Sync with trunk head (r49139)
[reactos.git] / dll / directx / wine / wined3d / arb_program_shader.c
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
4 *
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
14 *
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.
19 *
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.
24 *
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
28 */
29
30 #include "config.h"
31
32 #include <math.h>
33 #include <stdio.h>
34
35 #include "wined3d_private.h"
36
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);
41
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
44 {
45 char *p, *q;
46
47 p = *ptr;
48 if (!(q = strstr(p, "\n")))
49 {
50 if (!*p) return NULL;
51 *ptr += strlen(p);
52 return p;
53 }
54 *q = '\0';
55 *ptr = q + 1;
56
57 return p;
58 }
59
60 static void shader_arb_dump_program_source(const char *source)
61 {
62 ULONG source_size;
63 char *ptr, *line, *tmp;
64
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
67 if (!tmp)
68 {
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
70 return;
71 }
72 memcpy(tmp, source, source_size);
73
74 ptr = tmp;
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
76 FIXME("\n");
77
78 HeapFree(GetProcessHeap(), 0, tmp);
79 }
80
81 /* GL locking for state handlers is done by the caller. */
82 static BOOL need_rel_addr_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
83 {
84 if (shader->baseShader.reg_maps.shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
85 {
86 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset) return TRUE;
87 }
88 if (!shader->baseShader.reg_maps.usesmova) return FALSE;
89 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
90 }
91
92 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
93 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
94 {
95 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
96 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
97 }
98
99 static BOOL need_helper_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
100 {
101 if (need_rel_addr_const(shader, gl_info)) return TRUE;
102 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
103 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
104 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
105 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
106 if (shader->baseShader.reg_maps.usesnrm) return TRUE; /* 0.0 */
107 if (shader->baseShader.reg_maps.usesrcp) return TRUE; /* EPS */
108 return FALSE;
109 }
110
111 static unsigned int reserved_vs_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
112 {
113 unsigned int ret = 1;
114 /* We use one PARAM for the pos fixup, and in some cases one to load
115 * some immediate values into the shader
116 */
117 if(need_helper_const(shader, gl_info)) ret++;
118 if(need_rel_addr_const(shader, gl_info)) ret++;
119 return ret;
120 }
121
122 enum arb_helper_value
123 {
124 ARB_ZERO,
125 ARB_ONE,
126 ARB_TWO,
127 ARB_0001,
128 ARB_EPS,
129
130 ARB_VS_REL_OFFSET
131 };
132
133 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
134 {
135 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
136 {
137 ERR("Geometry shaders are unsupported\n");
138 return "bad";
139 }
140
141 if (shader == WINED3D_SHADER_TYPE_PIXEL)
142 {
143 switch (value)
144 {
145 case ARB_ZERO: return "ps_helper_const.x";
146 case ARB_ONE: return "ps_helper_const.y";
147 case ARB_TWO: return "coefmul.x";
148 case ARB_0001: return "helper_const.xxxy";
149 case ARB_EPS: return "ps_helper_const.z";
150 default: break;
151 }
152 }
153 else
154 {
155 switch (value)
156 {
157 case ARB_ZERO: return "helper_const.x";
158 case ARB_ONE: return "helper_const.y";
159 case ARB_TWO: return "helper_const.z";
160 case ARB_EPS: return "helper_const.w";
161 case ARB_0001: return "helper_const.xxxy";
162 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
163 }
164 }
165 FIXME("Unmanaged %s shader helper constant requested: %u\n",
166 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
167 switch (value)
168 {
169 case ARB_ZERO: return "0.0";
170 case ARB_ONE: return "1.0";
171 case ARB_TWO: return "2.0";
172 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
173 case ARB_EPS: return "1e-8";
174 default: return "bad";
175 }
176 }
177
178 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
179 {
180 return state->lowest_disabled_stage < 7;
181 }
182
183 /* ARB_program_shader private data */
184
185 struct control_frame
186 {
187 struct list entry;
188 enum
189 {
190 IF,
191 IFC,
192 LOOP,
193 REP
194 } type;
195 BOOL muting;
196 BOOL outer_loop;
197 union
198 {
199 unsigned int loop;
200 unsigned int ifc;
201 } no;
202 struct wined3d_shader_loop_control loop_control;
203 BOOL had_else;
204 };
205
206 struct arb_ps_np2fixup_info
207 {
208 struct ps_np2fixup_info super;
209 /* For ARB we need a offset value:
210 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
211 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
212 * array we need an offset to the index inside the program local parameter array. */
213 UINT offset;
214 };
215
216 struct arb_ps_compile_args
217 {
218 struct ps_compile_args super;
219 WORD bools;
220 WORD clip; /* only a boolean, use a WORD for alignment */
221 unsigned char loop_ctrl[MAX_CONST_I][3];
222 };
223
224 struct stb_const_desc
225 {
226 unsigned char texunit;
227 UINT const_num;
228 };
229
230 struct arb_ps_compiled_shader
231 {
232 struct arb_ps_compile_args args;
233 struct arb_ps_np2fixup_info np2fixup_info;
234 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
235 struct stb_const_desc luminanceconst[MAX_TEXTURES];
236 UINT int_consts[MAX_CONST_I];
237 GLuint prgId;
238 UINT ycorrection;
239 unsigned char numbumpenvmatconsts;
240 char num_int_consts;
241 };
242
243 struct arb_vs_compile_args
244 {
245 struct vs_compile_args super;
246 union
247 {
248 struct
249 {
250 WORD bools;
251 unsigned char clip_texcoord;
252 unsigned char clipplane_mask;
253 } boolclip;
254 DWORD boolclip_compare;
255 } clip;
256 DWORD ps_signature;
257 union
258 {
259 unsigned char samplers[4];
260 DWORD samplers_compare;
261 } vertex;
262 unsigned char loop_ctrl[MAX_CONST_I][3];
263 };
264
265 struct arb_vs_compiled_shader
266 {
267 struct arb_vs_compile_args args;
268 GLuint prgId;
269 UINT int_consts[MAX_CONST_I];
270 char num_int_consts;
271 char need_color_unclamp;
272 UINT pos_fixup;
273 };
274
275 struct recorded_instruction
276 {
277 struct wined3d_shader_instruction ins;
278 struct list entry;
279 };
280
281 struct shader_arb_ctx_priv
282 {
283 char addr_reg[20];
284 enum
285 {
286 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
287 ARB,
288 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
289 NV2,
290 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
291 NV3
292 } target_version;
293
294 const struct arb_vs_compile_args *cur_vs_args;
295 const struct arb_ps_compile_args *cur_ps_args;
296 const struct arb_ps_compiled_shader *compiled_fprog;
297 const struct arb_vs_compiled_shader *compiled_vprog;
298 struct arb_ps_np2fixup_info *cur_np2fixup_info;
299 struct list control_frames;
300 struct list record;
301 BOOL recording;
302 BOOL muted;
303 unsigned int num_loops, loop_depth, num_ifcs;
304 int aL;
305
306 unsigned int vs_clipplanes;
307 BOOL footer_written;
308 BOOL in_main_func;
309
310 /* For 3.0 vertex shaders */
311 const char *vs_output[MAX_REG_OUTPUT];
312 /* For 2.x and earlier vertex shaders */
313 const char *texcrd_output[8], *color_output[2], *fog_output;
314
315 /* 3.0 pshader input for compatibility with fixed function */
316 const char *ps_input[MAX_REG_INPUT];
317 };
318
319 struct ps_signature
320 {
321 struct wined3d_shader_signature_element *sig;
322 DWORD idx;
323 struct wine_rb_entry entry;
324 };
325
326 struct arb_pshader_private {
327 struct arb_ps_compiled_shader *gl_shaders;
328 UINT num_gl_shaders, shader_array_size;
329 BOOL has_signature_idx;
330 DWORD input_signature_idx;
331 DWORD clipplane_emulation;
332 BOOL clamp_consts;
333 };
334
335 struct arb_vshader_private {
336 struct arb_vs_compiled_shader *gl_shaders;
337 UINT num_gl_shaders, shader_array_size;
338 };
339
340 struct shader_arb_priv
341 {
342 GLuint current_vprogram_id;
343 GLuint current_fprogram_id;
344 const struct arb_ps_compiled_shader *compiled_fprog;
345 const struct arb_vs_compiled_shader *compiled_vprog;
346 GLuint depth_blt_vprogram_id;
347 GLuint depth_blt_fprogram_id_full[tex_type_count];
348 GLuint depth_blt_fprogram_id_masked[tex_type_count];
349 BOOL use_arbfp_fixed_func;
350 struct wine_rb_tree fragment_shaders;
351 BOOL last_ps_const_clamped;
352 BOOL last_vs_color_unclamp;
353
354 struct wine_rb_tree signature_tree;
355 DWORD ps_sig_number;
356 };
357
358 /********************************************************
359 * ARB_[vertex/fragment]_program helper functions follow
360 ********************************************************/
361
362 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
363 * When constant_list == NULL, it will load all the constants.
364 *
365 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
366 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
367 */
368 /* GL locking is done by the caller */
369 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
370 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
371 {
372 local_constant* lconst;
373 DWORD i, j;
374 unsigned int ret;
375
376 if (TRACE_ON(d3d_constants))
377 {
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]);
383 }
384 }
385
386 i = 0;
387
388 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
389 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
390 {
391 float lcl_const[4];
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
394 */
395 for(; i < min(8, max_constants); i++) {
396 if(!dirty_consts[i]) continue;
397 dirty_consts[i] = 0;
398
399 j = 4 * i;
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];
403
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];
407
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];
411
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];
415
416 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
417 }
418
419 /* If further constants are dirty, reload them without clamping.
420 *
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
424 * value
425 */
426 }
427
428 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
429 {
430 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
431 * or just reloading *all* constants at once
432 *
433 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
434 */
435 for(; i < max_constants; i++) {
436 if(!dirty_consts[i]) continue;
437
438 /* Find the next block of dirty constants */
439 dirty_consts[i] = 0;
440 j = i;
441 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
442 dirty_consts[i] = 0;
443 }
444
445 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
446 }
447 } else {
448 for(; i < max_constants; i++) {
449 if(dirty_consts[i]) {
450 dirty_consts[i] = 0;
451 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
452 }
453 }
454 }
455 checkGLcall("glProgramEnvParameter4fvARB()");
456
457 /* Load immediate constants */
458 if(This->baseShader.load_local_constsF) {
459 if (TRACE_ON(d3d_shader)) {
460 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
461 GLfloat* values = (GLfloat*)lconst->value;
462 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
463 values[0], values[1], values[2], values[3]);
464 }
465 }
466 /* Immediate constants are clamped for 1.X shaders at loading times */
467 ret = 0;
468 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
469 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
470 ret = max(ret, lconst->idx + 1);
471 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
472 }
473 checkGLcall("glProgramEnvParameter4fvARB()");
474 return ret; /* The loaded immediate constants need reloading for the next shader */
475 } else {
476 return 0; /* No constants are dirty now */
477 }
478 }
479
480 /**
481 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
482 */
483 static void shader_arb_load_np2fixup_constants(
484 IWineD3DDevice* device,
485 char usePixelShader,
486 char useVertexShader) {
487
488 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
489 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
490 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
491 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
492
493 if (!usePixelShader) {
494 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
495 return;
496 }
497
498 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
499 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
500 UINT i;
501 WORD active = fixup->super.active;
502 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
503
504 for (i = 0; active; active >>= 1, ++i) {
505 const unsigned char idx = fixup->super.idx[i];
506 const IWineD3DBaseTextureImpl *tex = stateBlock->state.textures[i];
507 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
508
509 if (!(active & 1)) continue;
510
511 if (!tex) {
512 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
513 continue;
514 }
515
516 if (idx % 2) {
517 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
518 } else {
519 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
520 }
521 }
522
523 for (i = 0; i < fixup->super.num_consts; ++i) {
524 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
525 fixup->offset + i, &np2fixup_constants[i * 4]));
526 }
527 }
528 }
529
530 /* GL locking is done by the caller. */
531 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
532 {
533 const struct wined3d_context *context = context_get_current();
534 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
535 const struct wined3d_gl_info *gl_info = context->gl_info;
536 unsigned char i;
537 struct shader_arb_priv *priv = deviceImpl->shader_priv;
538 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
539
540 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
541 {
542 int texunit = gl_shader->bumpenvmatconst[i].texunit;
543
544 /* The state manager takes care that this function is always called if the bump env matrix changes */
545 const float *data = (const float *)&stateBlock->state.texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
546 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
547 gl_shader->bumpenvmatconst[i].const_num, data));
548
549 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
550 {
551 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_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 WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
555 */
556 const float *scale = (const float *)&stateBlock->state.texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
557 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
558 gl_shader->luminanceconst[i].const_num, scale));
559 }
560 }
561 checkGLcall("Load bumpmap consts");
562
563 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
564 {
565 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
566 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
567 * ycorrection.z: 1.0
568 * ycorrection.w: 0.0
569 */
570 float val[4];
571 val[0] = context->render_offscreen ? 0.0f
572 : deviceImpl->render_targets[0]->currentDesc.Height;
573 val[1] = context->render_offscreen ? 1.0f : -1.0f;
574 val[2] = 1.0f;
575 val[3] = 0.0f;
576 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
577 checkGLcall("y correction loading");
578 }
579
580 if (!gl_shader->num_int_consts) return;
581
582 for(i = 0; i < MAX_CONST_I; i++)
583 {
584 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
585 {
586 float val[4];
587 val[0] = (float)stateBlock->state.ps_consts_i[4 * i];
588 val[1] = (float)stateBlock->state.ps_consts_i[4 * i + 1];
589 val[2] = (float)stateBlock->state.ps_consts_i[4 * i + 2];
590 val[3] = -1.0f;
591
592 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
593 }
594 }
595 checkGLcall("Load ps int consts");
596 }
597
598 /* GL locking is done by the caller. */
599 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
600 {
601 IWineD3DStateBlockImpl* stateBlock;
602 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
603 unsigned char i;
604 struct shader_arb_priv *priv = deviceImpl->shader_priv;
605 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
606
607 /* Upload the position fixup */
608 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
609
610 if (!gl_shader->num_int_consts) return;
611
612 stateBlock = deviceImpl->stateBlock;
613
614 for(i = 0; i < MAX_CONST_I; i++)
615 {
616 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
617 {
618 float val[4];
619 val[0] = (float)stateBlock->state.vs_consts_i[4 * i];
620 val[1] = (float)stateBlock->state.vs_consts_i[4 * i + 1];
621 val[2] = (float)stateBlock->state.vs_consts_i[4 * i + 2];
622 val[3] = -1.0f;
623
624 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
625 }
626 }
627 checkGLcall("Load vs int consts");
628 }
629
630 /**
631 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
632 *
633 * We only support float constants in ARB at the moment, so don't
634 * worry about the Integers or Booleans
635 */
636 /* GL locking is done by the caller (state handler) */
637 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
638 {
639 IWineD3DDeviceImpl *device = context->swapchain->device;
640 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
641 const struct wined3d_gl_info *gl_info = context->gl_info;
642
643 if (useVertexShader)
644 {
645 IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
646
647 /* Load DirectX 9 float constants for vertex shader */
648 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
649 device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty);
650 shader_arb_vs_local_constants(device);
651 }
652
653 if (usePixelShader)
654 {
655 IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
656
657 /* Load DirectX 9 float constants for pixel shader */
658 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
659 device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
660 shader_arb_ps_local_constants(device);
661 }
662 }
663
664 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
665 {
666 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
667 struct wined3d_context *context = context_get_current();
668
669 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
670 * context. On a context switch the old context will be fully dirtified */
671 if (!context || context->swapchain->device != This) return;
672
673 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
674 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
675 }
676
677 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
678 {
679 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
680 struct wined3d_context *context = context_get_current();
681
682 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
683 * context. On a context switch the old context will be fully dirtified */
684 if (!context || context->swapchain->device != This) return;
685
686 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
687 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
688 }
689
690 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
691 {
692 DWORD *ret;
693 DWORD idx = 0;
694 const local_constant *lconst;
695
696 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
697
698 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
699 if(!ret) {
700 ERR("Out of memory\n");
701 return NULL;
702 }
703
704 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
705 ret[lconst->idx] = idx++;
706 }
707 return ret;
708 }
709
710 /* Generate the variable & register declarations for the ARB_vertex_program output target */
711 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
712 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
713 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
714 {
715 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
716 DWORD i, next_local = 0;
717 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
718 unsigned max_constantsF;
719 const local_constant *lconst;
720 DWORD map;
721
722 /* In pixel shaders, all private constants are program local, we don't need anything
723 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
724 * If we need a private constant the GL implementation will squeeze it in somewhere
725 *
726 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
727 * immediate values. The posFixup is loaded using program.env for now, so always
728 * subtract one from the number of constants. If the shader uses indirect addressing,
729 * account for the helper const too because we have to declare all availabke d3d constants
730 * and don't know which are actually used.
731 */
732 if (pshader)
733 {
734 max_constantsF = gl_info->limits.arb_ps_native_constants;
735 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
736 if (max_constantsF < 24)
737 max_constantsF = gl_info->limits.arb_ps_float_constants;
738 }
739 else
740 {
741 max_constantsF = gl_info->limits.arb_vs_native_constants;
742 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
743 * Also prevents max_constantsF from becoming less than 0 and
744 * wrapping . */
745 if (max_constantsF < 96)
746 max_constantsF = gl_info->limits.arb_vs_float_constants;
747
748 if(This->baseShader.reg_maps.usesrelconstF) {
749 DWORD highest_constf = 0, clip_limit;
750
751 max_constantsF -= reserved_vs_const(This, gl_info);
752 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
753
754 for(i = 0; i < This->baseShader.limits.constant_float; i++)
755 {
756 DWORD idx = i >> 5;
757 DWORD shift = i & 0x1f;
758 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
759 }
760
761 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
762 {
763 if(ctx->cur_vs_args->super.clip_enabled)
764 clip_limit = gl_info->limits.clipplanes;
765 else
766 clip_limit = 0;
767 }
768 else
769 {
770 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
771 clip_limit = min(count_bits(mask), 4);
772 }
773 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
774 max_constantsF -= *num_clipplanes;
775 if(*num_clipplanes < clip_limit)
776 {
777 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
778 }
779 }
780 else
781 {
782 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
783 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
784 }
785 }
786
787 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
788 {
789 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
790 }
791
792 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
793 {
794 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
795 }
796
797 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
798 {
799 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
800 {
801 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
802 }
803 }
804
805 /* Load local constants using the program-local space,
806 * this avoids reloading them each time the shader is used
807 */
808 if(lconst_map) {
809 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
810 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
811 lconst_map[lconst->idx]);
812 next_local = max(next_local, lconst_map[lconst->idx] + 1);
813 }
814 }
815
816 /* After subtracting privately used constants from the hardware limit(they are loaded as
817 * local constants), make sure the shader doesn't violate the env constant limit
818 */
819 if(pshader)
820 {
821 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
822 }
823 else
824 {
825 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
826 }
827
828 /* Avoid declaring more constants than needed */
829 max_constantsF = min(max_constantsF, This->baseShader.limits.constant_float);
830
831 /* we use the array-based constants array if the local constants are marked for loading,
832 * because then we use indirect addressing, or when the local constant list is empty,
833 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
834 * local constants do not declare the loaded constants as an array because ARB compilers usually
835 * do not optimize unused constants away
836 */
837 if(This->baseShader.reg_maps.usesrelconstF) {
838 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
839 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
840 max_constantsF, max_constantsF - 1);
841 } else {
842 for(i = 0; i < max_constantsF; i++) {
843 DWORD idx, mask;
844 idx = i >> 5;
845 mask = 1 << (i & 0x1f);
846 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
847 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
848 }
849 }
850 }
851
852 return next_local;
853 }
854
855 static const char * const shift_tab[] = {
856 "dummy", /* 0 (none) */
857 "coefmul.x", /* 1 (x2) */
858 "coefmul.y", /* 2 (x4) */
859 "coefmul.z", /* 3 (x8) */
860 "coefmul.w", /* 4 (x16) */
861 "dummy", /* 5 (x32) */
862 "dummy", /* 6 (x64) */
863 "dummy", /* 7 (x128) */
864 "dummy", /* 8 (d256) */
865 "dummy", /* 9 (d128) */
866 "dummy", /* 10 (d64) */
867 "dummy", /* 11 (d32) */
868 "coefdiv.w", /* 12 (d16) */
869 "coefdiv.z", /* 13 (d8) */
870 "coefdiv.y", /* 14 (d4) */
871 "coefdiv.x" /* 15 (d2) */
872 };
873
874 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
875 const struct wined3d_shader_dst_param *dst, char *write_mask)
876 {
877 char *ptr = write_mask;
878
879 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
880 {
881 *ptr++ = '.';
882 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
883 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
884 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
885 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
886 }
887
888 *ptr = '\0';
889 }
890
891 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
892 {
893 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
894 * but addressed as "rgba". To fix this we need to swap the register's x
895 * and z components. */
896 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
897 char *ptr = swizzle_str;
898
899 /* swizzle bits fields: wwzzyyxx */
900 DWORD swizzle = param->swizzle;
901 DWORD swizzle_x = swizzle & 0x03;
902 DWORD swizzle_y = (swizzle >> 2) & 0x03;
903 DWORD swizzle_z = (swizzle >> 4) & 0x03;
904 DWORD swizzle_w = (swizzle >> 6) & 0x03;
905
906 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
907 * generate a swizzle string. Unless we need to our own swizzling. */
908 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
909 {
910 *ptr++ = '.';
911 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
912 *ptr++ = swizzle_chars[swizzle_x];
913 } else {
914 *ptr++ = swizzle_chars[swizzle_x];
915 *ptr++ = swizzle_chars[swizzle_y];
916 *ptr++ = swizzle_chars[swizzle_z];
917 *ptr++ = swizzle_chars[swizzle_w];
918 }
919 }
920
921 *ptr = '\0';
922 }
923
924 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
925 {
926 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
927 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
928
929 if (!strcmp(priv->addr_reg, src)) return;
930
931 strcpy(priv->addr_reg, src);
932 shader_addline(buffer, "ARL A0.x, %s;\n", src);
933 }
934
935 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
936 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
937
938 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
939 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
940 {
941 /* oPos, oFog and oPts in D3D */
942 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
943 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
944 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
945 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
946
947 *is_color = FALSE;
948
949 switch (reg->type)
950 {
951 case WINED3DSPR_TEMP:
952 sprintf(register_name, "R%u", reg->idx);
953 break;
954
955 case WINED3DSPR_INPUT:
956 if (pshader)
957 {
958 if(This->baseShader.reg_maps.shader_version.major < 3)
959 {
960 if (!reg->idx) strcpy(register_name, "fragment.color.primary");
961 else strcpy(register_name, "fragment.color.secondary");
962 }
963 else
964 {
965 if(reg->rel_addr)
966 {
967 char rel_reg[50];
968 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
969
970 if (!strcmp(rel_reg, "**aL_emul**"))
971 {
972 DWORD idx = ctx->aL + reg->idx;
973 if(idx < MAX_REG_INPUT)
974 {
975 strcpy(register_name, ctx->ps_input[idx]);
976 }
977 else
978 {
979 ERR("Pixel shader input register out of bounds: %u\n", idx);
980 sprintf(register_name, "out_of_bounds_%u", idx);
981 }
982 }
983 else if(This->baseShader.reg_maps.input_registers & 0x0300)
984 {
985 /* There are two ways basically:
986 *
987 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
988 * That means trouble if the loop also contains a breakc or if the control values
989 * aren't local constants.
990 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
991 * source dynamically. The trouble is that we cannot simply read aL.y because it
992 * is an ADDRESS register. We could however push it, load .zw with a value and use
993 * ADAC to load the condition code register and pop it again afterwards
994 */
995 FIXME("Relative input register addressing with more than 8 registers\n");
996
997 /* This is better than nothing for now */
998 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
999 }
1000 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1001 {
1002 /* This is problematic because we'd have to consult the ctx->ps_input strings
1003 * for where to find the varying. Some may be "0.0", others can be texcoords or
1004 * colors. This needs either a pipeline replacement to make the vertex shader feed
1005 * proper varyings, or loop unrolling
1006 *
1007 * For now use the texcoords and hope for the best
1008 */
1009 FIXME("Non-vertex shader varying input with indirect addressing\n");
1010 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1011 }
1012 else
1013 {
1014 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1015 * pulls GL_NV_fragment_program2 in
1016 */
1017 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1018 }
1019 }
1020 else
1021 {
1022 if(reg->idx < MAX_REG_INPUT)
1023 {
1024 strcpy(register_name, ctx->ps_input[reg->idx]);
1025 }
1026 else
1027 {
1028 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1029 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1030 }
1031 }
1032 }
1033 }
1034 else
1035 {
1036 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1037 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1038 }
1039 break;
1040
1041 case WINED3DSPR_CONST:
1042 if (!pshader && reg->rel_addr)
1043 {
1044 BOOL aL = FALSE;
1045 char rel_reg[50];
1046 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
1047 if(This->baseShader.reg_maps.shader_version.major < 2) {
1048 sprintf(rel_reg, "A0.x");
1049 } else {
1050 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1051 if(ctx->target_version == ARB) {
1052 if (!strcmp(rel_reg, "**aL_emul**"))
1053 {
1054 aL = TRUE;
1055 } else {
1056 shader_arb_request_a0(ins, rel_reg);
1057 sprintf(rel_reg, "A0.x");
1058 }
1059 }
1060 }
1061 if(aL)
1062 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1063 else if (reg->idx >= rel_offset)
1064 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1065 else
1066 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1067 }
1068 else
1069 {
1070 if (This->baseShader.reg_maps.usesrelconstF)
1071 sprintf(register_name, "C[%u]", reg->idx);
1072 else
1073 sprintf(register_name, "C%u", reg->idx);
1074 }
1075 break;
1076
1077 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1078 if (pshader) {
1079 if(This->baseShader.reg_maps.shader_version.major == 1 &&
1080 This->baseShader.reg_maps.shader_version.minor <= 3) {
1081 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1082 * and as source to most instructions. For some instructions it is the texcoord
1083 * input. Those instructions know about the special use
1084 */
1085 sprintf(register_name, "T%u", reg->idx);
1086 } else {
1087 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1088 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1089 }
1090 }
1091 else
1092 {
1093 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
1094 {
1095 sprintf(register_name, "A%u", reg->idx);
1096 }
1097 else
1098 {
1099 sprintf(register_name, "A%u_SHADOW", reg->idx);
1100 }
1101 }
1102 break;
1103
1104 case WINED3DSPR_COLOROUT:
1105 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1106 {
1107 strcpy(register_name, "TMP_COLOR");
1108 }
1109 else
1110 {
1111 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1112 if(This->baseShader.reg_maps.highest_render_target > 0)
1113 {
1114 sprintf(register_name, "result.color[%u]", reg->idx);
1115 }
1116 else
1117 {
1118 strcpy(register_name, "result.color");
1119 }
1120 }
1121 break;
1122
1123 case WINED3DSPR_RASTOUT:
1124 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1125 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1126 break;
1127
1128 case WINED3DSPR_DEPTHOUT:
1129 strcpy(register_name, "result.depth");
1130 break;
1131
1132 case WINED3DSPR_ATTROUT:
1133 /* case WINED3DSPR_OUTPUT: */
1134 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1135 else strcpy(register_name, ctx->color_output[reg->idx]);
1136 break;
1137
1138 case WINED3DSPR_TEXCRDOUT:
1139 if (pshader)
1140 {
1141 sprintf(register_name, "oT[%u]", reg->idx);
1142 }
1143 else
1144 {
1145 if(This->baseShader.reg_maps.shader_version.major < 3)
1146 {
1147 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1148 }
1149 else
1150 {
1151 strcpy(register_name, ctx->vs_output[reg->idx]);
1152 }
1153 }
1154 break;
1155
1156 case WINED3DSPR_LOOP:
1157 if(ctx->target_version >= NV2)
1158 {
1159 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1160 if(pshader) sprintf(register_name, "A0.x");
1161 else sprintf(register_name, "aL.y");
1162 }
1163 else
1164 {
1165 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1166 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1167 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1168 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1169 * indexing
1170 */
1171 sprintf(register_name, "**aL_emul**");
1172 }
1173
1174 break;
1175
1176 case WINED3DSPR_CONSTINT:
1177 sprintf(register_name, "I%u", reg->idx);
1178 break;
1179
1180 case WINED3DSPR_MISCTYPE:
1181 if (!reg->idx)
1182 {
1183 sprintf(register_name, "vpos");
1184 }
1185 else if(reg->idx == 1)
1186 {
1187 sprintf(register_name, "fragment.facing.x");
1188 }
1189 else
1190 {
1191 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1192 }
1193 break;
1194
1195 default:
1196 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1197 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1198 break;
1199 }
1200 }
1201
1202 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1203 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1204 {
1205 char register_name[255];
1206 char write_mask[6];
1207 BOOL is_color;
1208
1209 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1210 strcpy(str, register_name);
1211
1212 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1213 strcat(str, write_mask);
1214 }
1215
1216 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1217 {
1218 switch(channel_source)
1219 {
1220 case CHANNEL_SOURCE_ZERO: return "0";
1221 case CHANNEL_SOURCE_ONE: return "1";
1222 case CHANNEL_SOURCE_X: return "x";
1223 case CHANNEL_SOURCE_Y: return "y";
1224 case CHANNEL_SOURCE_Z: return "z";
1225 case CHANNEL_SOURCE_W: return "w";
1226 default:
1227 FIXME("Unhandled channel source %#x\n", channel_source);
1228 return "undefined";
1229 }
1230 }
1231
1232 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1233 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1234 {
1235 DWORD mask;
1236
1237 if (is_complex_fixup(fixup))
1238 {
1239 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1240 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1241 return;
1242 }
1243
1244 mask = 0;
1245 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1246 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1247 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1248 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1249 mask &= dst_mask;
1250
1251 if (mask)
1252 {
1253 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1254 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1255 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1256 }
1257
1258 mask = 0;
1259 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1260 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1261 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1262 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1263 mask &= dst_mask;
1264
1265 if (mask)
1266 {
1267 char reg_mask[6];
1268 char *ptr = reg_mask;
1269
1270 if (mask != WINED3DSP_WRITEMASK_ALL)
1271 {
1272 *ptr++ = '.';
1273 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1274 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1275 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1276 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1277 }
1278 *ptr = '\0';
1279
1280 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1281 }
1282 }
1283
1284 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1285 {
1286 DWORD mod;
1287 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1288 if (!ins->dst_count) return "";
1289
1290 mod = ins->dst[0].modifiers;
1291
1292 /* Silently ignore PARTIALPRECISION if its not supported */
1293 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1294
1295 if(mod & WINED3DSPDM_MSAMPCENTROID)
1296 {
1297 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1298 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1299 }
1300
1301 switch(mod)
1302 {
1303 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1304 return "H_SAT";
1305
1306 case WINED3DSPDM_SATURATE:
1307 return "_SAT";
1308
1309 case WINED3DSPDM_PARTIALPRECISION:
1310 return "H";
1311
1312 case 0:
1313 return "";
1314
1315 default:
1316 FIXME("Unknown modifiers 0x%08x\n", mod);
1317 return "";
1318 }
1319 }
1320
1321 #define TEX_PROJ 0x1
1322 #define TEX_BIAS 0x2
1323 #define TEX_LOD 0x4
1324 #define TEX_DERIV 0x10
1325
1326 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1327 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1328 {
1329 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1330 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1331 IWineD3DBaseTextureImpl *texture;
1332 const char *tex_type;
1333 BOOL np2_fixup = FALSE;
1334 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1335 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1336 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1337 const char *mod;
1338 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1339
1340 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1341 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1342
1343 switch(sampler_type) {
1344 case WINED3DSTT_1D:
1345 tex_type = "1D";
1346 break;
1347
1348 case WINED3DSTT_2D:
1349 texture = device->stateBlock->state.textures[sampler_idx];
1350 if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1351 {
1352 tex_type = "RECT";
1353 } else {
1354 tex_type = "2D";
1355 }
1356 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1357 {
1358 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1359 {
1360 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1361 else np2_fixup = TRUE;
1362 }
1363 }
1364 break;
1365
1366 case WINED3DSTT_VOLUME:
1367 tex_type = "3D";
1368 break;
1369
1370 case WINED3DSTT_CUBE:
1371 tex_type = "CUBE";
1372 break;
1373
1374 default:
1375 ERR("Unexpected texture type %d\n", sampler_type);
1376 tex_type = "";
1377 }
1378
1379 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1380 * so don't use shader_arb_get_modifier
1381 */
1382 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1383 else mod = "";
1384
1385 /* Fragment samplers always have indentity mapping */
1386 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1387 {
1388 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1389 }
1390
1391 if (flags & TEX_DERIV)
1392 {
1393 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1394 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1395 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1396 dsx, dsy,sampler_idx, tex_type);
1397 }
1398 else if(flags & TEX_LOD)
1399 {
1400 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1401 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1402 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1403 sampler_idx, tex_type);
1404 }
1405 else if (flags & TEX_BIAS)
1406 {
1407 /* Shouldn't be possible, but let's check for it */
1408 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1409 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1410 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1411 }
1412 else if (flags & TEX_PROJ)
1413 {
1414 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1415 }
1416 else
1417 {
1418 if (np2_fixup)
1419 {
1420 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1421 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1422 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1423
1424 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1425 }
1426 else
1427 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1428 }
1429
1430 if (pshader)
1431 {
1432 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1433 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1434 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1435 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1436 }
1437 }
1438
1439 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1440 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1441 {
1442 /* Generate a line that does the input modifier computation and return the input register to use */
1443 BOOL is_color = FALSE;
1444 char regstr[256];
1445 char swzstr[20];
1446 int insert_line;
1447 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1448 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1449 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1450 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1451
1452 /* Assume a new line will be added */
1453 insert_line = 1;
1454
1455 /* Get register name */
1456 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1457 shader_arb_get_swizzle(src, is_color, swzstr);
1458
1459 switch (src->modifiers)
1460 {
1461 case WINED3DSPSM_NONE:
1462 sprintf(outregstr, "%s%s", regstr, swzstr);
1463 insert_line = 0;
1464 break;
1465 case WINED3DSPSM_NEG:
1466 sprintf(outregstr, "-%s%s", regstr, swzstr);
1467 insert_line = 0;
1468 break;
1469 case WINED3DSPSM_BIAS:
1470 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1471 break;
1472 case WINED3DSPSM_BIASNEG:
1473 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1474 break;
1475 case WINED3DSPSM_SIGN:
1476 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1477 break;
1478 case WINED3DSPSM_SIGNNEG:
1479 shader_addline(buffer, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg, regstr, two, one);
1480 break;
1481 case WINED3DSPSM_COMP:
1482 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1483 break;
1484 case WINED3DSPSM_X2:
1485 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1486 break;
1487 case WINED3DSPSM_X2NEG:
1488 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1489 break;
1490 case WINED3DSPSM_DZ:
1491 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1492 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1493 break;
1494 case WINED3DSPSM_DW:
1495 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1496 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1497 break;
1498 case WINED3DSPSM_ABS:
1499 if(ctx->target_version >= NV2) {
1500 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1501 insert_line = 0;
1502 } else {
1503 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1504 }
1505 break;
1506 case WINED3DSPSM_ABSNEG:
1507 if(ctx->target_version >= NV2) {
1508 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1509 } else {
1510 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1511 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1512 }
1513 insert_line = 0;
1514 break;
1515 default:
1516 sprintf(outregstr, "%s%s", regstr, swzstr);
1517 insert_line = 0;
1518 }
1519
1520 /* Return modified or original register, with swizzle */
1521 if (insert_line)
1522 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1523 }
1524
1525 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1526 {
1527 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1528 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1529 char dst_name[50];
1530 char src_name[2][50];
1531 DWORD sampler_code = dst->reg.idx;
1532
1533 shader_arb_get_dst_param(ins, dst, dst_name);
1534
1535 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1536 *
1537 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1538 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1539 * temps is done.
1540 */
1541 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1542 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1543 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1544 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1545 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1546
1547 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1548 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1549 }
1550
1551 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1552 {
1553 *extra_char = ' ';
1554 switch(mod)
1555 {
1556 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1557 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1558 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1559 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1560 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1561 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1562 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1563 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1564 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1565 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1566 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1567 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1568 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1569 }
1570 FIXME("Unknown modifier %u\n", mod);
1571 return mod;
1572 }
1573
1574 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1575 {
1576 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1577 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1578 char dst_name[50];
1579 char src_name[3][50];
1580 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1581 ins->ctx->reg_maps->shader_version.minor);
1582 BOOL is_color;
1583
1584 shader_arb_get_dst_param(ins, dst, dst_name);
1585 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1586
1587 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1588 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1589 {
1590 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1591 } else {
1592 struct wined3d_shader_src_param src0_copy = ins->src[0];
1593 char extra_neg;
1594
1595 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1596 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1597
1598 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1599 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1600 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1601 /* No modifiers supported on CMP */
1602 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1603
1604 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1605 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1606 {
1607 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1608 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1609 }
1610 }
1611 }
1612
1613 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1614 {
1615 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1616 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1617 char dst_name[50];
1618 char src_name[3][50];
1619 BOOL is_color;
1620
1621 shader_arb_get_dst_param(ins, dst, dst_name);
1622
1623 /* Generate input register names (with modifiers) */
1624 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1625 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1626 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1627
1628 /* No modifiers are supported on CMP */
1629 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1630 src_name[0], src_name[2], src_name[1]);
1631
1632 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1633 {
1634 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1635 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1636 }
1637 }
1638
1639 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1640 * dst = dot2(src0, src1) + src2 */
1641 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1642 {
1643 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1644 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1645 char dst_name[50];
1646 char src_name[3][50];
1647 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1648
1649 shader_arb_get_dst_param(ins, dst, dst_name);
1650 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1651 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1652
1653 if(ctx->target_version >= NV3)
1654 {
1655 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1656 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1657 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1658 dst_name, src_name[0], src_name[1], src_name[2]);
1659 }
1660 else if(ctx->target_version >= NV2)
1661 {
1662 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1663 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1664 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1665 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1666 *
1667 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1668 *
1669 * .xyxy and other swizzles that we could get with this are not valid in
1670 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1671 */
1672 struct wined3d_shader_src_param tmp_param = ins->src[1];
1673 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1674 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1675
1676 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1677
1678 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1679 dst_name, src_name[2], src_name[0], src_name[1]);
1680 }
1681 else
1682 {
1683 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1684 /* 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]
1685 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1686 */
1687 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1688 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1689 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1690 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1691 }
1692 }
1693
1694 /* Map the opcode 1-to-1 to the GL code */
1695 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1696 {
1697 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1698 const char *instruction;
1699 char arguments[256], dst_str[50];
1700 unsigned int i;
1701 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1702
1703 switch (ins->handler_idx)
1704 {
1705 case WINED3DSIH_ABS: instruction = "ABS"; break;
1706 case WINED3DSIH_ADD: instruction = "ADD"; break;
1707 case WINED3DSIH_CRS: instruction = "XPD"; break;
1708 case WINED3DSIH_DP3: instruction = "DP3"; break;
1709 case WINED3DSIH_DP4: instruction = "DP4"; break;
1710 case WINED3DSIH_DST: instruction = "DST"; break;
1711 case WINED3DSIH_FRC: instruction = "FRC"; break;
1712 case WINED3DSIH_LIT: instruction = "LIT"; break;
1713 case WINED3DSIH_LRP: instruction = "LRP"; break;
1714 case WINED3DSIH_MAD: instruction = "MAD"; break;
1715 case WINED3DSIH_MAX: instruction = "MAX"; break;
1716 case WINED3DSIH_MIN: instruction = "MIN"; break;
1717 case WINED3DSIH_MOV: instruction = "MOV"; break;
1718 case WINED3DSIH_MUL: instruction = "MUL"; break;
1719 case WINED3DSIH_SGE: instruction = "SGE"; break;
1720 case WINED3DSIH_SLT: instruction = "SLT"; break;
1721 case WINED3DSIH_SUB: instruction = "SUB"; break;
1722 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1723 case WINED3DSIH_DSX: instruction = "DDX"; break;
1724 default: instruction = "";
1725 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1726 break;
1727 }
1728
1729 /* Note that shader_arb_add_dst_param() adds spaces. */
1730 arguments[0] = '\0';
1731 shader_arb_get_dst_param(ins, dst, dst_str);
1732 for (i = 0; i < ins->src_count; ++i)
1733 {
1734 char operand[100];
1735 strcat(arguments, ", ");
1736 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1737 strcat(arguments, operand);
1738 }
1739 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1740 }
1741
1742 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1743 {
1744 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1745 shader_addline(buffer, "NOP;\n");
1746 }
1747
1748 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1749 {
1750 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1751 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1752 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1753 const char *zero = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_ZERO);
1754 const char *one = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_ONE);
1755 const char *two = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_TWO);
1756
1757 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1758 char src0_param[256];
1759
1760 if(ins->handler_idx == WINED3DSIH_MOVA) {
1761 char write_mask[6];
1762 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1763
1764 if(ctx->target_version >= NV2) {
1765 shader_hw_map2gl(ins);
1766 return;
1767 }
1768 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1769 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1770
1771 /* This implements the mova formula used in GLSL. The first two instructions
1772 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1773 * in this case:
1774 * mova A0.x, 0.0
1775 *
1776 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1777 *
1778 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1779 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1780 */
1781 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1782 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1783
1784 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1785 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1786 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1787 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1788 {
1789 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1790 }
1791 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1792
1793 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1794 } else if (ins->ctx->reg_maps->shader_version.major == 1
1795 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1796 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1797 {
1798 src0_param[0] = '\0';
1799 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1800 {
1801 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1802 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1803 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1804 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1805 }
1806 else
1807 {
1808 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1809 * with more than one component. Thus replicate the first source argument over all
1810 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1811 struct wined3d_shader_src_param tmp_src = ins->src[0];
1812 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1813 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1814 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1815 }
1816 }
1817 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1818 {
1819 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1820 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1821 {
1822 shader_addline(buffer, "#mov handled in srgb write code\n");
1823 return;
1824 }
1825 shader_hw_map2gl(ins);
1826 }
1827 else
1828 {
1829 shader_hw_map2gl(ins);
1830 }
1831 }
1832
1833 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1834 {
1835 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1836 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1837 char reg_dest[40];
1838
1839 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1840 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1841 */
1842 shader_arb_get_dst_param(ins, dst, reg_dest);
1843
1844 if (ins->ctx->reg_maps->shader_version.major >= 2)
1845 {
1846 const char *kilsrc = "TA";
1847 BOOL is_color;
1848
1849 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1850 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1851 {
1852 kilsrc = reg_dest;
1853 }
1854 else
1855 {
1856 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1857 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1858 * masked out components to 0(won't kill)
1859 */
1860 char x = '0', y = '0', z = '0', w = '0';
1861 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1862 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1863 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1864 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1865 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1866 }
1867 shader_addline(buffer, "KIL %s;\n", kilsrc);
1868 } else {
1869 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1870 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1871 *
1872 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1873 * or pass in any temporary register(in shader phase 2)
1874 */
1875 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1876 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1877 } else {
1878 shader_arb_get_dst_param(ins, dst, reg_dest);
1879 }
1880 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1881 shader_addline(buffer, "KIL TA;\n");
1882 }
1883 }
1884
1885 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1886 {
1887 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1888 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1889 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1890 ins->ctx->reg_maps->shader_version.minor);
1891 struct wined3d_shader_src_param src;
1892
1893 char reg_dest[40];
1894 char reg_coord[40];
1895 DWORD reg_sampler_code;
1896 WORD myflags = 0;
1897
1898 /* All versions have a destination register */
1899 shader_arb_get_dst_param(ins, dst, reg_dest);
1900
1901 /* 1.0-1.4: Use destination register number as texture code.
1902 2.0+: Use provided sampler number as texure code. */
1903 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1904 reg_sampler_code = dst->reg.idx;
1905 else
1906 reg_sampler_code = ins->src[1].reg.idx;
1907
1908 /* 1.0-1.3: Use the texcoord varying.
1909 1.4+: Use provided coordinate source register. */
1910 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1911 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1912 else {
1913 /* TEX is the only instruction that can handle DW and DZ natively */
1914 src = ins->src[0];
1915 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1916 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1917 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1918 }
1919
1920 /* projection flag:
1921 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1922 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1923 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1924 */
1925 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1926 {
1927 DWORD flags = 0;
1928 if (reg_sampler_code < MAX_TEXTURES)
1929 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1930 if (flags & WINED3D_PSARGS_PROJECTED)
1931 myflags |= TEX_PROJ;
1932 }
1933 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1934 {
1935 DWORD src_mod = ins->src[0].modifiers;
1936 if (src_mod == WINED3DSPSM_DZ) {
1937 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1938 * varying register, so we need a temp reg
1939 */
1940 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1941 strcpy(reg_coord, "TA");
1942 myflags |= TEX_PROJ;
1943 } else if(src_mod == WINED3DSPSM_DW) {
1944 myflags |= TEX_PROJ;
1945 }
1946 } else {
1947 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1948 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1949 }
1950 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1951 }
1952
1953 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1954 {
1955 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1956 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1957 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1958 ins->ctx->reg_maps->shader_version.minor);
1959 char dst_str[50];
1960
1961 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1962 {
1963 DWORD reg = dst->reg.idx;
1964
1965 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1966 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1967 } else {
1968 char reg_src[40];
1969
1970 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1971 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1972 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1973 }
1974 }
1975
1976 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1977 {
1978 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1979 DWORD flags = 0;
1980
1981 DWORD reg1 = ins->dst[0].reg.idx;
1982 char dst_str[50];
1983 char src_str[50];
1984
1985 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1986 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1987 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1988 /* Move .x first in case src_str is "TA" */
1989 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1990 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1991 if (reg1 < MAX_TEXTURES)
1992 {
1993 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1994 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1995 }
1996 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1997 }
1998
1999 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2000 {
2001 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2002
2003 DWORD reg1 = ins->dst[0].reg.idx;
2004 char dst_str[50];
2005 char src_str[50];
2006
2007 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2008 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2009 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2010 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2011 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2012 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2013 }
2014
2015 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2016 {
2017 DWORD reg1 = ins->dst[0].reg.idx;
2018 char dst_str[50];
2019 char src_str[50];
2020
2021 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2022 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2023 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2024 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2025 }
2026
2027 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2028 {
2029 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2030 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2031 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2032 char reg_coord[40], dst_reg[50], src_reg[50];
2033 DWORD reg_dest_code;
2034
2035 /* All versions have a destination register. The Tx where the texture coordinates come
2036 * from is the varying incarnation of the texture register
2037 */
2038 reg_dest_code = dst->reg.idx;
2039 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2040 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2041 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2042
2043 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2044 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2045 *
2046 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2047 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2048 *
2049 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2050 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2051 * extension.
2052 */
2053 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2054 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2055 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2056 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2057
2058 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2059 * so we can't let the GL handle this.
2060 */
2061 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2062 & WINED3D_PSARGS_PROJECTED)
2063 {
2064 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2065 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2066 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2067 } else {
2068 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2069 }
2070
2071 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2072
2073 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2074 {
2075 /* No src swizzles are allowed, so this is ok */
2076 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2077 src_reg, reg_dest_code, reg_dest_code);
2078 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2079 }
2080 }
2081
2082 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2083 {
2084 DWORD reg = ins->dst[0].reg.idx;
2085 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2086 char src0_name[50], dst_name[50];
2087 BOOL is_color;
2088 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2089
2090 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2091 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2092 * T<reg+1> register. Use this register to store the calculated vector
2093 */
2094 tmp_reg.idx = reg + 1;
2095 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2096 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2097 }
2098
2099 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2100 {
2101 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2102 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2103 DWORD flags;
2104 DWORD reg = ins->dst[0].reg.idx;
2105 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2106 char dst_str[50];
2107 char src0_name[50];
2108 char dst_reg[50];
2109 BOOL is_color;
2110
2111 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2112 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2113
2114 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2115 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2116 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2117 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2118 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2119 }
2120
2121 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2122 {
2123 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2124 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2125 DWORD reg = ins->dst[0].reg.idx;
2126 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2127 char src0_name[50], dst_name[50];
2128 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2129 BOOL is_color;
2130
2131 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2132 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2133 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2134 */
2135 tmp_reg.idx = reg + 2 - current_state->current_row;
2136 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2137
2138 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2139 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2140 dst_name, 'x' + current_state->current_row, reg, src0_name);
2141 current_state->texcoord_w[current_state->current_row++] = reg;
2142 }
2143
2144 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2145 {
2146 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2147 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2148 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2149 DWORD flags;
2150 DWORD reg = ins->dst[0].reg.idx;
2151 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2152 char dst_str[50];
2153 char src0_name[50], dst_name[50];
2154 BOOL is_color;
2155
2156 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2157 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2158 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2159
2160 /* Sample the texture using the calculated coordinates */
2161 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2162 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2163 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2164 current_state->current_row = 0;
2165 }
2166
2167 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2168 {
2169 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2170 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2171 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2172 DWORD flags;
2173 DWORD reg = ins->dst[0].reg.idx;
2174 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2175 char dst_str[50];
2176 char src0_name[50];
2177 char dst_reg[50];
2178 BOOL is_color;
2179
2180 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2181 * components for temporary data storage
2182 */
2183 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2184 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2185 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2186
2187 /* Construct the eye-ray vector from w coordinates */
2188 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2189 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2190 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2191
2192 /* Calculate reflection vector
2193 */
2194 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2195 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2196 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2197 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2198 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2199 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2200 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2201
2202 /* Sample the texture using the calculated coordinates */
2203 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2204 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2205 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2206 current_state->current_row = 0;
2207 }
2208
2209 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2210 {
2211 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2212 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2213 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2214 DWORD flags;
2215 DWORD reg = ins->dst[0].reg.idx;
2216 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2217 char dst_str[50];
2218 char src0_name[50];
2219 char src1_name[50];
2220 char dst_reg[50];
2221 BOOL is_color;
2222
2223 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2224 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2225 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2226 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2227 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2228
2229 /* Calculate reflection vector.
2230 *
2231 * dot(N, E)
2232 * dst_reg.xyz = 2 * --------- * N - E
2233 * dot(N, N)
2234 *
2235 * Which normalizes the normal vector
2236 */
2237 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2238 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2239 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2240 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2241 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2242 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2243
2244 /* Sample the texture using the calculated coordinates */
2245 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2246 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2247 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2248 current_state->current_row = 0;
2249 }
2250
2251 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2252 {
2253 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2254 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2255 char dst_name[50];
2256 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2257 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2258
2259 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2260 * which is essentially an input, is the destination register because it is the first
2261 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2262 * here(writemasks/swizzles are not valid on texdepth)
2263 */
2264 shader_arb_get_dst_param(ins, dst, dst_name);
2265
2266 /* According to the msdn, the source register(must be r5) is unusable after
2267 * the texdepth instruction, so we're free to modify it
2268 */
2269 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2270
2271 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2272 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2273 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2274 */
2275 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2276 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2277 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2278 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2279 }
2280
2281 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2282 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2283 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2284 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2285 {
2286 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2287 DWORD sampler_idx = ins->dst[0].reg.idx;
2288 char src0[50];
2289 char dst_str[50];
2290
2291 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2292 shader_addline(buffer, "MOV TB, 0.0;\n");
2293 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2294
2295 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2296 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2297 }
2298
2299 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2300 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2301 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2302 {
2303 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2304 char src0[50];
2305 char dst_str[50];
2306 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2307
2308 /* Handle output register */
2309 shader_arb_get_dst_param(ins, dst, dst_str);
2310 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2311 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2312 }
2313
2314 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2315 * Perform the 3rd row of a 3x3 matrix multiply */
2316 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2317 {
2318 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2319 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2320 char dst_str[50], dst_name[50];
2321 char src0[50];
2322 BOOL is_color;
2323
2324 shader_arb_get_dst_param(ins, dst, dst_str);
2325 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2326 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2327 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2328 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2329 }
2330
2331 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2332 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2333 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2334 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2335 */
2336 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2337 {
2338 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2339 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2340 char src0[50], dst_name[50];
2341 BOOL is_color;
2342 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2343 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2344
2345 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2346 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2347 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2348
2349 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2350 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2351 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2352 */
2353 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2354 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2355 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2356 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2357 }
2358
2359 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2360 Vertex/Pixel shaders to ARB_vertex_program codes */
2361 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2362 {
2363 int i;
2364 int nComponents = 0;
2365 struct wined3d_shader_dst_param tmp_dst = {{0}};
2366 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2367 struct wined3d_shader_instruction tmp_ins;
2368
2369 memset(&tmp_ins, 0, sizeof(tmp_ins));
2370
2371 /* Set constants for the temporary argument */
2372 tmp_ins.ctx = ins->ctx;
2373 tmp_ins.dst_count = 1;
2374 tmp_ins.dst = &tmp_dst;
2375 tmp_ins.src_count = 2;
2376 tmp_ins.src = tmp_src;
2377
2378 switch(ins->handler_idx)
2379 {
2380 case WINED3DSIH_M4x4:
2381 nComponents = 4;
2382 tmp_ins.handler_idx = WINED3DSIH_DP4;
2383 break;
2384 case WINED3DSIH_M4x3:
2385 nComponents = 3;
2386 tmp_ins.handler_idx = WINED3DSIH_DP4;
2387 break;
2388 case WINED3DSIH_M3x4:
2389 nComponents = 4;
2390 tmp_ins.handler_idx = WINED3DSIH_DP3;
2391 break;
2392 case WINED3DSIH_M3x3:
2393 nComponents = 3;
2394 tmp_ins.handler_idx = WINED3DSIH_DP3;
2395 break;
2396 case WINED3DSIH_M3x2:
2397 nComponents = 2;
2398 tmp_ins.handler_idx = WINED3DSIH_DP3;
2399 break;
2400 default:
2401 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2402 break;
2403 }
2404
2405 tmp_dst = ins->dst[0];
2406 tmp_src[0] = ins->src[0];
2407 tmp_src[1] = ins->src[1];
2408 for (i = 0; i < nComponents; i++) {
2409 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2410 shader_hw_map2gl(&tmp_ins);
2411 ++tmp_src[1].reg.idx;
2412 }
2413 }
2414
2415 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2416 {
2417 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2418 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2419 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2420
2421 char dst[50];
2422 char src[50];
2423
2424 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2425 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2426 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2427 {
2428 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2429 * .w is used
2430 */
2431 strcat(src, ".w");
2432 }
2433
2434 /* TODO: If the destination is readable, and not the same as the source, the destination
2435 * can be used instead of TA
2436 */
2437 if (priv->target_version >= NV2)
2438 {
2439 shader_addline(buffer, "MOVC TA.x, %s;\n", src);
2440 shader_addline(buffer, "MOV TA.x (EQ.x), %s;\n", flt_eps);
2441 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2442 }
2443 else
2444 {
2445 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2446 shader_addline(buffer, "ABS TA.x, %s;\n", src);
2447 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2448 shader_addline(buffer, "MAD TA.x, TA.y, %s, %s;\n", flt_eps, src);
2449 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2450 }
2451 }
2452
2453 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2454 {
2455 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2456 const char *instruction;
2457
2458 char dst[50];
2459 char src[50];
2460
2461 switch(ins->handler_idx)
2462 {
2463 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2464 case WINED3DSIH_RCP: instruction = "RCP"; break;
2465 case WINED3DSIH_EXP: instruction = "EX2"; break;
2466 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2467 default: instruction = "";
2468 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2469 break;
2470 }
2471
2472 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2473 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2474 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2475 {
2476 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2477 * .w is used
2478 */
2479 strcat(src, ".w");
2480 }
2481
2482 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2483 }
2484
2485 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2486 {
2487 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2488 char dst_name[50];
2489 char src_name[50];
2490 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2491 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2492 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2493
2494 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2495 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2496
2497 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2498 * otherwise NRM or RSQ would return NaN */
2499 if(pshader && priv->target_version >= NV3)
2500 {
2501 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2502 *
2503 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2504 */
2505 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2506 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2507 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2508 }
2509 else if(priv->target_version >= NV2)
2510 {
2511 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2512 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2513 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2514 src_name);
2515 }
2516 else
2517 {
2518 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2519
2520 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2521 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2522 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2523 */
2524 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2525 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2526
2527 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2528 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2529 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2530 src_name);
2531 }
2532 }
2533
2534 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2535 {
2536 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2537 char dst_name[50];
2538 char src_name[3][50];
2539
2540 /* ARB_fragment_program has a convenient LRP instruction */
2541 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2542 shader_hw_map2gl(ins);
2543 return;
2544 }
2545
2546 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2547 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2548 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2549 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2550
2551 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2552 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2553 dst_name, src_name[0], src_name[2]);
2554 }
2555
2556 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2557 {
2558 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2559 * must contain fixed constants. So we need a separate function to filter those constants and
2560 * can't use map2gl
2561 */
2562 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2563 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2564 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2565 char dst_name[50];
2566 char src_name0[50], src_name1[50], src_name2[50];
2567 BOOL is_color;
2568
2569 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2570 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2571 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2572 /* No modifiers are supported on SCS */
2573 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2574
2575 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2576 {
2577 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2578 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2579 }
2580 } else if(priv->target_version >= NV2) {
2581 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2582
2583 /* Sincos writemask must be .x, .y or .xy */
2584 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2585 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2586 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2587 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2588 } else {
2589 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2590 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2591 *
2592 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2593 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2594 *
2595 * The constants we get are:
2596 *
2597 * +1 +1, -1 -1 +1 +1 -1 -1
2598 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2599 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2600 *
2601 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2602 *
2603 * (x/2)^2 = x^2 / 4
2604 * (x/2)^3 = x^3 / 8
2605 * (x/2)^4 = x^4 / 16
2606 * (x/2)^5 = x^5 / 32
2607 * etc
2608 *
2609 * To get the final result:
2610 * sin(x) = 2 * sin(x/2) * cos(x/2)
2611 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2612 * (from sin(x+y) and cos(x+y) rules)
2613 *
2614 * As per MSDN, dst.z is undefined after the operation, and so is
2615 * dst.x and dst.y if they're masked out by the writemask. Ie
2616 * sincos dst.y, src1, c0, c1
2617 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2618 * vsa.exe also stops with an error if the dest register is the same register as the source
2619 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2620 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2621 */
2622 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2623 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2624 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2625
2626 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2627 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2628 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2629 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2630 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2631 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2632
2633 /* sin(x/2)
2634 *
2635 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2636 * properly merge that with MULs in the code above?
2637 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2638 * we can merge the sine and cosine MAD rows to calculate them together.
2639 */
2640 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2641 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2642 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2643 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2644
2645 /* cos(x/2) */
2646 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2647 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2648 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2649
2650 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2651 /* cos x */
2652 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2653 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2654 }
2655 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2656 /* sin x */
2657 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2658 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2659 }
2660 }
2661 }
2662
2663 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2664 {
2665 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2666 char dst_name[50];
2667 char src_name[50];
2668 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2669
2670 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2671 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2672
2673 /* SGN is only valid in vertex shaders */
2674 if(ctx->target_version >= NV2) {
2675 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2676 return;
2677 }
2678
2679 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2680 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2681 */
2682 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2683 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2684 } else {
2685 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2686 * Then use TA, and calculate the final result
2687 *
2688 * Not reading from TA? Store the first result in TA to avoid overwriting the
2689 * destination if src reg = dst reg
2690 */
2691 if(strstr(src_name, "TA"))
2692 {
2693 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2694 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2695 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2696 }
2697 else
2698 {
2699 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2700 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2701 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2702 }
2703 }
2704 }
2705
2706 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2707 {
2708 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2709 char src[50];
2710 char dst[50];
2711 char dst_name[50];
2712 BOOL is_color;
2713
2714 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2715 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2716 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2717
2718 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2719 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2720 }
2721
2722 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2723 {
2724 *need_abs = FALSE;
2725
2726 switch(mod)
2727 {
2728 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2729 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2730 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2731 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2732 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2733 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2734 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2735 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2736 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2737 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2738 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2739 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2740 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2741 }
2742 FIXME("Unknown modifier %u\n", mod);
2743 return mod;
2744 }
2745
2746 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2747 {
2748 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2749 char src0[50], src1[50], dst[50];
2750 struct wined3d_shader_src_param src0_copy = ins->src[0];
2751 BOOL need_abs = FALSE;
2752 const char *instr;
2753 BOOL arg2 = FALSE;
2754
2755 switch(ins->handler_idx)
2756 {
2757 case WINED3DSIH_LOG: instr = "LG2"; break;
2758 case WINED3DSIH_LOGP: instr = "LOG"; break;
2759 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2760 default:
2761 ERR("Unexpected instruction %d\n", ins->handler_idx);
2762 return;
2763 }
2764
2765 /* LOG, LOGP and POW operate on the absolute value of the input */
2766 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2767
2768 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2769 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2770 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2771
2772 if(need_abs)
2773 {
2774 shader_addline(buffer, "ABS TA, %s;\n", src0);
2775 if(arg2)
2776 {
2777 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2778 }
2779 else
2780 {
2781 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2782 }
2783 }
2784 else if(arg2)
2785 {
2786 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2787 }
2788 else
2789 {
2790 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2791 }
2792 }
2793
2794 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2795 {
2796 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2797 char src_name[50];
2798 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2799
2800 /* src0 is aL */
2801 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2802
2803 if(vshader)
2804 {
2805 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2806 struct list *e = list_head(&priv->control_frames);
2807 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2808
2809 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2810 /* The constant loader makes sure to load -1 into iX.w */
2811 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2812 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2813 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2814 }
2815 else
2816 {
2817 shader_addline(buffer, "LOOP %s;\n", src_name);
2818 }
2819 }
2820
2821 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2822 {
2823 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2824 char src_name[50];
2825 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2826
2827 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2828
2829 /* The constant loader makes sure to load -1 into iX.w */
2830 if(vshader)
2831 {
2832 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2833 struct list *e = list_head(&priv->control_frames);
2834 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2835
2836 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2837
2838 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2839 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2840 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2841 }
2842 else
2843 {
2844 shader_addline(buffer, "REP %s;\n", src_name);
2845 }
2846 }
2847
2848 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2849 {
2850 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2851 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2852
2853 if(vshader)
2854 {
2855 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2856 struct list *e = list_head(&priv->control_frames);
2857 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2858
2859 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2860 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2861 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2862
2863 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2864 }
2865 else
2866 {
2867 shader_addline(buffer, "ENDLOOP;\n");
2868 }
2869 }
2870
2871 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2872 {
2873 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2874 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2875
2876 if(vshader)
2877 {
2878 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2879 struct list *e = list_head(&priv->control_frames);
2880 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2881
2882 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2883 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2884 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2885
2886 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2887 }
2888 else
2889 {
2890 shader_addline(buffer, "ENDREP;\n");
2891 }
2892 }
2893
2894 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2895 {
2896 struct control_frame *control_frame;
2897
2898 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2899 {
2900 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2901 }
2902 ERR("Could not find loop for break\n");
2903 return NULL;
2904 }
2905
2906 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2907 {
2908 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2909 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2910 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2911
2912 if(vshader)
2913 {
2914 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2915 }
2916 else
2917 {
2918 shader_addline(buffer, "BRK;\n");
2919 }
2920 }
2921
2922 static const char *get_compare(COMPARISON_TYPE flags)
2923 {
2924 switch (flags)
2925 {
2926 case COMPARISON_GT: return "GT";
2927 case COMPARISON_EQ: return "EQ";
2928 case COMPARISON_GE: return "GE";
2929 case COMPARISON_LT: return "LT";
2930 case COMPARISON_NE: return "NE";
2931 case COMPARISON_LE: return "LE";
2932 default:
2933 FIXME("Unrecognized comparison value: %u\n", flags);
2934 return "(\?\?)";
2935 }
2936 }
2937
2938 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2939 {
2940 switch (flags)
2941 {
2942 case COMPARISON_GT: return COMPARISON_LE;
2943 case COMPARISON_EQ: return COMPARISON_NE;
2944 case COMPARISON_GE: return COMPARISON_LT;
2945 case COMPARISON_LT: return COMPARISON_GE;
2946 case COMPARISON_NE: return COMPARISON_EQ;
2947 case COMPARISON_LE: return COMPARISON_GT;
2948 default:
2949 FIXME("Unrecognized comparison value: %u\n", flags);
2950 return -1;
2951 }
2952 }
2953
2954 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2955 {
2956 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2957 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2958 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2959 char src_name0[50];
2960 char src_name1[50];
2961 const char *comp = get_compare(ins->flags);
2962
2963 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2964 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2965
2966 if(vshader)
2967 {
2968 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2969 * away the subtraction result
2970 */
2971 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2972 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2973 }
2974 else
2975 {
2976 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2977 shader_addline(buffer, "BRK (%s.x);\n", comp);
2978 }
2979 }
2980
2981 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2982 {
2983 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2984 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2985 struct list *e = list_head(&priv->control_frames);
2986 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2987 const char *comp;
2988 char src_name0[50];
2989 char src_name1[50];
2990 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2991
2992 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2993 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2994
2995 if(vshader)
2996 {
2997 /* Invert the flag. We jump to the else label if the condition is NOT true */
2998 comp = get_compare(invert_compare(ins->flags));
2999 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3000 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3001 }
3002 else
3003 {
3004 comp = get_compare(ins->flags);
3005 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3006 shader_addline(buffer, "IF %s.x;\n", comp);
3007 }
3008 }
3009
3010 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3011 {
3012 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3013 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3014 struct list *e = list_head(&priv->control_frames);
3015 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3016 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3017
3018 if(vshader)
3019 {
3020 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3021 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3022 control_frame->had_else = TRUE;
3023 }
3024 else
3025 {
3026 shader_addline(buffer, "ELSE;\n");
3027 }
3028 }
3029
3030 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3031 {
3032 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3033 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3034 struct list *e = list_head(&priv->control_frames);
3035 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3036 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3037
3038 if(vshader)
3039 {
3040 if(control_frame->had_else)
3041 {
3042 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3043 }
3044 else
3045 {
3046 shader_addline(buffer, "#No else branch. else is endif\n");
3047 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3048 }
3049 }
3050 else
3051 {
3052 shader_addline(buffer, "ENDIF;\n");
3053 }
3054 }
3055
3056 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3057 {
3058 DWORD sampler_idx = ins->src[1].reg.idx;
3059 char reg_dest[40];
3060 char reg_src[3][40];
3061 WORD flags = TEX_DERIV;
3062
3063 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3064 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3065 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3066 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3067
3068 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3069 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3070
3071 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3072 }
3073
3074 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3075 {
3076 DWORD sampler_idx = ins->src[1].reg.idx;
3077 char reg_dest[40];
3078 char reg_coord[40];
3079 WORD flags = TEX_LOD;
3080
3081 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3082 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3083
3084 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3085 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3086
3087 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3088 }
3089
3090 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3091 {
3092 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3093 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3094
3095 priv->in_main_func = FALSE;
3096 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3097 * subroutine, don't generate a label that will make GL complain
3098 */
3099 if(priv->target_version == ARB) return;
3100
3101 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3102 }
3103
3104 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3105 const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
3106 {
3107 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3108 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3109 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3110 unsigned int i;
3111
3112 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3113 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3114 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3115 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3116 */
3117 if(args->super.fog_src == VS_FOG_Z) {
3118 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3119 } else if (!reg_maps->fog) {
3120 /* posFixup.x is always 1.0, so we can savely use it */
3121 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3122 }
3123
3124 /* Write the final position.
3125 *
3126 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3127 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3128 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3129 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3130 */
3131 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3132 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3133 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3134
3135 if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3136 {
3137 if(args->super.clip_enabled)
3138 {
3139 for(i = 0; i < priv_ctx->vs_clipplanes; i++)
3140 {
3141 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3142 }
3143 }
3144 }
3145 else if(args->clip.boolclip.clip_texcoord)
3146 {
3147 unsigned int cur_clip = 0;
3148 char component[4] = {'x', 'y', 'z', 'w'};
3149 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3150
3151 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3152 {
3153 if(args->clip.boolclip.clipplane_mask & (1 << i))
3154 {
3155 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3156 component[cur_clip++], i);
3157 }
3158 }
3159 switch(cur_clip)
3160 {
3161 case 0:
3162 shader_addline(buffer, "MOV TA, %s;\n", zero);
3163 break;
3164 case 1:
3165 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3166 break;
3167 case 2:
3168 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3169 break;
3170 case 3:
3171 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3172 break;
3173 }
3174 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3175 args->clip.boolclip.clip_texcoord - 1);
3176 }
3177
3178 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3179 * and the glsl equivalent
3180 */
3181 if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
3182 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3183 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3184 } else {
3185 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3186 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3187 }
3188
3189 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3190
3191 priv_ctx->footer_written = TRUE;
3192 }
3193
3194 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3195 {
3196 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3197 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3198 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
3199 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3200
3201 if(priv->target_version == ARB) return;
3202
3203 if(vshader)
3204 {
3205 if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
3206 }
3207
3208 shader_addline(buffer, "RET;\n");
3209 }
3210
3211 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3212 {
3213 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3214 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3215 }
3216
3217 /* GL locking is done by the caller */
3218 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3219 {
3220 GLuint program_id = 0;
3221 GLint pos;
3222
3223 const char *blt_vprogram =
3224 "!!ARBvp1.0\n"
3225 "PARAM c[1] = { { 1, 0.5 } };\n"
3226 "MOV result.position, vertex.position;\n"
3227 "MOV result.color, c[0].x;\n"
3228 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3229 "END\n";
3230
3231 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3232 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3233 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3234 strlen(blt_vprogram), blt_vprogram));
3235 checkGLcall("glProgramStringARB()");
3236
3237 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3238 if (pos != -1)
3239 {
3240 FIXME("Vertex program error at position %d: %s\n\n", pos,
3241 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3242 shader_arb_dump_program_source(blt_vprogram);
3243 }
3244 else
3245 {
3246 GLint native;
3247
3248 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3249 checkGLcall("glGetProgramivARB()");
3250 if (!native) WARN("Program exceeds native resource limits.\n");
3251 }
3252
3253 return program_id;
3254 }
3255
3256 /* GL locking is done by the caller */
3257 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3258 enum tex_types tex_type, BOOL masked)
3259 {
3260 GLuint program_id = 0;
3261 const char *fprogram;
3262 GLint pos;
3263
3264 static const char * const blt_fprograms_full[tex_type_count] =
3265 {
3266 /* tex_1d */
3267 NULL,
3268 /* tex_2d */
3269 "!!ARBfp1.0\n"
3270 "TEMP R0;\n"
3271 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3272 "MOV result.depth.z, R0.x;\n"
3273 "END\n",
3274 /* tex_3d */
3275 NULL,
3276 /* tex_cube */
3277 "!!ARBfp1.0\n"
3278 "TEMP R0;\n"
3279 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3280 "MOV result.depth.z, R0.x;\n"
3281 "END\n",
3282 /* tex_rect */
3283 "!!ARBfp1.0\n"
3284 "TEMP R0;\n"
3285 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3286 "MOV result.depth.z, R0.x;\n"
3287 "END\n",
3288 };
3289
3290 static const char * const blt_fprograms_masked[tex_type_count] =
3291 {
3292 /* tex_1d */
3293 NULL,
3294 /* tex_2d */
3295 "!!ARBfp1.0\n"
3296 "PARAM mask = program.local[0];\n"
3297 "TEMP R0;\n"
3298 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3299 "MUL R0.x, R0.x, R0.y;\n"
3300 "KIL -R0.x;\n"
3301 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3302 "MOV result.depth.z, R0.x;\n"
3303 "END\n",
3304 /* tex_3d */
3305 NULL,
3306 /* tex_cube */
3307 "!!ARBfp1.0\n"
3308 "PARAM mask = program.local[0];\n"
3309 "TEMP R0;\n"
3310 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3311 "MUL R0.x, R0.x, R0.y;\n"
3312 "KIL -R0.x;\n"
3313 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3314 "MOV result.depth.z, R0.x;\n"
3315 "END\n",
3316 /* tex_rect */
3317 "!!ARBfp1.0\n"
3318 "PARAM mask = program.local[0];\n"
3319 "TEMP R0;\n"
3320 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3321 "MUL R0.x, R0.x, R0.y;\n"
3322 "KIL -R0.x;\n"
3323 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3324 "MOV result.depth.z, R0.x;\n"
3325 "END\n",
3326 };
3327
3328 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3329 if (!fprogram)
3330 {
3331 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3332 tex_type = tex_2d;
3333 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3334 }
3335
3336 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3337 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3338 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3339 checkGLcall("glProgramStringARB()");
3340
3341 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3342 if (pos != -1)
3343 {
3344 FIXME("Fragment program error at position %d: %s\n\n", pos,
3345 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3346 shader_arb_dump_program_source(fprogram);
3347 }
3348 else
3349 {
3350 GLint native;
3351
3352 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3353 checkGLcall("glGetProgramivARB()");
3354 if (!native) WARN("Program exceeds native resource limits.\n");
3355 }
3356
3357 return program_id;
3358 }
3359
3360 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3361 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3362 {
3363 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3364
3365 if(condcode)
3366 {
3367 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3368 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3369 /* Calculate the > 0.0031308 case */
3370 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3371 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3372 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3373 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3374 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3375 /* Calculate the < case */
3376 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3377 }
3378 else
3379 {
3380 /* Calculate the > 0.0031308 case */
3381 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3382 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3383 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3384 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3385 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3386 /* Calculate the < case */
3387 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3388 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3389 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3390 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3391 /* Store the components > 0.0031308 in the destination */
3392 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3393 /* Add the components that are < 0.0031308 */
3394 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3395 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3396 * result.color writes(.rgb first, then .a), or handle overwriting already written
3397 * components. The assembler uses a temporary register in this case, which is usually
3398 * not allocated from one of our registers that were used earlier.
3399 */
3400 }
3401 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3402 }
3403
3404 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3405 {
3406 const local_constant *constant;
3407
3408 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3409 {
3410 if (constant->idx == idx)
3411 {
3412 return constant->value;
3413 }
3414 }
3415 return NULL;
3416 }
3417
3418 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3419 struct shader_arb_ctx_priv *priv)
3420 {
3421 static const char * const texcoords[8] =
3422 {
3423 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3424 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3425 };
3426 unsigned int i;
3427 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3428 const char *semantic_name;
3429 DWORD semantic_idx;
3430
3431 switch(args->super.vp_mode)
3432 {
3433 case pretransformed:
3434 case fixedfunction:
3435 /* The pixelshader has to collect the varyings on its own. In any case properly load
3436 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3437 * other attribs to 0.0.
3438 *
3439 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3440 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3441 * load the texcoord attrib pointers to match the pixel shader signature
3442 */
3443 for(i = 0; i < MAX_REG_INPUT; i++)
3444 {
3445 semantic_name = sig[i].semantic_name;
3446 semantic_idx = sig[i].semantic_idx;
3447 if (!semantic_name) continue;
3448
3449 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3450 {
3451 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3452 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3453 else priv->ps_input[i] = "0.0";
3454 }
3455 else if(args->super.vp_mode == fixedfunction)
3456 {
3457 priv->ps_input[i] = "0.0";
3458 }
3459 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3460 {
3461 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3462 else priv->ps_input[i] = "0.0";
3463 }
3464 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3465 {
3466 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3467 else priv->ps_input[i] = "0.0";
3468 }
3469 else
3470 {
3471 priv->ps_input[i] = "0.0";
3472 }
3473
3474 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3475 }
3476 break;
3477
3478 case vertexshader:
3479 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3480 * fragment.color
3481 */
3482 for(i = 0; i < 8; i++)
3483 {
3484 priv->ps_input[i] = texcoords[i];
3485 }
3486 priv->ps_input[8] = "fragment.color.primary";
3487 priv->ps_input[9] = "fragment.color.secondary";
3488 break;
3489 }
3490 }
3491
3492 /* GL locking is done by the caller */
3493 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3494 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3495 {
3496 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3497 CONST DWORD *function = This->baseShader.function;
3498 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3499 const local_constant *lconst;
3500 GLuint retval;
3501 char fragcolor[16];
3502 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3503 struct shader_arb_ctx_priv priv_ctx;
3504 BOOL dcl_td = FALSE;
3505 BOOL want_nv_prog = FALSE;
3506 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3507 GLint errPos;
3508 DWORD map;
3509
3510 char srgbtmp[4][4];
3511 unsigned int i, found = 0;
3512
3513 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3514 {
3515 if (!(map & 1)
3516 || (This->color0_mov && i == This->color0_reg)
3517 || (reg_maps->shader_version.major < 2 && !i))
3518 continue;
3519
3520 sprintf(srgbtmp[found], "R%u", i);
3521 ++found;
3522 if (found == 4) break;
3523 }
3524
3525 switch(found) {
3526 case 0:
3527 sprintf(srgbtmp[0], "TA");
3528 sprintf(srgbtmp[1], "TB");
3529 sprintf(srgbtmp[2], "TC");
3530 sprintf(srgbtmp[3], "TD");
3531 dcl_td = TRUE;
3532 break;
3533 case 1:
3534 sprintf(srgbtmp[1], "TA");
3535 sprintf(srgbtmp[2], "TB");
3536 sprintf(srgbtmp[3], "TC");
3537 break;
3538 case 2:
3539 sprintf(srgbtmp[2], "TA");
3540 sprintf(srgbtmp[3], "TB");
3541 break;
3542 case 3:
3543 sprintf(srgbtmp[3], "TA");
3544 break;
3545 case 4:
3546 break;
3547 }
3548
3549 /* Create the hw ARB shader */
3550 memset(&priv_ctx, 0, sizeof(priv_ctx));
3551 priv_ctx.cur_ps_args = args;
3552 priv_ctx.compiled_fprog = compiled;
3553 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3554 init_ps_input(This, args, &priv_ctx);
3555 list_init(&priv_ctx.control_frames);
3556
3557 /* Avoid enabling NV_fragment_program* if we do not need it.
3558 *
3559 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3560 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3561 * is faster than what we gain from using higher native instructions. There are some things though
3562 * that cannot be emulated. In that case enable the extensions.
3563 * If the extension is enabled, instruction handlers that support both ways will use it.
3564 *
3565 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3566 * So enable the best we can get.
3567 */
3568 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3569 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3570 {
3571 want_nv_prog = TRUE;
3572 }
3573
3574 shader_addline(buffer, "!!ARBfp1.0\n");
3575 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3576 {
3577 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3578 priv_ctx.target_version = NV3;
3579 }
3580 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3581 {
3582 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3583 priv_ctx.target_version = NV2;
3584 } else {
3585 if(want_nv_prog)
3586 {
3587 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3588 * limits properly
3589 */
3590 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3591 ERR("Try GLSL\n");
3592 }
3593 priv_ctx.target_version = ARB;
3594 }
3595
3596 if(This->baseShader.reg_maps.highest_render_target > 0)
3597 {
3598 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3599 }
3600
3601 if (reg_maps->shader_version.major < 3)
3602 {
3603 switch(args->super.fog) {
3604 case FOG_OFF:
3605 break;
3606 case FOG_LINEAR:
3607 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3608 break;
3609 case FOG_EXP:
3610 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3611 break;
3612 case FOG_EXP2:
3613 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3614 break;
3615 }
3616 }
3617
3618 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3619 * unused temps away(but occupies them for the whole shader if they're used once). Always
3620 * declaring them avoids tricky bookkeeping work
3621 */
3622 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3623 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3624 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3625 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3626 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3627 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3628 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3629
3630 if (reg_maps->shader_version.major < 2)
3631 {
3632 strcpy(fragcolor, "R0");
3633 } else {
3634 if(args->super.srgb_correction) {
3635 if(This->color0_mov) {
3636 sprintf(fragcolor, "R%u", This->color0_reg);
3637 } else {
3638 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3639 strcpy(fragcolor, "TMP_COLOR");
3640 }
3641 } else {
3642 strcpy(fragcolor, "result.color");
3643 }
3644 }
3645
3646 if(args->super.srgb_correction) {
3647 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3648 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3649 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3650 srgb_sub_high, 0.0, 0.0, 0.0);
3651 }
3652
3653 /* Base Declarations */
3654 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3655 reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3656
3657 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3658 {
3659 if (!(map & 1)) continue;
3660
3661 cur = compiled->numbumpenvmatconsts;
3662 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3663 compiled->bumpenvmatconst[cur].texunit = i;
3664 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3665 compiled->luminanceconst[cur].texunit = i;
3666
3667 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3668 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3669 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3670 * textures due to conditional NP2 restrictions)
3671 *
3672 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3673 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3674 * their location is shader dependent anyway and they cannot be loaded globally.
3675 */
3676 compiled->bumpenvmatconst[cur].const_num = next_local++;
3677 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3678 i, compiled->bumpenvmatconst[cur].const_num);
3679 compiled->numbumpenvmatconsts = cur + 1;
3680
3681 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3682
3683 compiled->luminanceconst[cur].const_num = next_local++;
3684 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3685 i, compiled->luminanceconst[cur].const_num);
3686 }
3687
3688 for(i = 0; i < MAX_CONST_I; i++)
3689 {
3690 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3691 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3692 {
3693 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3694
3695 if(control_values)
3696 {
3697 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3698 control_values[0], control_values[1], control_values[2]);
3699 }
3700 else
3701 {
3702 compiled->int_consts[i] = next_local;
3703 compiled->num_int_consts++;
3704 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3705 }
3706 }
3707 }
3708
3709 if(reg_maps->vpos || reg_maps->usesdsy)
3710 {
3711 compiled->ycorrection = next_local;
3712 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3713
3714 if(reg_maps->vpos)
3715 {
3716 shader_addline(buffer, "TEMP vpos;\n");
3717 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3718 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3719 * ycorrection.z: 1.0
3720 * ycorrection.w: 0.0
3721 */
3722 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3723 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3724 }
3725 }
3726 else
3727 {
3728 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3729 }
3730
3731 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3732 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3733 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3734 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3735 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3736 * shader compilation errors and the subsequent errors when drawing with this shader. */
3737 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3738
3739 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3740 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3741 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3742
3743 fixup->offset = next_local;
3744 fixup->super.active = 0;
3745
3746 cur = 0;
3747 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3748 if (!(map & (1 << i))) continue;
3749
3750 if (fixup->offset + (cur >> 1) < max_lconsts) {
3751 fixup->super.active |= (1 << i);
3752 fixup->super.idx[i] = cur++;
3753 } else {
3754 FIXME("No free constant found to load NP2 fixup data into shader. "
3755 "Sampling from this texture will probably look wrong.\n");
3756 break;
3757 }
3758 }
3759
3760 fixup->super.num_consts = (cur + 1) >> 1;
3761 if (fixup->super.num_consts) {
3762 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3763 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3764 }
3765
3766 next_local += fixup->super.num_consts;
3767 }
3768
3769 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3770 {
3771 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3772 }
3773
3774 /* Base Shader Body */
3775 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3776
3777 if(args->super.srgb_correction) {
3778 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3779 priv_ctx.target_version >= NV2);
3780 }
3781
3782 if(strcmp(fragcolor, "result.color")) {
3783 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3784 }
3785 shader_addline(buffer, "END\n");
3786
3787 /* TODO: change to resource.glObjectHandle or something like that */
3788 GL_EXTCALL(glGenProgramsARB(1, &retval));
3789
3790 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3791 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3792
3793 TRACE("Created hw pixel shader, prg=%d\n", retval);
3794 /* Create the program and check for errors */
3795 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3796 buffer->bsize, buffer->buffer));
3797 checkGLcall("glProgramStringARB()");
3798
3799 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3800 if (errPos != -1)
3801 {
3802 FIXME("HW PixelShader Error at position %d: %s\n\n",
3803 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3804 shader_arb_dump_program_source(buffer->buffer);
3805 retval = 0;
3806 }
3807 else
3808 {
3809 GLint native;
3810
3811 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3812 checkGLcall("glGetProgramivARB()");
3813 if (!native) WARN("Program exceeds native resource limits.\n");
3814 }
3815
3816 /* Load immediate constants */
3817 if(lconst_map) {
3818 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3819 const float *value = (const float *)lconst->value;
3820 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3821 checkGLcall("glProgramLocalParameter4fvARB");
3822 }
3823 HeapFree(GetProcessHeap(), 0, lconst_map);
3824 }
3825
3826 return retval;
3827 }
3828
3829 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3830 {
3831 unsigned int i;
3832 int ret;
3833
3834 for(i = 0; i < MAX_REG_INPUT; i++)
3835 {
3836 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3837 {
3838 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3839 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3840 continue;
3841 }
3842
3843 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3844 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3845 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3846 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3847 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3848 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3849 }
3850 return 0;
3851 }
3852
3853 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3854 {
3855 struct wined3d_shader_signature_element *new;
3856 int i;
3857 char *name;
3858
3859 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3860 for(i = 0; i < MAX_REG_INPUT; i++)
3861 {
3862 if (!sig[i].semantic_name) continue;
3863
3864 new[i] = sig[i];
3865 /* Clone the semantic string */
3866 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3867 strcpy(name, sig[i].semantic_name);
3868 new[i].semantic_name = name;
3869 }
3870 return new;
3871 }
3872
3873 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3874 {
3875 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3876 struct ps_signature *found_sig;
3877
3878 if (entry)
3879 {
3880 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3881 TRACE("Found existing signature %u\n", found_sig->idx);
3882 return found_sig->idx;
3883 }
3884 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3885 found_sig->sig = clone_sig(sig);
3886 found_sig->idx = priv->ps_sig_number++;
3887 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3888 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3889 {
3890 ERR("Failed to insert program entry.\n");
3891 }
3892 return found_sig->idx;
3893 }
3894
3895 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3896 struct arb_vs_compiled_shader *compiled)
3897 {
3898 unsigned int i, j;
3899 static const char * const texcoords[8] =
3900 {
3901 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3902 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3903 };
3904 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3905 IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3906 const struct wined3d_shader_signature_element *sig;
3907 const char *semantic_name;
3908 DWORD semantic_idx, reg_idx;
3909
3910 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3911 * and varying 9 to result.color.secondary
3912 */
3913 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3914 {
3915 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3916 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3917 "result.color.primary", "result.color.secondary"
3918 };
3919
3920 if(sig_num == ~0)
3921 {
3922 TRACE("Pixel shader uses builtin varyings\n");
3923 /* Map builtins to builtins */
3924 for(i = 0; i < 8; i++)
3925 {
3926 priv_ctx->texcrd_output[i] = texcoords[i];
3927 }
3928 priv_ctx->color_output[0] = "result.color.primary";
3929 priv_ctx->color_output[1] = "result.color.secondary";
3930 priv_ctx->fog_output = "result.fogcoord";
3931
3932 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3933 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3934 {
3935 semantic_name = baseshader->output_signature[i].semantic_name;
3936 if (!semantic_name) continue;
3937
3938 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3939 {
3940 TRACE("o%u is TMP_OUT\n", i);
3941 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3942 else priv_ctx->vs_output[i] = "TA";
3943 }
3944 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3945 {
3946 TRACE("o%u is result.pointsize\n", i);
3947 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
3948 else priv_ctx->vs_output[i] = "TA";
3949 }
3950 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3951 {
3952 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
3953 if (!baseshader->output_signature[i].semantic_idx)
3954 priv_ctx->vs_output[i] = "result.color.primary";
3955 else if (baseshader->output_signature[i].semantic_idx == 1)
3956 priv_ctx->vs_output[i] = "result.color.secondary";
3957 else priv_ctx->vs_output[i] = "TA";
3958 }
3959 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3960 {
3961 TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
3962 if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3963 else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
3964 }
3965 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3966 {
3967 TRACE("o%u is result.fogcoord\n", i);
3968 if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3969 else priv_ctx->vs_output[i] = "result.fogcoord";
3970 }
3971 else
3972 {
3973 priv_ctx->vs_output[i] = "TA";
3974 }
3975 }
3976 return;
3977 }
3978
3979 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3980 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3981 */
3982 sig = device->stateBlock->state.pixel_shader->baseShader.input_signature;
3983 TRACE("Pixel shader uses declared varyings\n");
3984
3985 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3986 for(i = 0; i < 8; i++)
3987 {
3988 priv_ctx->texcrd_output[i] = "TA";
3989 }
3990 priv_ctx->color_output[0] = "TA";
3991 priv_ctx->color_output[1] = "TA";
3992 priv_ctx->fog_output = "TA";
3993
3994 for(i = 0; i < MAX_REG_INPUT; i++)
3995 {
3996 semantic_name = sig[i].semantic_name;
3997 semantic_idx = sig[i].semantic_idx;
3998 reg_idx = sig[i].register_idx;
3999 if (!semantic_name) continue;
4000
4001 /* If a declared input register is not written by builtin arguments, don't write to it.
4002 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4003 *
4004 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4005 * to TMP_OUT in any case
4006 */
4007 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
4008 {
4009 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4010 }
4011 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
4012 {
4013 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4014 }
4015 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
4016 {
4017 if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4018 }
4019 else
4020 {
4021 continue;
4022 }
4023
4024 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4025 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4026 {
4027 compiled->need_color_unclamp = TRUE;
4028 }
4029 }
4030
4031 /* Map declared to declared */
4032 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
4033 {
4034 /* Write unread output to TA to throw them away */
4035 priv_ctx->vs_output[i] = "TA";
4036 semantic_name = baseshader->output_signature[i].semantic_name;
4037 if (!semantic_name) continue;
4038
4039 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
4040 && !baseshader->output_signature[i].semantic_idx)
4041 {
4042 priv_ctx->vs_output[i] = "TMP_OUT";
4043 continue;
4044 }
4045 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
4046 && !baseshader->output_signature[i].semantic_idx)
4047 {
4048 priv_ctx->vs_output[i] = "result.pointsize";
4049 continue;
4050 }
4051
4052 for(j = 0; j < MAX_REG_INPUT; j++)
4053 {
4054 if (!sig[j].semantic_name) continue;
4055
4056 if (!strcmp(sig[j].semantic_name, semantic_name)
4057 && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
4058 {
4059 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4060
4061 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4062 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4063 {
4064 compiled->need_color_unclamp = TRUE;
4065 }
4066 }
4067 }
4068 }
4069 }
4070
4071 /* GL locking is done by the caller */
4072 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
4073 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4074 {
4075 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4076 CONST DWORD *function = This->baseShader.function;
4077 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4078 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4079 const local_constant *lconst;
4080 GLuint ret;
4081 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
4082 struct shader_arb_ctx_priv priv_ctx;
4083 unsigned int i;
4084 GLint errPos;
4085
4086 memset(&priv_ctx, 0, sizeof(priv_ctx));
4087 priv_ctx.cur_vs_args = args;
4088 list_init(&priv_ctx.control_frames);
4089 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
4090
4091 /* Create the hw ARB shader */
4092 shader_addline(buffer, "!!ARBvp1.0\n");
4093
4094 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4095 * mesurable performance penalty, and we can always make use of it for clipplanes.
4096 */
4097 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4098 {
4099 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4100 priv_ctx.target_version = NV3;
4101 shader_addline(buffer, "ADDRESS aL;\n");
4102 }
4103 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4104 {
4105 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4106 priv_ctx.target_version = NV2;
4107 shader_addline(buffer, "ADDRESS aL;\n");
4108 } else {
4109 priv_ctx.target_version = ARB;
4110 }
4111
4112 shader_addline(buffer, "TEMP TMP_OUT;\n");
4113 if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4114 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4115 }
4116 if(need_rel_addr_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4117 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", This->rel_offset);
4118 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4119 }
4120
4121 shader_addline(buffer, "TEMP TA;\n");
4122
4123 /* Base Declarations */
4124 next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
4125 reg_maps, buffer, gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4126
4127 for(i = 0; i < MAX_CONST_I; i++)
4128 {
4129 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4130 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4131 {
4132 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
4133
4134 if(control_values)
4135 {
4136 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4137 control_values[0], control_values[1], control_values[2]);
4138 }
4139 else
4140 {
4141 compiled->int_consts[i] = next_local;
4142 compiled->num_int_consts++;
4143 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4144 }
4145 }
4146 }
4147
4148 /* We need a constant to fixup the final position */
4149 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4150 compiled->pos_fixup = next_local++;
4151
4152 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4153 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4154 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4155 * a replacement shader depend on the texcoord.w being set properly.
4156 *
4157 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4158 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4159 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4160 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4161 * this can eat a number of instructions, so skip it unless this cap is set as well
4162 */
4163 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4164 {
4165 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4166 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4167
4168 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4169 {
4170 int i;
4171 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4172 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4173 {
4174 if (This->baseShader.reg_maps.texcoord_mask[i]
4175 && This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4176 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4177 }
4178 }
4179 }
4180
4181 /* The shader starts with the main function */
4182 priv_ctx.in_main_func = TRUE;
4183 /* Base Shader Body */
4184 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4185
4186 if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
4187
4188 shader_addline(buffer, "END\n");
4189
4190 /* TODO: change to resource.glObjectHandle or something like that */
4191 GL_EXTCALL(glGenProgramsARB(1, &ret));
4192
4193 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4194 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4195
4196 TRACE("Created hw vertex shader, prg=%d\n", ret);
4197 /* Create the program and check for errors */
4198 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4199 buffer->bsize, buffer->buffer));
4200 checkGLcall("glProgramStringARB()");
4201
4202 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4203 if (errPos != -1)
4204 {
4205 FIXME("HW VertexShader Error at position %d: %s\n\n",
4206 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4207 shader_arb_dump_program_source(buffer->buffer);
4208 ret = -1;
4209 }
4210 else
4211 {
4212 GLint native;
4213
4214 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4215 checkGLcall("glGetProgramivARB()");
4216 if (!native) WARN("Program exceeds native resource limits.\n");
4217
4218 /* Load immediate constants */
4219 if(lconst_map) {
4220 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
4221 const float *value = (const float *)lconst->value;
4222 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4223 }
4224 }
4225 }
4226 HeapFree(GetProcessHeap(), 0, lconst_map);
4227
4228 return ret;
4229 }
4230
4231 /* GL locking is done by the caller */
4232 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
4233 {
4234 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
4235 UINT i;
4236 DWORD new_size;
4237 struct arb_ps_compiled_shader *new_array;
4238 struct wined3d_shader_buffer buffer;
4239 struct arb_pshader_private *shader_data;
4240 GLuint ret;
4241
4242 if (!shader->baseShader.backend_data)
4243 {
4244 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4245 struct shader_arb_priv *priv = device->shader_priv;
4246
4247 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4248 shader_data = shader->baseShader.backend_data;
4249 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4250
4251 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4252 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4253
4254 shader_data->has_signature_idx = TRUE;
4255 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4256
4257 if (!device->vs_clipping)
4258 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4259 gl_info->limits.texture_stages - 1);
4260 else
4261 shader_data->clipplane_emulation = ~0U;
4262 }
4263 shader_data = shader->baseShader.backend_data;
4264
4265 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4266 * so a linear search is more performant than a hashmap or a binary search
4267 * (cache coherency etc)
4268 */
4269 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4270 {
4271 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4272 return &shader_data->gl_shaders[i];
4273 }
4274
4275 TRACE("No matching GL shader found, compiling a new shader\n");
4276 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4277 if (shader_data->num_gl_shaders)
4278 {
4279 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4280 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4281 new_size * sizeof(*shader_data->gl_shaders));
4282 } else {
4283 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4284 new_size = 1;
4285 }
4286
4287 if(!new_array) {
4288 ERR("Out of memory\n");
4289 return 0;
4290 }
4291 shader_data->gl_shaders = new_array;
4292 shader_data->shader_array_size = new_size;
4293 }
4294
4295 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4296
4297 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4298 (IWineD3DBaseTexture **)device->stateBlock->state.textures);
4299
4300 if (!shader_buffer_init(&buffer))
4301 {
4302 ERR("Failed to initialize shader buffer.\n");
4303 return 0;
4304 }
4305
4306 ret = shader_arb_generate_pshader(shader, &buffer, args,
4307 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4308 shader_buffer_free(&buffer);
4309 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4310
4311 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4312 }
4313
4314 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4315 const DWORD use_map, BOOL skip_int) {
4316 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4317 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4318 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4319 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4320 if(stored->ps_signature != new->ps_signature) return FALSE;
4321 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4322 if(skip_int) return TRUE;
4323
4324 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4325 }
4326
4327 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4328 {
4329 UINT i;
4330 DWORD new_size;
4331 struct arb_vs_compiled_shader *new_array;
4332 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4333 struct wined3d_shader_buffer buffer;
4334 struct arb_vshader_private *shader_data;
4335 GLuint ret;
4336 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4337
4338 if (!shader->baseShader.backend_data)
4339 {
4340 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4341 }
4342 shader_data = shader->baseShader.backend_data;
4343
4344 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4345 * so a linear search is more performant than a hashmap or a binary search
4346 * (cache coherency etc)
4347 */
4348 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4349 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4350 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4351 {
4352 return &shader_data->gl_shaders[i];
4353 }
4354 }
4355
4356 TRACE("No matching GL shader found, compiling a new shader\n");
4357
4358 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4359 if (shader_data->num_gl_shaders)
4360 {
4361 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4362 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4363 new_size * sizeof(*shader_data->gl_shaders));
4364 } else {
4365 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4366 new_size = 1;
4367 }
4368
4369 if(!new_array) {
4370 ERR("Out of memory\n");
4371 return 0;
4372 }
4373 shader_data->gl_shaders = new_array;
4374 shader_data->shader_array_size = new_size;
4375 }
4376
4377 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4378
4379 if (!shader_buffer_init(&buffer))
4380 {
4381 ERR("Failed to initialize shader buffer.\n");
4382 return 0;
4383 }
4384
4385 ret = shader_arb_generate_vshader(shader, &buffer, args,
4386 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4387 shader_buffer_free(&buffer);
4388 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4389
4390 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4391 }
4392
4393 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4394 IWineD3DPixelShaderImpl *shader, struct arb_ps_compile_args *args)
4395 {
4396 int i;
4397 WORD int_skip;
4398 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4399
4400 find_ps_compile_args(state, shader, &args->super);
4401
4402 /* This forces all local boolean constants to 1 to make them stateblock independent */
4403 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4404
4405 for(i = 0; i < MAX_CONST_B; i++)
4406 {
4407 if (state->ps_consts_b[i])
4408 args->bools |= ( 1 << i);
4409 }
4410
4411 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4412 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4413 * duplicate the shader than have a no-op KIL instruction in every shader
4414 */
4415 if ((!((IWineD3DDeviceImpl *)shader->baseShader.device)->vs_clipping) && use_vs(state)
4416 && state->render_states[WINED3DRS_CLIPPING]
4417 && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4418 args->clip = 1;
4419 else
4420 args->clip = 0;
4421
4422 /* Skip if unused or local, or supported natively */
4423 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4424 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4425 {
4426 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4427 return;
4428 }
4429
4430 for(i = 0; i < MAX_CONST_I; i++)
4431 {
4432 if(int_skip & (1 << i))
4433 {
4434 args->loop_ctrl[i][0] = 0;
4435 args->loop_ctrl[i][1] = 0;
4436 args->loop_ctrl[i][2] = 0;
4437 }
4438 else
4439 {
4440 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4441 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4442 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4443 }
4444 }
4445 }
4446
4447 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4448 IWineD3DVertexShaderImpl *shader, struct arb_vs_compile_args *args)
4449 {
4450 int i;
4451 WORD int_skip;
4452 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4453 const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4454
4455 find_vs_compile_args(state, shader, &args->super);
4456
4457 args->clip.boolclip_compare = 0;
4458 if (use_ps(state))
4459 {
4460 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4461 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4462 args->ps_signature = shader_priv->input_signature_idx;
4463
4464 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4465 }
4466 else
4467 {
4468 args->ps_signature = ~0;
4469 if(!dev->vs_clipping)
4470 {
4471 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4472 }
4473 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4474 }
4475
4476 if (args->clip.boolclip.clip_texcoord)
4477 {
4478 if (state->render_states[WINED3DRS_CLIPPING])
4479 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3DRS_CLIPPLANEENABLE];
4480 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4481 }
4482
4483 /* This forces all local boolean constants to 1 to make them stateblock independent */
4484 args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4485 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4486 for(i = 0; i < MAX_CONST_B; i++)
4487 {
4488 if (state->vs_consts_b[i])
4489 args->clip.boolclip.bools |= ( 1 << i);
4490 }
4491
4492 args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4493 args->vertex.samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4494 args->vertex.samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4495 args->vertex.samplers[3] = 0;
4496
4497 /* Skip if unused or local */
4498 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4499 /* This is about flow control, not clipping. */
4500 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4501 {
4502 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4503 return;
4504 }
4505
4506 for(i = 0; i < MAX_CONST_I; i++)
4507 {
4508 if(int_skip & (1 << i))
4509 {
4510 args->loop_ctrl[i][0] = 0;
4511 args->loop_ctrl[i][1] = 0;
4512 args->loop_ctrl[i][2] = 0;
4513 }
4514 else
4515 {
4516 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4517 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4518 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4519 }
4520 }
4521 }
4522
4523 /* GL locking is done by the caller */
4524 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4525 {
4526 IWineD3DDeviceImpl *This = context->swapchain->device;
4527 struct shader_arb_priv *priv = This->shader_priv;
4528 const struct wined3d_gl_info *gl_info = context->gl_info;
4529 const struct wined3d_state *state = &This->stateBlock->state;
4530 int i;
4531
4532 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4533 if (usePS)
4534 {
4535 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4536 struct arb_ps_compile_args compile_args;
4537 struct arb_ps_compiled_shader *compiled;
4538
4539 TRACE("Using pixel shader %p.\n", ps);
4540 find_arb_ps_compile_args(state, ps, &compile_args);
4541 compiled = find_arb_pshader(ps, &compile_args);
4542 priv->current_fprogram_id = compiled->prgId;
4543 priv->compiled_fprog = compiled;
4544
4545 /* Bind the fragment program */
4546 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4547 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4548
4549 if(!priv->use_arbfp_fixed_func) {
4550 /* Enable OpenGL fragment programs */
4551 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4552 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4553 }
4554 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4555
4556 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4557 * a 1.x and newer shader, reload the first 8 constants
4558 */
4559 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4560 {
4561 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4562 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4563 for(i = 0; i < 8; i++)
4564 {
4565 context->pshader_const_dirty[i] = 1;
4566 }
4567 /* Also takes care of loading local constants */
4568 shader_arb_load_constants(context, TRUE, FALSE);
4569 }
4570 else
4571 {
4572 shader_arb_ps_local_constants(This);
4573 }
4574
4575 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4576 if (compiled->np2fixup_info.super.active)
4577 shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4578 }
4579 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4580 {
4581 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4582 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4583 * replacement shader
4584 */
4585 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4586 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4587 priv->current_fprogram_id = 0;
4588 }
4589
4590 if (useVS)
4591 {
4592 IWineD3DVertexShaderImpl *vs = state->vertex_shader;
4593 struct arb_vs_compile_args compile_args;
4594 struct arb_vs_compiled_shader *compiled;
4595
4596 TRACE("Using vertex shader %p\n", vs);
4597 find_arb_vs_compile_args(state, vs, &compile_args);
4598 compiled = find_arb_vshader(vs, &compile_args);
4599 priv->current_vprogram_id = compiled->prgId;
4600 priv->compiled_vprog = compiled;
4601
4602 /* Bind the vertex program */
4603 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4604 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4605
4606 /* Enable OpenGL vertex programs */
4607 glEnable(GL_VERTEX_PROGRAM_ARB);
4608 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4609 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4610 shader_arb_vs_local_constants(This);
4611
4612 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4613 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4614
4615 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4616 {
4617 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4618 checkGLcall("glClampColorARB");
4619 } else {
4620 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4621 }
4622 }
4623 }
4624 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4625 {
4626 priv->current_vprogram_id = 0;
4627 glDisable(GL_VERTEX_PROGRAM_ARB);
4628 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4629 }
4630 }
4631
4632 /* GL locking is done by the caller */
4633 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size)
4634 {
4635 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4636 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4637 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4638 struct shader_arb_priv *priv = This->shader_priv;
4639 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4640 GLuint *blt_fprogram;
4641
4642 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4643 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4644 glEnable(GL_VERTEX_PROGRAM_ARB);
4645
4646 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4647 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4648 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4649 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4650 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4651 }
4652
4653 /* GL locking is done by the caller */
4654 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4655 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4656 struct shader_arb_priv *priv = This->shader_priv;
4657 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4658
4659 if (priv->current_vprogram_id) {
4660 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4661 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4662
4663 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4664 } else {
4665 glDisable(GL_VERTEX_PROGRAM_ARB);
4666 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4667 }
4668
4669 if (priv->current_fprogram_id) {
4670 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4671 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4672
4673 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4674 } else if(!priv->use_arbfp_fixed_func) {
4675 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4676 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4677 }
4678 }
4679
4680 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4681 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4682 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4683 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4684
4685 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4686 {
4687 struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
4688 UINT i;
4689
4690 if(!shader_data) return; /* This can happen if a shader was never compiled */
4691
4692 if (shader_data->num_gl_shaders)
4693 {
4694 struct wined3d_context *context = context_acquire(device, NULL);
4695
4696 ENTER_GL();
4697 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4698 {
4699 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4700 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4701 }
4702 LEAVE_GL();
4703
4704 context_release(context);
4705 }
4706
4707 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4708 HeapFree(GetProcessHeap(), 0, shader_data);
4709 baseShader->baseShader.backend_data = NULL;
4710 }
4711 else
4712 {
4713 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4714 UINT i;
4715
4716 if(!shader_data) return; /* This can happen if a shader was never compiled */
4717
4718 if (shader_data->num_gl_shaders)
4719 {
4720 struct wined3d_context *context = context_acquire(device, NULL);
4721
4722 ENTER_GL();
4723 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4724 {
4725 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4726 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4727 }
4728 LEAVE_GL();
4729
4730 context_release(context);
4731 }
4732
4733 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4734 HeapFree(GetProcessHeap(), 0, shader_data);
4735 baseShader->baseShader.backend_data = NULL;
4736 }
4737 }
4738
4739 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4740 {
4741 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4742 return compare_sig(key, e->sig);
4743 }
4744
4745 static const struct wine_rb_functions sig_tree_functions =
4746 {
4747 wined3d_rb_alloc,
4748 wined3d_rb_realloc,
4749 wined3d_rb_free,
4750 sig_tree_compare
4751 };
4752
4753 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4754 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4755 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4756 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4757 {
4758 ERR("RB tree init failed\n");
4759 HeapFree(GetProcessHeap(), 0, priv);
4760 return E_OUTOFMEMORY;
4761 }
4762 This->shader_priv = priv;
4763 return WINED3D_OK;
4764 }
4765
4766 static void release_signature(struct wine_rb_entry *entry, void *context)
4767 {
4768 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4769 int i;
4770 for(i = 0; i < MAX_REG_INPUT; i++)
4771 {
4772 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4773 }
4774 HeapFree(GetProcessHeap(), 0, sig->sig);
4775 HeapFree(GetProcessHeap(), 0, sig);
4776 }
4777
4778 /* Context activation is done by the caller. */
4779 static void shader_arb_free(IWineD3DDevice *iface) {
4780 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4781 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4782 struct shader_arb_priv *priv = This->shader_priv;
4783 int i;
4784
4785 ENTER_GL();
4786 if(priv->depth_blt_vprogram_id) {
4787 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4788 }
4789 for (i = 0; i < tex_type_count; ++i)
4790 {
4791 if (priv->depth_blt_fprogram_id_full[i])
4792 {
4793 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4794 }
4795 if (priv->depth_blt_fprogram_id_masked[i])
4796 {
4797 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4798 }
4799 }
4800 LEAVE_GL();
4801
4802 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4803 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4804 }
4805
4806 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4807 return TRUE;
4808 }
4809
4810 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4811 {
4812 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4813 {
4814 DWORD vs_consts;
4815
4816 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4817 * for vertex programs. If the native limit is less than that it's
4818 * not very useful, and e.g. Mesa swrast returns 0, probably to
4819 * indicate it's a software implementation. */
4820 if (gl_info->limits.arb_vs_native_constants < 96)
4821 vs_consts = gl_info->limits.arb_vs_float_constants;
4822 else
4823 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4824
4825 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4826 {
4827 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4828 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4829 }
4830 else if (vs_consts >= 256)
4831 {
4832 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4833 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4834 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4835 }
4836 else
4837 {
4838 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4839 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4840 }
4841 pCaps->MaxVertexShaderConst = vs_consts;
4842 }
4843 else
4844 {
4845 pCaps->VertexShaderVersion = 0;
4846 pCaps->MaxVertexShaderConst = 0;
4847 }
4848
4849 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4850 {
4851 DWORD ps_consts;
4852
4853 /* Similar as above for vertex programs, but the minimum for fragment
4854 * programs is 24. */
4855 if (gl_info->limits.arb_ps_native_constants < 24)
4856 ps_consts = gl_info->limits.arb_ps_float_constants;
4857 else
4858 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4859
4860 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4861 {
4862 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4863 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4864 }
4865 else if (ps_consts >= 32)
4866 {
4867 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4868 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4869 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4870 }
4871 else
4872 {
4873 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4874 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4875 }
4876 pCaps->PixelShader1xMaxValue = 8.0f;
4877 pCaps->MaxPixelShaderConst = ps_consts;
4878 }
4879 else
4880 {
4881 pCaps->PixelShaderVersion = 0;
4882 pCaps->PixelShader1xMaxValue = 0.0f;
4883 pCaps->MaxPixelShaderConst = 0;
4884 }
4885
4886 pCaps->VSClipping = use_nv_clip(gl_info);
4887 }
4888
4889 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4890 {
4891 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4892 {
4893 TRACE("Checking support for color_fixup:\n");
4894 dump_color_fixup_desc(fixup);
4895 }
4896
4897 /* We support everything except complex conversions. */
4898 if (!is_complex_fixup(fixup))
4899 {
4900 TRACE("[OK]\n");
4901 return TRUE;
4902 }
4903
4904 TRACE("[FAILED]\n");
4905 return FALSE;
4906 }
4907
4908 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4909 DWORD shift;
4910 char write_mask[20], regstr[50];
4911 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4912 BOOL is_color = FALSE;
4913 const struct wined3d_shader_dst_param *dst;
4914
4915 if (!ins->dst_count) return;
4916
4917 dst = &ins->dst[0];
4918 shift = dst->shift;
4919 if (!shift) return; /* Saturate alone is handled by the instructions */
4920
4921 shader_arb_get_write_mask(ins, dst, write_mask);
4922 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4923
4924 /* Generate a line that does the output modifier computation
4925 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4926 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4927 */
4928 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4929 regstr, write_mask, regstr, shift_tab[shift]);
4930 }
4931
4932 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4933 {
4934 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4935 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4936 /* WINED3DSIH_AND */ NULL,
4937 /* WINED3DSIH_BEM */ pshader_hw_bem,
4938 /* WINED3DSIH_BREAK */ shader_hw_break,
4939 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4940 /* WINED3DSIH_BREAKP */ NULL,
4941 /* WINED3DSIH_CALL */ shader_hw_call,
4942 /* WINED3DSIH_CALLNZ */ NULL,
4943 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4944 /* WINED3DSIH_CND */ pshader_hw_cnd,
4945 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4946 /* WINED3DSIH_CUT */ NULL,
4947 /* WINED3DSIH_DCL */ NULL,
4948 /* WINED3DSIH_DEF */ NULL,
4949 /* WINED3DSIH_DEFB */ NULL,
4950 /* WINED3DSIH_DEFI */ NULL,
4951 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4952 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4953 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4954 /* WINED3DSIH_DST */ shader_hw_map2gl,
4955 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4956 /* WINED3DSIH_DSY */ shader_hw_dsy,
4957 /* WINED3DSIH_ELSE */ shader_hw_else,
4958 /* WINED3DSIH_EMIT */ NULL,
4959 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4960 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4961 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4962 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4963 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4964 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4965 /* WINED3DSIH_IADD */ NULL,
4966 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4967 /* WINED3DSIH_IFC */ shader_hw_ifc,
4968 /* WINED3DSIH_IGE */ NULL,
4969 /* WINED3DSIH_IMUL */ NULL,
4970 /* WINED3DSIH_LABEL */ shader_hw_label,
4971 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4972 /* WINED3DSIH_LOG */ shader_hw_log_pow,
4973 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
4974 /* WINED3DSIH_LOOP */ shader_hw_loop,
4975 /* WINED3DSIH_LRP */ shader_hw_lrp,
4976 /* WINED3DSIH_LT */ NULL,
4977 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4978 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4979 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4980 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4981 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4982 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4983 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4984 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4985 /* WINED3DSIH_MOV */ shader_hw_mov,
4986 /* WINED3DSIH_MOVA */ shader_hw_mov,
4987 /* WINED3DSIH_MOVC */ NULL,
4988 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4989 /* WINED3DSIH_NOP */ shader_hw_nop,
4990 /* WINED3DSIH_NRM */ shader_hw_nrm,
4991 /* WINED3DSIH_PHASE */ NULL,
4992 /* WINED3DSIH_POW */ shader_hw_log_pow,
4993 /* WINED3DSIH_RCP */ shader_hw_rcp,
4994 /* WINED3DSIH_REP */ shader_hw_rep,
4995 /* WINED3DSIH_RET */ shader_hw_ret,
4996 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
4997 /* WINED3DSIH_SETP */ NULL,
4998 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4999 /* WINED3DSIH_SGN */ shader_hw_sgn,
5000 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5001 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5002 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5003 /* WINED3DSIH_TEX */ pshader_hw_tex,
5004 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5005 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5006 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5007 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5008 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5009 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5010 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5011 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5012 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5013 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5014 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5015 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5016 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5017 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5018 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5019 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5020 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5021 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5022 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5023 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5024 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5025 };
5026
5027 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
5028 {
5029 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
5030 WORD bools = 0;
5031 WORD flag = (1 << idx);
5032 const local_constant *constant;
5033 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5034
5035 if(This->baseShader.reg_maps.local_bool_consts & flag)
5036 {
5037 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5038 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
5039 {
5040 if (constant->idx == idx)
5041 {
5042 return constant->value[0];
5043 }
5044 }
5045 ERR("Local constant not found\n");
5046 return FALSE;
5047 }
5048 else
5049 {
5050 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5051 else bools = priv->cur_ps_args->bools;
5052 return bools & flag;
5053 }
5054 }
5055
5056 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5057 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
5058 {
5059 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5060
5061 /* Integer constants can either be a local constant, or they can be stored in the shader
5062 * type specific compile args. */
5063 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
5064 {
5065 const local_constant *constant;
5066
5067 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
5068 {
5069 if (constant->idx == idx)
5070 {
5071 loop_control->count = constant->value[0];
5072 loop_control->start = constant->value[1];
5073 /* Step is signed. */
5074 loop_control->step = (int)constant->value[2];
5075 return;
5076 }
5077 }
5078 /* If this happens the flag was set incorrectly */
5079 ERR("Local constant not found\n");
5080 loop_control->count = 0;
5081 loop_control->start = 0;
5082 loop_control->step = 0;
5083 return;
5084 }
5085
5086 switch (This->baseShader.reg_maps.shader_version.type)
5087 {
5088 case WINED3D_SHADER_TYPE_VERTEX:
5089 /* Count and aL start value are unsigned */
5090 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5091 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5092 /* Step is signed. */
5093 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5094 break;
5095
5096 case WINED3D_SHADER_TYPE_PIXEL:
5097 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5098 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5099 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5100 break;
5101
5102 default:
5103 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
5104 break;
5105 }
5106 }
5107
5108 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5109 {
5110 unsigned int i;
5111 struct wined3d_shader_dst_param *dst_param = NULL;
5112 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5113 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5114 if(!rec)
5115 {
5116 ERR("Out of memory\n");
5117 return;
5118 }
5119
5120 rec->ins = *ins;
5121 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5122 if(!dst_param) goto free;
5123 *dst_param = *ins->dst;
5124 if(ins->dst->reg.rel_addr)
5125 {
5126 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5127 if(!rel_addr) goto free;
5128 *rel_addr = *ins->dst->reg.rel_addr;
5129 dst_param->reg.rel_addr = rel_addr;
5130 }
5131 rec->ins.dst = dst_param;
5132
5133 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5134 if(!src_param) goto free;
5135 for(i = 0; i < ins->src_count; i++)
5136 {
5137 src_param[i] = ins->src[i];
5138 if(ins->src[i].reg.rel_addr)
5139 {
5140 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5141 if(!rel_addr) goto free;
5142 *rel_addr = *ins->src[i].reg.rel_addr;
5143 src_param[i].reg.rel_addr = rel_addr;
5144 }
5145 }
5146 rec->ins.src = src_param;
5147 list_add_tail(list, &rec->entry);
5148 return;
5149
5150 free:
5151 ERR("Out of memory\n");
5152 if(dst_param)
5153 {
5154 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5155 HeapFree(GetProcessHeap(), 0, dst_param);
5156 }
5157 if(src_param)
5158 {
5159 for(i = 0; i < ins->src_count; i++)
5160 {
5161 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5162 }
5163 HeapFree(GetProcessHeap(), 0, src_param);
5164 }
5165 HeapFree(GetProcessHeap(), 0, rec);
5166 }
5167
5168 static void free_recorded_instruction(struct list *list)
5169 {
5170 struct recorded_instruction *rec_ins, *entry2;
5171 unsigned int i;
5172
5173 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5174 {
5175 list_remove(&rec_ins->entry);
5176 if(rec_ins->ins.dst)
5177 {
5178 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5179 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5180 }
5181 if(rec_ins->ins.src)
5182 {
5183 for(i = 0; i < rec_ins->ins.src_count; i++)
5184 {
5185 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5186 }
5187 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5188 }
5189 HeapFree(GetProcessHeap(), 0, rec_ins);
5190 }
5191 }
5192
5193 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5194 SHADER_HANDLER hw_fct;
5195 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5196 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
5197 struct control_frame *control_frame;
5198 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5199 BOOL bool_const;
5200
5201 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5202 {
5203 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5204 list_add_head(&priv->control_frames, &control_frame->entry);
5205
5206 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5207 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5208
5209 if(priv->target_version >= NV2)
5210 {
5211 control_frame->no.loop = priv->num_loops++;
5212 priv->loop_depth++;
5213 }
5214 else
5215 {
5216 /* Don't bother recording when we're in a not used if branch */
5217 if(priv->muted)
5218 {
5219 return;
5220 }
5221
5222 if(!priv->recording)
5223 {
5224 list_init(&priv->record);
5225 priv->recording = TRUE;
5226 control_frame->outer_loop = TRUE;
5227 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
5228 return; /* Instruction is handled */
5229 }
5230 /* Record this loop in the outer loop's recording */
5231 }
5232 }
5233 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5234 {
5235 if(priv->target_version >= NV2)
5236 {
5237 /* Nothing to do. The control frame is popped after the HW instr handler */
5238 }
5239 else
5240 {
5241 struct list *e = list_head(&priv->control_frames);
5242 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5243 list_remove(&control_frame->entry);
5244
5245 if(control_frame->outer_loop)
5246 {
5247 unsigned int iteration;
5248 int aL = 0;
5249 struct list copy;
5250
5251 /* Turn off recording before playback */
5252 priv->recording = FALSE;
5253
5254 /* Move the recorded instructions to a separate list and get them out of the private data
5255 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5256 * be recorded again, thus priv->record might be overwritten
5257 */
5258 list_init(&copy);
5259 list_move_tail(&copy, &priv->record);
5260 list_init(&priv->record);
5261
5262 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5263 {
5264 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5265 control_frame->loop_control.count, control_frame->loop_control.start,
5266 control_frame->loop_control.step);
5267 aL = control_frame->loop_control.start;
5268 }
5269 else
5270 {
5271 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5272 }
5273
5274 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5275 {
5276 struct recorded_instruction *rec_ins;
5277 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5278 {
5279 priv->aL = aL;
5280 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5281 }
5282 else
5283 {
5284 shader_addline(buffer, "#Iteration %u\n", iteration);
5285 }
5286
5287 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5288 {
5289 shader_arb_handle_instruction(&rec_ins->ins);
5290 }
5291
5292 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5293 {
5294 aL += control_frame->loop_control.step;
5295 }
5296 }
5297 shader_addline(buffer, "#end loop/rep\n");
5298
5299 free_recorded_instruction(&copy);
5300 HeapFree(GetProcessHeap(), 0, control_frame);
5301 return; /* Instruction is handled */
5302 }
5303 else
5304 {
5305 /* This is a nested loop. Proceed to the normal recording function */
5306 HeapFree(GetProcessHeap(), 0, control_frame);
5307 }
5308 }
5309 }
5310
5311 if(priv->recording)
5312 {
5313 record_instruction(&priv->record, ins);
5314 return;
5315 }
5316
5317 /* boolean if */
5318 if(ins->handler_idx == WINED3DSIH_IF)
5319 {
5320 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5321 list_add_head(&priv->control_frames, &control_frame->entry);
5322 control_frame->type = IF;
5323
5324 bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
5325 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5326 if (!priv->muted && !bool_const)
5327 {
5328 shader_addline(buffer, "#if(FALSE){\n");
5329 priv->muted = TRUE;
5330 control_frame->muting = TRUE;
5331 }
5332 else shader_addline(buffer, "#if(TRUE) {\n");
5333
5334 return; /* Instruction is handled */
5335 }
5336 else if(ins->handler_idx == WINED3DSIH_IFC)
5337 {
5338 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5339 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5340 control_frame->type = IFC;
5341 control_frame->no.ifc = priv->num_ifcs++;
5342 list_add_head(&priv->control_frames, &control_frame->entry);
5343 }
5344 else if(ins->handler_idx == WINED3DSIH_ELSE)
5345 {
5346 struct list *e = list_head(&priv->control_frames);
5347 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5348
5349 if(control_frame->type == IF)
5350 {
5351 shader_addline(buffer, "#} else {\n");
5352 if(!priv->muted && !control_frame->muting)
5353 {
5354 priv->muted = TRUE;
5355 control_frame->muting = TRUE;
5356 }
5357 else if(control_frame->muting) priv->muted = FALSE;
5358 return; /* Instruction is handled. */
5359 }
5360 /* In case of an ifc, generate a HW shader instruction */
5361 }
5362 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5363 {
5364 struct list *e = list_head(&priv->control_frames);
5365 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5366
5367 if(control_frame->type == IF)
5368 {
5369 shader_addline(buffer, "#} endif\n");
5370 if(control_frame->muting) priv->muted = FALSE;
5371 list_remove(&control_frame->entry);
5372 HeapFree(GetProcessHeap(), 0, control_frame);
5373 return; /* Instruction is handled */
5374 }
5375 }
5376
5377 if(priv->muted) return;
5378
5379 /* Select handler */
5380 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5381
5382 /* Unhandled opcode */
5383 if (!hw_fct)
5384 {
5385 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5386 return;
5387 }
5388 hw_fct(ins);
5389
5390 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5391 {
5392 struct list *e = list_head(&priv->control_frames);
5393 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5394 list_remove(&control_frame->entry);
5395 HeapFree(GetProcessHeap(), 0, control_frame);
5396 priv->loop_depth--;
5397 }
5398 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5399 {
5400 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5401 struct list *e = list_head(&priv->control_frames);
5402 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5403 list_remove(&control_frame->entry);
5404 HeapFree(GetProcessHeap(), 0, control_frame);
5405 }
5406
5407
5408 shader_arb_add_instruction_modifiers(ins);
5409 }
5410
5411 const shader_backend_t arb_program_shader_backend = {
5412 shader_arb_handle_instruction,
5413 shader_arb_select,
5414 shader_arb_select_depth_blt,
5415 shader_arb_deselect_depth_blt,
5416 shader_arb_update_float_vertex_constants,
5417 shader_arb_update_float_pixel_constants,
5418 shader_arb_load_constants,
5419 shader_arb_load_np2fixup_constants,
5420 shader_arb_destroy,
5421 shader_arb_alloc,
5422 shader_arb_free,
5423 shader_arb_dirty_const,
5424 shader_arb_get_caps,
5425 shader_arb_color_fixup_supported,
5426 };
5427
5428 /* ARB_fragment_program fixed function pipeline replacement definitions */
5429 #define ARB_FFP_CONST_TFACTOR 0
5430 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5431 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5432 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5433 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5434
5435 struct arbfp_ffp_desc
5436 {
5437 struct ffp_frag_desc parent;
5438 GLuint shader;
5439 unsigned int num_textures_used;
5440 };
5441
5442 /* Context activation is done by the caller. */
5443 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5444 ENTER_GL();
5445 if(enable) {
5446 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5447 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5448 } else {
5449 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5450 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5451 }
5452 LEAVE_GL();
5453 }
5454
5455 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5456 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5457 struct shader_arb_priv *priv;
5458 /* Share private data between the shader backend and the pipeline replacement, if both
5459 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5460 * if no pixel shader is bound or not
5461 */
5462 if(This->shader_backend == &arb_program_shader_backend) {
5463 This->fragment_priv = This->shader_priv;
5464 } else {
5465 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5466 if(!This->fragment_priv) return E_OUTOFMEMORY;
5467 }
5468 priv = This->fragment_priv;
5469 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5470 {
5471 ERR("Failed to initialize rbtree.\n");
5472 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5473 return E_OUTOFMEMORY;
5474 }
5475 priv->use_arbfp_fixed_func = TRUE;
5476 return WINED3D_OK;
5477 }
5478
5479 /* Context activation is done by the caller. */
5480 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5481 {
5482 const struct wined3d_gl_info *gl_info = context;
5483 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5484
5485 ENTER_GL();
5486 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5487 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5488 HeapFree(GetProcessHeap(), 0, entry_arb);
5489 LEAVE_GL();
5490 }
5491
5492 /* Context activation is done by the caller. */
5493 static void arbfp_free(IWineD3DDevice *iface) {
5494 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5495 struct shader_arb_priv *priv = This->fragment_priv;
5496
5497 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5498 priv->use_arbfp_fixed_func = FALSE;
5499
5500 if(This->shader_backend != &arb_program_shader_backend) {
5501 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5502 }
5503 }
5504
5505 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5506 {
5507 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5508 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5509 WINED3DTEXOPCAPS_SELECTARG1 |
5510 WINED3DTEXOPCAPS_SELECTARG2 |
5511 WINED3DTEXOPCAPS_MODULATE4X |
5512 WINED3DTEXOPCAPS_MODULATE2X |
5513 WINED3DTEXOPCAPS_MODULATE |
5514 WINED3DTEXOPCAPS_ADDSIGNED2X |
5515 WINED3DTEXOPCAPS_ADDSIGNED |
5516 WINED3DTEXOPCAPS_ADD |
5517 WINED3DTEXOPCAPS_SUBTRACT |
5518 WINED3DTEXOPCAPS_ADDSMOOTH |
5519 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5520 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5521 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5522 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5523 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5524 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5525 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5526 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5527 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5528 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5529 WINED3DTEXOPCAPS_MULTIPLYADD |
5530 WINED3DTEXOPCAPS_LERP |
5531 WINED3DTEXOPCAPS_BUMPENVMAP |
5532 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5533
5534 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5535
5536 caps->MaxTextureBlendStages = 8;
5537 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5538 }
5539
5540 static void state_texfactor_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5541 {
5542 const struct wined3d_gl_info *gl_info = context->gl_info;
5543 const struct wined3d_state *state = &stateblock->state;
5544 IWineD3DDeviceImpl *device = stateblock->device;
5545 float col[4];
5546
5547 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5548 * application provided constants
5549 */
5550 if (device->shader_backend == &arb_program_shader_backend)
5551 {
5552 if (use_ps(state)) return;
5553
5554 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5555 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5556 }
5557
5558 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
5559 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5560 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5561
5562 }
5563
5564 static void state_arb_specularenable(DWORD state_id,
5565 IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5566 {
5567 const struct wined3d_gl_info *gl_info = context->gl_info;
5568 const struct wined3d_state *state = &stateblock->state;
5569 IWineD3DDeviceImpl *device = stateblock->device;
5570 float col[4];
5571
5572 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5573 * application provided constants
5574 */
5575 if (device->shader_backend == &arb_program_shader_backend)
5576 {
5577 if (use_ps(state)) return;
5578
5579 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5580 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5581 }
5582
5583 if (state->render_states[WINED3DRS_SPECULARENABLE])
5584 {
5585 /* The specular color has no alpha */
5586 col[0] = 1.0f; col[1] = 1.0f;
5587 col[2] = 1.0f; col[3] = 0.0f;
5588 } else {
5589 col[0] = 0.0f; col[1] = 0.0f;
5590 col[2] = 0.0f; col[3] = 0.0f;
5591 }
5592 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5593 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5594 }
5595
5596 static void set_bumpmat_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5597 {
5598 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5599 const struct wined3d_gl_info *gl_info = context->gl_info;
5600 const struct wined3d_state *state = &stateblock->state;
5601 IWineD3DDeviceImpl *device = stateblock->device;
5602 float mat[2][2];
5603
5604 if (use_ps(state))
5605 {
5606 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5607 if (stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
5608 {
5609 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5610 * anyway
5611 */
5612 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5613 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5614 }
5615
5616 if(device->shader_backend == &arb_program_shader_backend) {
5617 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5618 return;
5619 }
5620 } else if(device->shader_backend == &arb_program_shader_backend) {
5621 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5622 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5623 }
5624
5625 mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
5626 mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
5627 mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
5628 mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
5629
5630 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5631 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5632 }
5633
5634 static void tex_bumpenvlum_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5635 {
5636 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5637 const struct wined3d_gl_info *gl_info = context->gl_info;
5638 const struct wined3d_state *state = &stateblock->state;
5639 IWineD3DDeviceImpl *device = stateblock->device;
5640 float param[4];
5641
5642 if (use_ps(state))
5643 {
5644 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5645 if (stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
5646 {
5647 /* The pixel shader has to know the luminance offset. Do a constants update if it
5648 * isn't scheduled anyway
5649 */
5650 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5651 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5652 }
5653
5654 if(device->shader_backend == &arb_program_shader_backend) {
5655 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5656 return;
5657 }
5658 } else if(device->shader_backend == &arb_program_shader_backend) {
5659 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5660 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5661 }
5662
5663 param[0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLSCALE]);
5664 param[1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]);
5665 param[2] = 0.0f;
5666 param[3] = 0.0f;
5667
5668 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5669 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5670 }
5671
5672 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5673 {
5674 const char *ret;
5675
5676 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5677
5678 switch(arg & WINED3DTA_SELECTMASK) {
5679 case WINED3DTA_DIFFUSE:
5680 ret = "fragment.color.primary"; break;
5681
5682 case WINED3DTA_CURRENT:
5683 if (!stage) ret = "fragment.color.primary";
5684 else ret = "ret";
5685 break;
5686
5687 case WINED3DTA_TEXTURE:
5688 switch(stage) {
5689 case 0: ret = "tex0"; break;
5690 case 1: ret = "tex1"; break;
5691 case 2: ret = "tex2"; break;
5692 case 3: ret = "tex3"; break;
5693 case 4: ret = "tex4"; break;
5694 case 5: ret = "tex5"; break;
5695 case 6: ret = "tex6"; break;
5696 case 7: ret = "tex7"; break;
5697 default: ret = "unknown texture";
5698 }
5699 break;
5700
5701 case WINED3DTA_TFACTOR:
5702 ret = "tfactor"; break;
5703
5704 case WINED3DTA_SPECULAR:
5705 ret = "fragment.color.secondary"; break;
5706
5707 case WINED3DTA_TEMP:
5708 ret = "tempreg"; break;
5709
5710 case WINED3DTA_CONSTANT:
5711 FIXME("Implement perstage constants\n");
5712 switch(stage) {
5713 case 0: ret = "const0"; break;
5714 case 1: ret = "const1"; break;
5715 case 2: ret = "const2"; break;
5716 case 3: ret = "const3"; break;
5717 case 4: ret = "const4"; break;
5718 case 5: ret = "const5"; break;
5719 case 6: ret = "const6"; break;
5720 case 7: ret = "const7"; break;
5721 default: ret = "unknown constant";
5722 }
5723 break;
5724
5725 default:
5726 return "unknown";
5727 }
5728
5729 if(arg & WINED3DTA_COMPLEMENT) {
5730 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5731 if(argnum == 0) ret = "arg0";
5732 if(argnum == 1) ret = "arg1";
5733 if(argnum == 2) ret = "arg2";
5734 }
5735 if(arg & WINED3DTA_ALPHAREPLICATE) {
5736 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5737 if(argnum == 0) ret = "arg0";
5738 if(argnum == 1) ret = "arg1";
5739 if(argnum == 2) ret = "arg2";
5740 }
5741 return ret;
5742 }
5743
5744 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5745 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5746 {
5747 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5748 unsigned int mul = 1;
5749 BOOL mul_final_dest = FALSE;
5750
5751 if(color && alpha) dstmask = "";
5752 else if(color) dstmask = ".xyz";
5753 else dstmask = ".w";
5754
5755 if(dst == tempreg) dstreg = "tempreg";
5756 else dstreg = "ret";
5757
5758 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5759 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5760 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5761
5762 switch(op) {
5763 case WINED3DTOP_DISABLE:
5764 if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5765 break;
5766
5767 case WINED3DTOP_SELECTARG2:
5768 arg1 = arg2;
5769 case WINED3DTOP_SELECTARG1:
5770 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5771 break;
5772
5773 case WINED3DTOP_MODULATE4X:
5774 mul = 2;
5775 case WINED3DTOP_MODULATE2X:
5776 mul *= 2;
5777 if (!strcmp(dstreg, "result.color"))
5778 {
5779 dstreg = "ret";
5780 mul_final_dest = TRUE;
5781 }
5782 case WINED3DTOP_MODULATE:
5783 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5784 break;
5785
5786 case WINED3DTOP_ADDSIGNED2X:
5787 mul = 2;
5788 if (!strcmp(dstreg, "result.color"))
5789 {
5790 dstreg = "ret";
5791 mul_final_dest = TRUE;
5792 }
5793 case WINED3DTOP_ADDSIGNED:
5794 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5795 arg2 = "arg2";
5796 case WINED3DTOP_ADD:
5797 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5798 break;
5799
5800 case WINED3DTOP_SUBTRACT:
5801 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5802 break;
5803
5804 case WINED3DTOP_ADDSMOOTH:
5805 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5806 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5807 break;
5808
5809 case WINED3DTOP_BLENDCURRENTALPHA:
5810 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5811 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5812 break;
5813 case WINED3DTOP_BLENDFACTORALPHA:
5814 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5815 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5816 break;
5817 case WINED3DTOP_BLENDTEXTUREALPHA:
5818 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5819 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5820 break;
5821 case WINED3DTOP_BLENDDIFFUSEALPHA:
5822 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5823 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5824 break;
5825
5826 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5827 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5828 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5829 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5830 break;
5831
5832 /* D3DTOP_PREMODULATE ???? */
5833
5834 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5835 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5836 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5837 break;
5838 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5839 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5840 break;
5841 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5842 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5843 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5844 break;
5845 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5846 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5847 break;
5848
5849 case WINED3DTOP_DOTPRODUCT3:
5850 mul = 4;
5851 if (!strcmp(dstreg, "result.color"))
5852 {
5853 dstreg = "ret";
5854 mul_final_dest = TRUE;
5855 }
5856 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5857 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5858 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5859 break;
5860
5861 case WINED3DTOP_MULTIPLYADD:
5862 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5863 break;
5864
5865 case WINED3DTOP_LERP:
5866 /* The msdn is not quite right here */
5867 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5868 break;
5869
5870 case WINED3DTOP_BUMPENVMAP:
5871 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5872 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5873 break;
5874
5875 default:
5876 FIXME("Unhandled texture op %08x\n", op);
5877 }
5878
5879 if(mul == 2) {
5880 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5881 } else if(mul == 4) {
5882 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5883 }
5884 }
5885
5886 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5887 {
5888 const struct wined3d_gl_info *gl_info = &stateblock->device->adapter->gl_info;
5889 unsigned int stage;
5890 struct wined3d_shader_buffer buffer;
5891 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5892 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5893 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5894 const char *textype;
5895 const char *instr, *sat;
5896 char colorcor_dst[8];
5897 GLuint ret;
5898 DWORD arg0, arg1, arg2;
5899 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5900 BOOL op_equal;
5901 const char *final_combiner_src = "ret";
5902 GLint pos;
5903
5904 /* Find out which textures are read */
5905 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5906 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5907 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5908 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5909 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5910 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5911 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5912 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5913
5914 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5915 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5916 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5917 bump_used[stage] = TRUE;
5918 tex_read[stage] = TRUE;
5919 }
5920 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5921 bump_used[stage] = TRUE;
5922 tex_read[stage] = TRUE;
5923 luminance_used[stage] = TRUE;
5924 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5925 tfactor_used = TRUE;
5926 }
5927
5928 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5929 tfactor_used = TRUE;
5930 }
5931
5932 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5933 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5934 tempreg_used = TRUE;
5935 }
5936
5937 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5938 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5939 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5940 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5941 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5942 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5943 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5944
5945 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5946 tempreg_used = TRUE;
5947 }
5948 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5949 tfactor_used = TRUE;
5950 }
5951 }
5952
5953 /* Shader header */
5954 if (!shader_buffer_init(&buffer))
5955 {
5956 ERR("Failed to initialize shader buffer.\n");
5957 return 0;
5958 }
5959
5960 shader_addline(&buffer, "!!ARBfp1.0\n");
5961
5962 switch(settings->fog) {
5963 case FOG_OFF: break;
5964 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5965 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5966 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5967 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5968 }
5969
5970 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5971 shader_addline(&buffer, "TEMP TMP;\n");
5972 shader_addline(&buffer, "TEMP ret;\n");
5973 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5974 shader_addline(&buffer, "TEMP arg0;\n");
5975 shader_addline(&buffer, "TEMP arg1;\n");
5976 shader_addline(&buffer, "TEMP arg2;\n");
5977 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5978 if(!tex_read[stage]) continue;
5979 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5980 if(!bump_used[stage]) continue;
5981 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5982 if(!luminance_used[stage]) continue;
5983 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5984 }
5985 if(tfactor_used) {
5986 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5987 }
5988 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5989
5990 if(settings->sRGB_write) {
5991 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5992 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5993 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5994 srgb_sub_high, 0.0, 0.0, 0.0);
5995 }
5996
5997 if (ffp_clip_emul(&stateblock->state) && settings->emul_clipplanes)
5998 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5999
6000 /* Generate texture sampling instructions) */
6001 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
6002 if(!tex_read[stage]) continue;
6003
6004 switch(settings->op[stage].tex_type) {
6005 case tex_1d: textype = "1D"; break;
6006 case tex_2d: textype = "2D"; break;
6007 case tex_3d: textype = "3D"; break;
6008 case tex_cube: textype = "CUBE"; break;
6009 case tex_rect: textype = "RECT"; break;
6010 default: textype = "unexpected_textype"; break;
6011 }
6012
6013 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
6014 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6015 sat = "";
6016 } else {
6017 sat = "_SAT";
6018 }
6019
6020 if(settings->op[stage].projected == proj_none) {
6021 instr = "TEX";
6022 } else if(settings->op[stage].projected == proj_count4 ||
6023 settings->op[stage].projected == proj_count3) {
6024 instr = "TXP";
6025 } else {
6026 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6027 instr = "TXP";
6028 }
6029
6030 if(stage > 0 &&
6031 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
6032 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
6033 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6034 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6035 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6036 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6037
6038 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6039 * so multiply the displacement with the dividing parameter before passing it to TXP
6040 */
6041 if (settings->op[stage].projected != proj_none) {
6042 if(settings->op[stage].projected == proj_count4) {
6043 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6044 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6045 } else {
6046 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6047 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6048 }
6049 } else {
6050 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6051 }
6052
6053 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6054 instr, sat, stage, stage, textype);
6055 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6056 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6057 stage - 1, stage - 1, stage - 1);
6058 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6059 }
6060 } else if(settings->op[stage].projected == proj_count3) {
6061 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6062 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6063 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6064 instr, sat, stage, stage, textype);
6065 } else {
6066 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6067 instr, sat, stage, stage, stage, textype);
6068 }
6069
6070 sprintf(colorcor_dst, "tex%u", stage);
6071 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6072 settings->op[stage].color_fixup);
6073 }
6074
6075 /* Generate the main shader */
6076 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6077 {
6078 if (settings->op[stage].cop == WINED3DTOP_DISABLE)
6079 {
6080 if (!stage) final_combiner_src = "fragment.color.primary";
6081 break;
6082 }
6083
6084 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6085 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6086 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6087 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6088 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6089 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6090 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6091 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6092 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6093 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6094 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6095 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6096 } else {
6097 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
6098 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
6099 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
6100 settings->op[stage].carg2 == settings->op[stage].aarg2;
6101 }
6102
6103 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
6104 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6105 settings->op[stage].cop, settings->op[stage].carg0,
6106 settings->op[stage].carg1, settings->op[stage].carg2);
6107 if (!stage)
6108 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6109 }
6110 else if (op_equal)
6111 {
6112 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6113 settings->op[stage].cop, settings->op[stage].carg0,
6114 settings->op[stage].carg1, settings->op[stage].carg2);
6115 } else {
6116 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6117 settings->op[stage].cop, settings->op[stage].carg0,
6118 settings->op[stage].carg1, settings->op[stage].carg2);
6119 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6120 settings->op[stage].aop, settings->op[stage].aarg0,
6121 settings->op[stage].aarg1, settings->op[stage].aarg2);
6122 }
6123 }
6124
6125 if(settings->sRGB_write) {
6126 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6127 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6128 shader_addline(&buffer, "MOV result.color, ret;\n");
6129 } else {
6130 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6131 }
6132
6133 /* Footer */
6134 shader_addline(&buffer, "END\n");
6135
6136 /* Generate the shader */
6137 GL_EXTCALL(glGenProgramsARB(1, &ret));
6138 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6139 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6140 strlen(buffer.buffer), buffer.buffer));
6141 checkGLcall("glProgramStringARB()");
6142
6143 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6144 if (pos != -1)
6145 {
6146 FIXME("Fragment program error at position %d: %s\n\n", pos,
6147 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6148 shader_arb_dump_program_source(buffer.buffer);
6149 }
6150 else
6151 {
6152 GLint native;
6153
6154 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6155 checkGLcall("glGetProgramivARB()");
6156 if (!native) WARN("Program exceeds native resource limits.\n");
6157 }
6158
6159 shader_buffer_free(&buffer);
6160 return ret;
6161 }
6162
6163 static void fragment_prog_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6164 {
6165 const struct wined3d_gl_info *gl_info = context->gl_info;
6166 const struct wined3d_state *state = &stateblock->state;
6167 IWineD3DDeviceImpl *device = stateblock->device;
6168 struct shader_arb_priv *priv = device->fragment_priv;
6169 BOOL use_vshader = use_vs(state);
6170 BOOL use_pshader = use_ps(state);
6171 struct ffp_frag_settings settings;
6172 const struct arbfp_ffp_desc *desc;
6173 unsigned int i;
6174
6175 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6176
6177 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
6178 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6179 /* Reload fixed function constants since they collide with the pixel shader constants */
6180 for(i = 0; i < MAX_TEXTURES; i++) {
6181 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6182 }
6183 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6184 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6185 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6186 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6187 }
6188 return;
6189 }
6190
6191 if(!use_pshader) {
6192 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6193 gen_ffp_frag_op(stateblock, &settings, FALSE);
6194 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6195 if(!desc) {
6196 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6197 if (!new_desc)
6198 {
6199 ERR("Out of memory\n");
6200 return;
6201 }
6202 new_desc->num_textures_used = 0;
6203 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6204 {
6205 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6206 new_desc->num_textures_used = i;
6207 }
6208
6209 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6210 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6211 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6212 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6213 desc = new_desc;
6214 }
6215
6216 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6217 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6218 * deactivate it.
6219 */
6220 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6221 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6222 priv->current_fprogram_id = desc->shader;
6223
6224 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6225 /* Reload fixed function constants since they collide with the pixel shader constants */
6226 for(i = 0; i < MAX_TEXTURES; i++) {
6227 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6228 }
6229 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6230 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6231 }
6232 context->last_was_pshader = FALSE;
6233 } else {
6234 context->last_was_pshader = TRUE;
6235 }
6236
6237 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6238 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6239 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6240 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6241 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6242 *
6243 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6244 * shader handler
6245 */
6246 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6247 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6248
6249 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6250 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6251 }
6252 if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6253 }
6254
6255 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6256 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6257 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6258 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6259 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6260 */
6261 static void state_arbfp_fog(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6262 {
6263 const struct wined3d_state *state = &stateblock->state;
6264 enum fogsource new_source;
6265
6266 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6267
6268 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6269 fragment_prog_arbfp(state_id, stateblock, context);
6270 }
6271
6272 if (!state->render_states[WINED3DRS_FOGENABLE]) return;
6273
6274 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
6275 {
6276 if (use_vs(state))
6277 {
6278 new_source = FOGSOURCE_VS;
6279 }
6280 else
6281 {
6282 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
6283 new_source = FOGSOURCE_COORD;
6284 else
6285 new_source = FOGSOURCE_FFP;
6286 }
6287 } else {
6288 new_source = FOGSOURCE_FFP;
6289 }
6290 if(new_source != context->fog_source) {
6291 context->fog_source = new_source;
6292 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6293 }
6294 }
6295
6296 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6297 {
6298 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6299 fragment_prog_arbfp(state, stateblock, context);
6300 }
6301 }
6302
6303 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6304 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6305 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6306 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6307 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6308 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6309 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6310 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6311 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6312 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6313 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6314 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6315 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6316 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6317 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6318 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6319 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6320 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6321 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6322 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6323 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6324 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6325 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6326 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6327 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6328 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6329 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6330 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6331 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6332 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6333 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6334 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6335 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6336 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6337 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6338 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6339 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6340 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6341 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6342 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6343 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6344 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6345 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6346 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6347 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6348 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6349 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6350 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6351 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6352 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6353 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6354 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6355 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6356 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6357 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6358 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6359 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6360 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6361 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6362 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6363 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6364 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6365 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6366 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6367 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6368 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6369 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6370 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6371 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6372 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6373 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6374 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6375 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6376 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6377 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6378 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6379 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6380 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6381 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6382 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6383 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6384 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6385 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6386 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6387 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6388 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6389 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6390 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6391 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6392 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6393 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6394 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6395 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6396 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6397 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6398 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6399 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6400 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6401 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6402 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6403 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6404 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6405 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6406 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6407 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6408 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6409 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6410 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6411 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6412 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6413 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6414 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6415 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6416 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6417 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6418 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6419 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6420 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6421 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6422 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6423 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6424 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6425 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
6426 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
6427 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
6428 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
6429 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
6430 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
6431 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
6432 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
6433 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6434 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6435 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6436 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6437 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6438 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6439 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6440 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6441 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6442 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6443 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6444 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6445 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6446 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6447 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6448 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6449 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6450 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6451 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6452 };
6453
6454 const struct fragment_pipeline arbfp_fragment_pipeline = {
6455 arbfp_enable,
6456 arbfp_get_caps,
6457 arbfp_alloc,
6458 arbfp_free,
6459 shader_arb_color_fixup_supported,
6460 arbfp_fragmentstate_template,
6461 TRUE /* We can disable projected textures */
6462 };
6463
6464 struct arbfp_blit_priv {
6465 GLenum yuy2_rect_shader, yuy2_2d_shader;
6466 GLenum uyvy_rect_shader, uyvy_2d_shader;
6467 GLenum yv12_rect_shader, yv12_2d_shader;
6468 GLenum p8_rect_shader, p8_2d_shader;
6469 GLuint palette_texture;
6470 };
6471
6472 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6473 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6474 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6475 if(!device->blit_priv) {
6476 ERR("Out of memory\n");
6477 return E_OUTOFMEMORY;
6478 }
6479 return WINED3D_OK;
6480 }
6481
6482 /* Context activation is done by the caller. */
6483 static void arbfp_blit_free(IWineD3DDevice *iface) {
6484 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6485 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6486 struct arbfp_blit_priv *priv = device->blit_priv;
6487
6488 ENTER_GL();
6489 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6490 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6491 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6492 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6493 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6494 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6495 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6496 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6497 checkGLcall("Delete yuv and p8 programs");
6498
6499 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6500 LEAVE_GL();
6501
6502 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6503 device->blit_priv = NULL;
6504 }
6505
6506 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6507 GLenum textype, char *luminance)
6508 {
6509 char chroma;
6510 const char *tex, *texinstr;
6511
6512 if (fixup == COMPLEX_FIXUP_UYVY) {
6513 chroma = 'x';
6514 *luminance = 'w';
6515 } else {
6516 chroma = 'w';
6517 *luminance = 'x';
6518 }
6519 switch(textype) {
6520 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6521 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6522 default:
6523 /* This is more tricky than just replacing the texture type - we have to navigate
6524 * properly in the texture to find the correct chroma values
6525 */
6526 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6527 return FALSE;
6528 }
6529
6530 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6531 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6532 * filtering when we sample the texture.
6533 *
6534 * These are the rules for reading the chroma:
6535 *
6536 * Even pixel: Cr
6537 * Even pixel: U
6538 * Odd pixel: V
6539 *
6540 * So we have to get the sampling x position in non-normalized coordinates in integers
6541 */
6542 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6543 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6544 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6545 } else {
6546 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6547 }
6548 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6549 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6550 * 0.5, so add 0.5.
6551 */
6552 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6553 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6554
6555 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6556 * even and odd pixels respectively
6557 */
6558 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6559 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6560
6561 /* Sample Pixel 1 */
6562 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6563
6564 /* Put the value into either of the chroma values */
6565 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6566 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6567 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6568 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6569
6570 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6571 * the pixel right to the current one. Otherwise, sample the left pixel.
6572 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6573 */
6574 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6575 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6576 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6577
6578 /* Put the value into the other chroma */
6579 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6580 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6581 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6582 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6583
6584 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6585 * the current one and lerp the two U and V values
6586 */
6587
6588 /* This gives the correctly filtered luminance value */
6589 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6590
6591 return TRUE;
6592 }
6593
6594 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6595 {
6596 const char *tex;
6597
6598 switch(textype) {
6599 case GL_TEXTURE_2D: tex = "2D"; break;
6600 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6601 default:
6602 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6603 return FALSE;
6604 }
6605
6606 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6607 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6608 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6609 * pitch of the luminance plane, the packing into the gl texture is a bit
6610 * unfortunate. If the whole texture is interpreted as luminance data it looks
6611 * approximately like this:
6612 *
6613 * +----------------------------------+----
6614 * | |
6615 * | |
6616 * | |
6617 * | |
6618 * | | 2
6619 * | LUMINANCE | -
6620 * | | 3
6621 * | |
6622 * | |
6623 * | |
6624 * | |
6625 * +----------------+-----------------+----
6626 * | | |
6627 * | U even rows | U odd rows |
6628 * | | | 1
6629 * +----------------+------------------ -
6630 * | | | 3
6631 * | V even rows | V odd rows |
6632 * | | |
6633 * +----------------+-----------------+----
6634 * | | |
6635 * | 0.5 | 0.5 |
6636 *
6637 * So it appears as if there are 4 chroma images, but in fact the odd rows
6638 * in the chroma images are in the same row as the even ones. So its is
6639 * kinda tricky to read
6640 *
6641 * When reading from rectangle textures, keep in mind that the input y coordinates
6642 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6643 */
6644 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6645 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6646
6647 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6648 /* the chroma planes have only half the width */
6649 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6650
6651 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6652 * the coordinate. Also read the right side of the image when reading odd lines
6653 *
6654 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6655 * bleeding
6656 */
6657 if(textype == GL_TEXTURE_2D) {
6658
6659 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6660
6661 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6662
6663 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6664 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6665
6666 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6667 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6668 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6669 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6670 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6671
6672 /* clamp, keep the half pixel origin in mind */
6673 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6674 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6675 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6676 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6677 } else {
6678 /* Read from [size - size+size/4] */
6679 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6680 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6681
6682 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6683 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6684 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6685 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6686 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6687 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6688
6689 /* Make sure to read exactly from the pixel center */
6690 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6691 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6692
6693 /* Clamp */
6694 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6695 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6696 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6697 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6698 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6699 }
6700 /* Read the texture, put the result into the output register */
6701 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6702 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6703
6704 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6705 * No need to clamp because we're just reusing the already clamped value from above
6706 */
6707 if(textype == GL_TEXTURE_2D) {
6708 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6709 } else {
6710 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6711 }
6712 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6713 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6714
6715 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6716 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6717 * values due to filtering
6718 */
6719 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6720 if(textype == GL_TEXTURE_2D) {
6721 /* Multiply the y coordinate by 2/3 and clamp it */
6722 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6723 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6724 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6725 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6726 } else {
6727 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6728 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6729 * is bigger
6730 */
6731 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6732 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6733 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6734 }
6735 *luminance = 'a';
6736
6737 return TRUE;
6738 }
6739
6740 static GLuint gen_p8_shader(IWineD3DDeviceImpl *device, GLenum textype)
6741 {
6742 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6743 GLenum shader;
6744 struct wined3d_shader_buffer buffer;
6745 struct arbfp_blit_priv *priv = device->blit_priv;
6746 GLint pos;
6747
6748 /* Shader header */
6749 if (!shader_buffer_init(&buffer))
6750 {
6751 ERR("Failed to initialize shader buffer.\n");
6752 return 0;
6753 }
6754
6755 ENTER_GL();
6756 GL_EXTCALL(glGenProgramsARB(1, &shader));
6757 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6758 LEAVE_GL();
6759 if(!shader) {
6760 shader_buffer_free(&buffer);
6761 return 0;
6762 }
6763
6764 shader_addline(&buffer, "!!ARBfp1.0\n");
6765 shader_addline(&buffer, "TEMP index;\n");
6766
6767 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6768 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6769
6770 /* The alpha-component contains the palette index */
6771 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6772 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6773 else
6774 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6775
6776 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6777 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6778
6779 /* Use the alpha-component as an index in the palette to get the final color */
6780 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6781 shader_addline(&buffer, "END\n");
6782
6783 ENTER_GL();
6784 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6785 strlen(buffer.buffer), buffer.buffer));
6786 checkGLcall("glProgramStringARB()");
6787
6788 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6789 if (pos != -1)
6790 {
6791 FIXME("Fragment program error at position %d: %s\n\n", pos,
6792 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6793 shader_arb_dump_program_source(buffer.buffer);
6794 }
6795
6796 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6797 priv->p8_rect_shader = shader;
6798 else
6799 priv->p8_2d_shader = shader;
6800
6801 shader_buffer_free(&buffer);
6802 LEAVE_GL();
6803
6804 return shader;
6805 }
6806
6807 /* Context activation is done by the caller. */
6808 static void upload_palette(IWineD3DSurfaceImpl *surface)
6809 {
6810 BYTE table[256][4];
6811 IWineD3DDeviceImpl *device = surface->resource.device;
6812 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6813 struct arbfp_blit_priv *priv = device->blit_priv;
6814 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6815
6816 d3dfmt_p8_init_palette(surface, table, colorkey);
6817
6818 ENTER_GL();
6819 if (!priv->palette_texture)
6820 glGenTextures(1, &priv->palette_texture);
6821
6822 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6823 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6824
6825 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6826
6827 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6828 /* Make sure we have discrete color levels. */
6829 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6830 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6831 /* Upload the palette */
6832 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6833 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6834
6835 /* Switch back to unit 0 in which the 2D texture will be stored. */
6836 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6837 LEAVE_GL();
6838 }
6839
6840 /* Context activation is done by the caller. */
6841 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum complex_fixup yuv_fixup, GLenum textype)
6842 {
6843 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6844 GLenum shader;
6845 struct wined3d_shader_buffer buffer;
6846 char luminance_component;
6847 struct arbfp_blit_priv *priv = device->blit_priv;
6848 GLint pos;
6849
6850 /* Shader header */
6851 if (!shader_buffer_init(&buffer))
6852 {
6853 ERR("Failed to initialize shader buffer.\n");
6854 return 0;
6855 }
6856
6857 ENTER_GL();
6858 GL_EXTCALL(glGenProgramsARB(1, &shader));
6859 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6860 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6861 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6862 LEAVE_GL();
6863 if(!shader) {
6864 shader_buffer_free(&buffer);
6865 return 0;
6866 }
6867
6868 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6869 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6870 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6871 * each single pixel it contains, and one U and one V value shared between both
6872 * pixels.
6873 *
6874 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6875 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6876 * take the format into account when generating the read swizzles
6877 *
6878 * Reading the Y value is straightforward - just sample the texture. The hardware
6879 * takes care of filtering in the horizontal and vertical direction.
6880 *
6881 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6882 * because that would mix the U and V values of one pixel or two adjacent pixels.
6883 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6884 * regardless of the filtering setting. Vertical filtering works automatically
6885 * though - the U and V values of two rows are mixed nicely.
6886 *
6887 * Appart of avoiding filtering issues, the code has to know which value it just
6888 * read, and where it can find the other one. To determine this, it checks if
6889 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6890 *
6891 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6892 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6893 *
6894 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6895 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6896 * in an unfiltered situation. Finding the luminance on the other hand requires
6897 * finding out if it is an odd or even pixel. The real drawback of this approach
6898 * is filtering. This would have to be emulated completely in the shader, reading
6899 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6900 * vertically. Beyond that it would require adjustments to the texture handling
6901 * code to deal with the width scaling
6902 */
6903 shader_addline(&buffer, "!!ARBfp1.0\n");
6904 shader_addline(&buffer, "TEMP luminance;\n");
6905 shader_addline(&buffer, "TEMP temp;\n");
6906 shader_addline(&buffer, "TEMP chroma;\n");
6907 shader_addline(&buffer, "TEMP texcrd;\n");
6908 shader_addline(&buffer, "TEMP texcrd2;\n");
6909 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6910 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6911 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6912
6913 switch (yuv_fixup)
6914 {
6915 case COMPLEX_FIXUP_UYVY:
6916 case COMPLEX_FIXUP_YUY2:
6917 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6918 {
6919 shader_buffer_free(&buffer);
6920 return 0;
6921 }
6922 break;
6923
6924 case COMPLEX_FIXUP_YV12:
6925 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6926 {
6927 shader_buffer_free(&buffer);
6928 return 0;
6929 }
6930 break;
6931
6932 default:
6933 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6934 shader_buffer_free(&buffer);
6935 return 0;
6936 }
6937
6938 /* Calculate the final result. Formula is taken from
6939 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6940 * ranges from -0.5 to 0.5
6941 */
6942 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6943
6944 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6945 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6946 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6947 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6948 shader_addline(&buffer, "END\n");
6949
6950 ENTER_GL();
6951 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6952 strlen(buffer.buffer), buffer.buffer));
6953 checkGLcall("glProgramStringARB()");
6954
6955 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6956 if (pos != -1)
6957 {
6958 FIXME("Fragment program error at position %d: %s\n\n", pos,
6959 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6960 shader_arb_dump_program_source(buffer.buffer);
6961 }
6962 else
6963 {
6964 GLint native;
6965
6966 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6967 checkGLcall("glGetProgramivARB()");
6968 if (!native) WARN("Program exceeds native resource limits.\n");
6969 }
6970
6971 shader_buffer_free(&buffer);
6972 LEAVE_GL();
6973
6974 switch (yuv_fixup)
6975 {
6976 case COMPLEX_FIXUP_YUY2:
6977 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6978 else priv->yuy2_2d_shader = shader;
6979 break;
6980
6981 case COMPLEX_FIXUP_UYVY:
6982 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6983 else priv->uyvy_2d_shader = shader;
6984 break;
6985
6986 case COMPLEX_FIXUP_YV12:
6987 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6988 else priv->yv12_2d_shader = shader;
6989 break;
6990 default:
6991 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
6992 }
6993
6994 return shader;
6995 }
6996
6997 /* Context activation is done by the caller. */
6998 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
6999 {
7000 GLenum shader;
7001 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
7002 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7003 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7004 struct arbfp_blit_priv *priv = device->blit_priv;
7005 enum complex_fixup fixup;
7006 GLenum textype = surface->texture_target;
7007
7008 if (!is_complex_fixup(surface->resource.format->color_fixup))
7009 {
7010 TRACE("Fixup:\n");
7011 dump_color_fixup_desc(surface->resource.format->color_fixup);
7012 /* Don't bother setting up a shader for unconverted formats */
7013 ENTER_GL();
7014 glEnable(textype);
7015 checkGLcall("glEnable(textype)");
7016 LEAVE_GL();
7017 return WINED3D_OK;
7018 }
7019
7020 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7021
7022 switch(fixup)
7023 {
7024 case COMPLEX_FIXUP_YUY2:
7025 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7026 break;
7027
7028 case COMPLEX_FIXUP_UYVY:
7029 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7030 break;
7031
7032 case COMPLEX_FIXUP_YV12:
7033 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7034 break;
7035
7036 case COMPLEX_FIXUP_P8:
7037 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7038 if (!shader) shader = gen_p8_shader(device, textype);
7039
7040 upload_palette(surface);
7041 break;
7042
7043 default:
7044 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7045 ENTER_GL();
7046 glEnable(textype);
7047 checkGLcall("glEnable(textype)");
7048 LEAVE_GL();
7049 return E_NOTIMPL;
7050 }
7051
7052 if (!shader) shader = gen_yuv_shader(device, fixup, textype);
7053
7054 ENTER_GL();
7055 glEnable(GL_FRAGMENT_PROGRAM_ARB);
7056 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7057 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7058 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7059 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7060 checkGLcall("glProgramLocalParameter4fvARB");
7061 LEAVE_GL();
7062
7063 return WINED3D_OK;
7064 }
7065
7066 /* Context activation is done by the caller. */
7067 static void arbfp_blit_unset(IWineD3DDevice *iface) {
7068 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
7069 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7070
7071 ENTER_GL();
7072 glDisable(GL_FRAGMENT_PROGRAM_ARB);
7073 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7074 glDisable(GL_TEXTURE_2D);
7075 checkGLcall("glDisable(GL_TEXTURE_2D)");
7076 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7077 {
7078 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7079 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7080 }
7081 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7082 {
7083 glDisable(GL_TEXTURE_RECTANGLE_ARB);
7084 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7085 }
7086 LEAVE_GL();
7087 }
7088
7089 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
7090 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
7091 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
7092 {
7093 enum complex_fixup src_fixup;
7094
7095 if (blit_op != BLIT_OP_BLIT)
7096 {
7097 TRACE("Unsupported blit_op=%d\n", blit_op);
7098 return FALSE;
7099 }
7100
7101 src_fixup = get_complex_fixup(src_format->color_fixup);
7102 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7103 {
7104 TRACE("Checking support for fixup:\n");
7105 dump_color_fixup_desc(src_format->color_fixup);
7106 }
7107
7108 if (!is_identity_fixup(dst_format->color_fixup))
7109 {
7110 TRACE("Destination fixups are not supported\n");
7111 return FALSE;
7112 }
7113
7114 if (is_identity_fixup(src_format->color_fixup))
7115 {
7116 TRACE("[OK]\n");
7117 return TRUE;
7118 }
7119
7120 /* We only support YUV conversions. */
7121 if (!is_complex_fixup(src_format->color_fixup))
7122 {
7123 TRACE("[FAILED]\n");
7124 return FALSE;
7125 }
7126
7127 switch(src_fixup)
7128 {
7129 case COMPLEX_FIXUP_YUY2:
7130 case COMPLEX_FIXUP_UYVY:
7131 case COMPLEX_FIXUP_YV12:
7132 case COMPLEX_FIXUP_P8:
7133 TRACE("[OK]\n");
7134 return TRUE;
7135
7136 default:
7137 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7138 TRACE("[FAILED]\n");
7139 return FALSE;
7140 }
7141 }
7142
7143 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
7144 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
7145 DWORD Filter)
7146 {
7147 IWineD3DSwapChainImpl *dst_swapchain;
7148 struct wined3d_context *context;
7149 RECT dst_rect = *dst_rect_in;
7150
7151 /* Now load the surface */
7152 surface_internal_preload(src_surface, SRGB_RGB);
7153
7154 /* Activate the destination context, set it up for blitting */
7155 context = context_acquire(device, dst_surface);
7156 context_apply_blit_state(context, device);
7157
7158 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
7159 * while OpenGL coordinates are window relative.
7160 * Also beware of the origin difference(top left vs bottom left).
7161 * Also beware that the front buffer's surface size is screen width x screen height,
7162 * whereas the real gl drawable size is the size of the window. */
7163 dst_swapchain = dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7164 ? dst_surface->container.u.swapchain : NULL;
7165 if (dst_swapchain && dst_surface == dst_swapchain->front_buffer)
7166 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
7167
7168 arbfp_blit_set((IWineD3DDevice *)device, src_surface);
7169
7170 ENTER_GL();
7171
7172 /* Draw a textured quad */
7173 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7174
7175 LEAVE_GL();
7176
7177 /* Leave the opengl state valid for blitting */
7178 arbfp_blit_unset((IWineD3DDevice *)device);
7179
7180 if (wined3d_settings.strict_draw_ordering || (dst_swapchain
7181 && (dst_surface == dst_swapchain->front_buffer
7182 || dst_swapchain->num_contexts > 1)))
7183 wglFlush(); /* Flush to ensure ordering across contexts. */
7184
7185 context_release(context);
7186
7187 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
7188 return WINED3D_OK;
7189 }
7190
7191 /* Do not call while under the GL lock. */
7192 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
7193 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7194 {
7195 FIXME("Color filling not implemented by arbfp_blit\n");
7196 return WINED3DERR_INVALIDCALL;
7197 }
7198
7199 const struct blit_shader arbfp_blit = {
7200 arbfp_blit_alloc,
7201 arbfp_blit_free,
7202 arbfp_blit_set,
7203 arbfp_blit_unset,
7204 arbfp_blit_supported,
7205 arbfp_blit_color_fill
7206 };