6047 if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
6048 tex_read
[stage
] = TRUE
;
6049 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
)
6051 bump_used
[stage
] = TRUE
;
6052 tex_read
[stage
] = TRUE
;
6054 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6056 bump_used
[stage
] = TRUE
;
6057 tex_read
[stage
] = TRUE
;
6058 luminance_used
[stage
] = TRUE
;
6060 else if (settings
->op
[stage
].cop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
)
6062 tfactor_used
= TRUE
;
6065 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
6066 tfactor_used
= TRUE
;
6069 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
6070 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
6071 tempreg_used
= TRUE
;
6074 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6076 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6077 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6078 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6079 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6080 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6081 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
6083 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
6084 tempreg_used
= TRUE
;
6086 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
6087 tfactor_used
= TRUE
;
6090 lowest_disabled_stage
= stage
;
6093 if (!shader_buffer_init(&buffer
))
6095 ERR("Failed to initialize shader buffer.\n");
6099 shader_addline(&buffer
, "!!ARBfp1.0\n");
6101 switch(settings
->fog
) {
6102 case FOG_OFF
: break;
6103 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
6104 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
6105 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
6106 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
6109 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
6110 shader_addline(&buffer
, "TEMP TMP;\n");
6111 shader_addline(&buffer
, "TEMP ret;\n");
6112 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
6113 shader_addline(&buffer
, "TEMP arg0;\n");
6114 shader_addline(&buffer
, "TEMP arg1;\n");
6115 shader_addline(&buffer
, "TEMP arg2;\n");
6116 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
6117 if(!tex_read
[stage
]) continue;
6118 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
6119 if(!bump_used
[stage
]) continue;
6120 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
6121 if(!luminance_used
[stage
]) continue;
6122 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
6125 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
6127 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
6129 if(settings
->sRGB_write
) {
6130 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6131 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
6132 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6133 srgb_sub_high
, 0.0, 0.0, 0.0);
6136 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6137 shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
6139 /* Generate texture sampling instructions) */
6140 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6142 if (!tex_read
[stage
])
6145 switch(settings
->op
[stage
].tex_type
) {
6146 case tex_1d
: textype
= "1D"; break;
6147 case tex_2d
: textype
= "2D"; break;
6148 case tex_3d
: textype
= "3D"; break;
6149 case tex_cube
: textype
= "CUBE"; break;
6150 case tex_rect
: textype
= "RECT"; break;
6151 default: textype
= "unexpected_textype"; break;
6154 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
6155 || settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6160 if(settings
->op
[stage
].projected
== proj_none
) {
6162 } else if(settings
->op
[stage
].projected
== proj_count4
||
6163 settings
->op
[stage
].projected
== proj_count3
) {
6166 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6171 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6172 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6174 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
6175 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
6176 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
6177 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
6179 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6180 * so multiply the displacement with the dividing parameter before passing it to TXP
6182 if (settings
->op
[stage
].projected
!= proj_none
) {
6183 if(settings
->op
[stage
].projected
== proj_count4
) {
6184 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
6185 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
6187 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
6188 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
6191 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
6194 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6195 instr
, sat
, stage
, stage
, textype
);
6196 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6198 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6199 stage
- 1, stage
- 1, stage
- 1);
6200 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
6202 } else if(settings
->op
[stage
].projected
== proj_count3
) {
6203 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
6204 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
6205 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6206 instr
, sat
, stage
, stage
, textype
);
6208 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6209 instr
, sat
, stage
, stage
, stage
, textype
);
6212 sprintf(colorcor_dst
, "tex%u", stage
);
6213 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
6214 settings
->op
[stage
].color_fixup
);
6217 /* Generate the main shader */
6218 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6220 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6223 final_combiner_src
= "fragment.color.primary";
6227 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6228 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6229 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6230 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6231 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6232 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6233 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6234 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6235 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6236 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6237 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6238 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6240 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6241 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6242 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6243 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6245 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6247 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6248 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6249 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6251 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
6255 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6256 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6257 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6259 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6260 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6261 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6262 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6263 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6264 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6268 if(settings
->sRGB_write
) {
6269 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6270 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
6271 shader_addline(&buffer
, "MOV result.color, ret;\n");
6273 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6277 shader_addline(&buffer
, "END\n");
6279 /* Generate the shader */
6280 GL_EXTCALL(glGenProgramsARB(1, &ret
));
6281 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
6282 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6283 strlen(buffer
.buffer
), buffer
.buffer
));
6284 checkGLcall("glProgramStringARB()");
6286 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6289 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6290 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6291 shader_arb_dump_program_source(buffer
.buffer
);
6297 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6298 checkGLcall("glGetProgramivARB()");
6299 if (!native
) WARN("Program exceeds native resource limits.\n");
6302 shader_buffer_free(&buffer
);
6306 static void fragment_prog_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6308 const struct wined3d_device
*device
= context
->swapchain
->device
;
6309 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6310 struct shader_arb_priv
*priv
= device
->fragment_priv
;
6311 BOOL use_vshader
= use_vs(state
);
6312 BOOL use_pshader
= use_ps(state
);
6313 struct ffp_frag_settings settings
;
6314 const struct arbfp_ffp_desc
*desc
;
6317 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6319 if (isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
6321 if (!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6323 /* Reload fixed function constants since they collide with the
6324 * pixel shader constants. */
6325 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6327 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6329 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6330 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6332 else if (use_pshader
&& !isStateDirty(context
, context
->state_table
[STATE_VSHADER
].representative
))
6334 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6341 /* Find or create a shader implementing the fixed function pipeline
6342 * settings, then activate it. */
6343 gen_ffp_frag_op(device
, state
, &settings
, FALSE
);
6344 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
6346 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6349 ERR("Out of memory\n");
6352 new_desc
->num_textures_used
= 0;
6353 for (i
= 0; i
< gl_info
->limits
.texture_stages
; ++i
)
6355 if (settings
.op
[i
].cop
== WINED3D_TOP_DISABLE
)
6357 new_desc
->num_textures_used
= i
;
6360 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
6361 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, gl_info
);
6362 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
6363 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
6367 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6368 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6371 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
6372 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6373 priv
->current_fprogram_id
= desc
->shader
;
6375 if (device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6377 /* Reload fixed function constants since they collide with the
6378 * pixel shader constants. */
6379 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6381 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6383 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6384 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6386 context
->last_was_pshader
= FALSE
;
6388 context
->last_was_pshader
= TRUE
;
6391 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6392 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6393 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6394 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6395 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6397 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6400 if (!isStateDirty(context
, context
->state_table
[STATE_VSHADER
].representative
))
6402 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6404 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
))
6405 context_apply_state(context
, state
, STATE_VERTEXSHADERCONSTANT
);
6408 context_apply_state(context
, state
, STATE_PIXELSHADERCONSTANT
);
6411 /* We can't link the fog states to the fragment state directly since the
6412 * vertex pipeline links them to FOGENABLE. A different linking in different
6413 * pipeline parts can't be expressed in the combined state table, so we need
6414 * to handle that with a forwarding function. The other invisible side effect
6415 * is that changing the fog start and fog end (which links to FOGENABLE in
6416 * vertex) results in the fragment_prog_arbfp function being called because
6417 * FOGENABLE is dirty, which calls this function here. */
6418 static void state_arbfp_fog(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6420 enum fogsource new_source
;
6422 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6424 if (!isStateDirty(context
, STATE_PIXELSHADER
))
6425 fragment_prog_arbfp(context
, state
, state_id
);
6427 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
6430 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6434 new_source
= FOGSOURCE_VS
;
6438 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6439 new_source
= FOGSOURCE_COORD
;
6441 new_source
= FOGSOURCE_FFP
;
6446 new_source
= FOGSOURCE_FFP
;
6449 if (new_source
!= context
->fog_source
)
6451 context
->fog_source
= new_source
;
6452 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
6456 static void textransform(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6458 if (!isStateDirty(context
, STATE_PIXELSHADER
))
6459 fragment_prog_arbfp(context
, state
, state_id
);
6462 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] =
6464 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6465 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6466 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6467 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6468 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6469 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6470 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6471 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6472 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6473 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6474 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6475 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6476 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6477 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6478 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6479 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6480 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6481 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6482 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6483 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6484 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6485 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6486 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6487 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6488 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6489 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6490 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6491 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6492 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6493 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6494 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6495 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6496 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6497 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6498 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6499 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6500 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6501 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6502 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6503 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6504 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6505 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6506 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6507 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6508 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6509 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6510 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6511 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6512 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6513 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6514 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6515 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6516 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6517 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6518 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6519 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6520 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6521 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6522 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6523 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6524 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6525 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6526 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6527 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6528 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6529 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6530 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6531 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6532 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6533 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6534 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6535 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6536 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6537 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6538 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6539 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6540 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6541 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6542 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6543 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6544 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6545 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6546 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6547 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6548 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6549 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6550 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6551 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6552 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6553 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6554 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6555 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6556 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6557 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6558 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6559 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6560 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6561 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6562 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6563 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6564 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6565 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6566 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6567 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6568 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6569 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6570 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6571 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6572 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6573 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6574 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6575 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6576 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6577 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6578 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6579 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6580 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6581 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6582 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6583 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6584 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6585 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6586 {STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6587 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6588 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6589 {STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6590 {STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
6591 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6592 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6593 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6594 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6595 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6596 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6597 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6598 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6599 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6600 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6601 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6602 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6603 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6606 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6611 shader_arb_color_fixup_supported
,
6612 arbfp_fragmentstate_template
,
6613 TRUE
/* We can disable projected textures */
6616 struct arbfp_blit_priv
{
6617 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6618 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6619 GLenum yv12_rect_shader
, yv12_2d_shader
;
6620 GLenum p8_rect_shader
, p8_2d_shader
;
6621 GLuint palette_texture
;
6624 static HRESULT
arbfp_blit_alloc(struct wined3d_device
*device
)
6626 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6627 if(!device
->blit_priv
) {
6628 ERR("Out of memory\n");
6629 return E_OUTOFMEMORY
;
6634 /* Context activation is done by the caller. */
6635 static void arbfp_blit_free(struct wined3d_device
*device
)
6637 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6638 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6641 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6642 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6643 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6644 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6645 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6646 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6647 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_rect_shader
));
6648 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_2d_shader
));
6649 checkGLcall("Delete yuv and p8 programs");
6651 if(priv
->palette_texture
) glDeleteTextures(1, &priv
->palette_texture
);
6654 HeapFree(GetProcessHeap(), 0, device
->blit_priv
);
6655 device
->blit_priv
= NULL
;
6658 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum complex_fixup fixup
,
6659 GLenum textype
, char *luminance
)
6662 const char *tex
, *texinstr
;
6664 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6672 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6673 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6675 /* This is more tricky than just replacing the texture type - we have to navigate
6676 * properly in the texture to find the correct chroma values
6678 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6682 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6683 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6684 * filtering when we sample the texture.
6686 * These are the rules for reading the chroma:
6692 * So we have to get the sampling x position in non-normalized coordinates in integers
6694 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6695 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6696 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6698 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6700 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6701 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6704 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6705 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6707 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6708 * even and odd pixels respectively
6710 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6711 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6713 /* Sample Pixel 1 */
6714 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6716 /* Put the value into either of the chroma values */
6717 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6718 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6719 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6720 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6722 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6723 * the pixel right to the current one. Otherwise, sample the left pixel.
6724 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6726 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6727 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6728 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6730 /* Put the value into the other chroma */
6731 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6732 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6733 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6734 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6736 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6737 * the current one and lerp the two U and V values
6740 /* This gives the correctly filtered luminance value */
6741 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6746 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6751 case GL_TEXTURE_2D
: tex
= "2D"; break;
6752 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6754 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6758 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6759 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6760 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6761 * pitch of the luminance plane, the packing into the gl texture is a bit
6762 * unfortunate. If the whole texture is interpreted as luminance data it looks
6763 * approximately like this:
6765 * +----------------------------------+----
6777 * +----------------+-----------------+----
6779 * | U even rows | U odd rows |
6781 * +----------------+------------------ -
6783 * | V even rows | V odd rows |
6785 * +----------------+-----------------+----
6789 * So it appears as if there are 4 chroma images, but in fact the odd rows
6790 * in the chroma images are in the same row as the even ones. So its is
6791 * kinda tricky to read
6793 * When reading from rectangle textures, keep in mind that the input y coordinates
6794 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6796 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6797 2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
);
6799 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6800 /* the chroma planes have only half the width */
6801 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6803 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6804 * the coordinate. Also read the right side of the image when reading odd lines
6806 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6809 if(textype
== GL_TEXTURE_2D
) {
6811 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6813 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6815 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6816 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6818 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6819 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6820 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6821 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6822 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6824 /* clamp, keep the half pixel origin in mind */
6825 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6826 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6827 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6828 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6830 /* Read from [size - size+size/4] */
6831 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6832 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6834 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6835 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6836 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6837 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6838 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6839 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6841 /* Make sure to read exactly from the pixel center */
6842 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6843 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6846 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6847 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6848 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6849 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6850 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6852 /* Read the texture, put the result into the output register */
6853 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6854 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6856 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6857 * No need to clamp because we're just reusing the already clamped value from above
6859 if(textype
== GL_TEXTURE_2D
) {
6860 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6862 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6864 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6865 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6867 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6868 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6869 * values due to filtering
6871 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6872 if(textype
== GL_TEXTURE_2D
) {
6873 /* Multiply the y coordinate by 2/3 and clamp it */
6874 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6875 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6876 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6877 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6879 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6880 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6883 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6884 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6885 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6892 static GLuint
gen_p8_shader(struct arbfp_blit_priv
*priv
,
6893 const struct wined3d_gl_info
*gl_info
, GLenum textype
)
6896 struct wined3d_shader_buffer buffer
;
6900 if (!shader_buffer_init(&buffer
))
6902 ERR("Failed to initialize shader buffer.\n");
6907 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6908 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6911 shader_buffer_free(&buffer
);
6915 shader_addline(&buffer
, "!!ARBfp1.0\n");
6916 shader_addline(&buffer
, "TEMP index;\n");
6918 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6919 shader_addline(&buffer
, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6921 /* The alpha-component contains the palette index */
6922 if(textype
== GL_TEXTURE_RECTANGLE_ARB
)
6923 shader_addline(&buffer
, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6925 shader_addline(&buffer
, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6927 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6928 shader_addline(&buffer
, "MAD index.a, index.a, constants.x, constants.y;\n");
6930 /* Use the alpha-component as an index in the palette to get the final color */
6931 shader_addline(&buffer
, "TEX result.color, index.a, texture[1], 1D;\n");
6932 shader_addline(&buffer
, "END\n");
6935 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6936 strlen(buffer
.buffer
), buffer
.buffer
));
6937 checkGLcall("glProgramStringARB()");
6939 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6942 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6943 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6944 shader_arb_dump_program_source(buffer
.buffer
);
6947 if (textype
== GL_TEXTURE_RECTANGLE_ARB
)
6948 priv
->p8_rect_shader
= shader
;
6950 priv
->p8_2d_shader
= shader
;
6952 shader_buffer_free(&buffer
);
6958 /* Context activation is done by the caller. */
6959 static void upload_palette(const struct wined3d_surface
*surface
, struct wined3d_context
*context
)
6962 struct wined3d_device
*device
= surface
->resource
.device
;
6963 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6964 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6965 BOOL colorkey
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
6967 d3dfmt_p8_init_palette(surface
, table
, colorkey
);
6971 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
6973 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
6974 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
6977 if (!priv
->palette_texture
)
6978 glGenTextures(1, &priv
->palette_texture
);
6980 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1
));
6981 glBindTexture(GL_TEXTURE_1D
, priv
->palette_texture
);
6983 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
6985 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
6986 /* Make sure we have discrete color levels. */
6987 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
6988 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
6989 /* Upload the palette */
6990 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6991 glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGBA
, 256, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, table
);
6993 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
6995 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
6996 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
6999 /* Switch back to unit 0 in which the 2D texture will be stored. */
7000 context_active_texture(context
, gl_info
, 0);
7004 /* Context activation is done by the caller. */
7005 static GLuint
gen_yuv_shader(struct arbfp_blit_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
7006 enum complex_fixup yuv_fixup
, GLenum textype
)
7009 struct wined3d_shader_buffer buffer
;
7010 char luminance_component
;
7014 if (!shader_buffer_init(&buffer
))
7016 ERR("Failed to initialize shader buffer.\n");
7021 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7022 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7023 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7024 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7027 shader_buffer_free(&buffer
);
7031 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7032 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7033 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7034 * each single pixel it contains, and one U and one V value shared between both
7037 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7038 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7039 * take the format into account when generating the read swizzles
7041 * Reading the Y value is straightforward - just sample the texture. The hardware
7042 * takes care of filtering in the horizontal and vertical direction.
7044 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7045 * because that would mix the U and V values of one pixel or two adjacent pixels.
7046 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7047 * regardless of the filtering setting. Vertical filtering works automatically
7048 * though - the U and V values of two rows are mixed nicely.
7050 * Appart of avoiding filtering issues, the code has to know which value it just
7051 * read, and where it can find the other one. To determine this, it checks if
7052 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7054 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7055 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7057 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7058 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7059 * in an unfiltered situation. Finding the luminance on the other hand requires
7060 * finding out if it is an odd or even pixel. The real drawback of this approach
7061 * is filtering. This would have to be emulated completely in the shader, reading
7062 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7063 * vertically. Beyond that it would require adjustments to the texture handling
7064 * code to deal with the width scaling
7066 shader_addline(&buffer
, "!!ARBfp1.0\n");
7067 shader_addline(&buffer
, "TEMP luminance;\n");
7068 shader_addline(&buffer
, "TEMP temp;\n");
7069 shader_addline(&buffer
, "TEMP chroma;\n");
7070 shader_addline(&buffer
, "TEMP texcrd;\n");
7071 shader_addline(&buffer
, "TEMP texcrd2;\n");
7072 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7073 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7074 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
7078 case COMPLEX_FIXUP_UYVY
:
7079 case COMPLEX_FIXUP_YUY2
:
7080 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
7082 shader_buffer_free(&buffer
);
7087 case COMPLEX_FIXUP_YV12
:
7088 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
7090 shader_buffer_free(&buffer
);
7096 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
7097 shader_buffer_free(&buffer
);
7101 /* Calculate the final result. Formula is taken from
7102 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7103 * ranges from -0.5 to 0.5
7105 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
7107 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
7108 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
7109 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7110 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
7111 shader_addline(&buffer
, "END\n");
7114 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
7115 strlen(buffer
.buffer
), buffer
.buffer
));
7116 checkGLcall("glProgramStringARB()");
7118 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
7121 FIXME("Fragment program error at position %d: %s\n\n", pos
,
7122 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
7123 shader_arb_dump_program_source(buffer
.buffer
);
7129 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
7130 checkGLcall("glGetProgramivARB()");
7131 if (!native
) WARN("Program exceeds native resource limits.\n");
7134 shader_buffer_free(&buffer
);
7139 case COMPLEX_FIXUP_YUY2
:
7140 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
7141 else priv
->yuy2_2d_shader
= shader
;
7144 case COMPLEX_FIXUP_UYVY
:
7145 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
7146 else priv
->uyvy_2d_shader
= shader
;
7149 case COMPLEX_FIXUP_YV12
:
7150 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
7151 else priv
->yv12_2d_shader
= shader
;
7154 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
7160 /* Context activation is done by the caller. */
7161 static HRESULT
arbfp_blit_set(void *blit_priv
, struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
7164 float size
[4] = {(float) surface
->pow2Width
, (float) surface
->pow2Height
, 1.0f
, 1.0f
};
7165 struct arbfp_blit_priv
*priv
= blit_priv
;
7166 enum complex_fixup fixup
;
7167 GLenum textype
= surface
->texture_target
;
7168 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7170 if (surface
->flags
& SFLAG_CONVERTED
)
7174 checkGLcall("glEnable(textype)");
7179 if (!is_complex_fixup(surface
->resource
.format
->color_fixup
))
7182 dump_color_fixup_desc(surface
->resource
.format
->color_fixup
);
7183 /* Don't bother setting up a shader for unconverted formats */
7186 checkGLcall("glEnable(textype)");
7191 fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
7195 case COMPLEX_FIXUP_YUY2
:
7196 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
7199 case COMPLEX_FIXUP_UYVY
:
7200 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
7203 case COMPLEX_FIXUP_YV12
:
7204 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
7207 case COMPLEX_FIXUP_P8
:
7208 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->p8_rect_shader
: priv
->p8_2d_shader
;
7209 if (!shader
) shader
= gen_p8_shader(priv
, gl_info
, textype
);
7211 upload_palette(surface
, context
);
7215 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7218 checkGLcall("glEnable(textype)");
7223 if (!shader
) shader
= gen_yuv_shader(priv
, gl_info
, fixup
, textype
);
7226 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
7227 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7228 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7229 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7230 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
7231 checkGLcall("glProgramLocalParameter4fvARB");
7237 /* Context activation is done by the caller. */
7238 static void arbfp_blit_unset(const struct wined3d_gl_info
*gl_info
)
7241 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
7242 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7243 glDisable(GL_TEXTURE_2D
);
7244 checkGLcall("glDisable(GL_TEXTURE_2D)");
7245 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
7247 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
7248 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7250 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7252 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
7253 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7258 static BOOL
arbfp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum wined3d_blit_op blit_op
,
7259 const RECT
*src_rect
, DWORD src_usage
, enum wined3d_pool src_pool
, const struct wined3d_format
*src_format
,
7260 const RECT
*dst_rect
, DWORD dst_usage
, enum wined3d_pool dst_pool
, const struct wined3d_format
*dst_format
)
7262 enum complex_fixup src_fixup
;
7264 if (!gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
7267 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
)
7269 TRACE("Unsupported blit_op=%d\n", blit_op
);
7273 if (src_pool
== WINED3D_POOL_SYSTEM_MEM
|| dst_pool
== WINED3D_POOL_SYSTEM_MEM
)
7276 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
7277 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7279 TRACE("Checking support for fixup:\n");
7280 dump_color_fixup_desc(src_format
->color_fixup
);
7283 if (!is_identity_fixup(dst_format
->color_fixup
))
7285 TRACE("Destination fixups are not supported\n");
7289 if (is_identity_fixup(src_format
->color_fixup
))
7295 /* We only support YUV conversions. */
7296 if (!is_complex_fixup(src_format
->color_fixup
))
7298 TRACE("[FAILED]\n");
7304 case COMPLEX_FIXUP_YUY2
:
7305 case COMPLEX_FIXUP_UYVY
:
7306 case COMPLEX_FIXUP_YV12
:
7307 case COMPLEX_FIXUP_P8
:
7312 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7313 TRACE("[FAILED]\n");
7318 HRESULT
arbfp_blit_surface(struct wined3d_device
*device
, DWORD filter
,
7319 struct wined3d_surface
*src_surface
, const RECT
*src_rect_in
,
7320 struct wined3d_surface
*dst_surface
, const RECT
*dst_rect_in
)
7322 struct wined3d_context
*context
;
7323 RECT src_rect
= *src_rect_in
;
7324 RECT dst_rect
= *dst_rect_in
;
7326 /* Now load the surface */
7327 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
7328 && (src_surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)) == SFLAG_INDRAWABLE
)
7330 /* Without FBO blits transferring from the drawable to the texture is
7331 * expensive, because we have to flip the data in sysmem. Since we can
7332 * flip in the blitter, we don't actually need that flip anyway. So we
7333 * use the surface's texture as scratch texture, and flip the source
7334 * rectangle instead. */
7335 surface_load_fb_texture(src_surface
, FALSE
);
7337 src_rect
.top
= src_surface
->resource
.height
- src_rect
.top
;
7338 src_rect
.bottom
= src_surface
->resource
.height
- src_rect
.bottom
;
7341 surface_internal_preload(src_surface
, SRGB_RGB
);
7343 /* Activate the destination context, set it up for blitting */
7344 context
= context_acquire(device
, dst_surface
);
7345 context_apply_blit_state(context
, device
);
7347 if (!surface_is_offscreen(dst_surface
))
7348 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
7350 arbfp_blit_set(device
->blit_priv
, context
, src_surface
);
7354 /* Draw a textured quad */
7355 draw_textured_quad(src_surface
, context
, &src_rect
, &dst_rect
, filter
);
7359 /* Leave the opengl state valid for blitting */
7360 arbfp_blit_unset(context
->gl_info
);
7362 if (wined3d_settings
.strict_draw_ordering
7363 || (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
7364 && (dst_surface
->container
.u
.swapchain
->front_buffer
== dst_surface
)))
7365 wglFlush(); /* Flush to ensure ordering across contexts. */
7367 context_release(context
);
7369 surface_modify_location(dst_surface
, dst_surface
->draw_binding
, TRUE
);
7373 /* Do not call while under the GL lock. */
7374 static HRESULT
arbfp_blit_color_fill(struct wined3d_device
*device
, struct wined3d_surface
*dst_surface
,
7375 const RECT
*dst_rect
, const struct wined3d_color
*color
)
7377 FIXME("Color filling not implemented by arbfp_blit\n");
7378 return WINED3DERR_INVALIDCALL
;
7381 /* Do not call while under the GL lock. */
7382 static HRESULT
arbfp_blit_depth_fill(struct wined3d_device
*device
,
7383 struct wined3d_surface
*surface
, const RECT
*rect
, float depth
)
7385 FIXME("Depth filling not implemented by arbfp_blit.\n");
7386 return WINED3DERR_INVALIDCALL
;
7389 const struct blit_shader arbfp_blit
= {
7394 arbfp_blit_supported
,
7395 arbfp_blit_color_fill
,
7396 arbfp_blit_depth_fill
,