f86c167b6068da0532cace9d96df988797e65a8c
[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 2007-2011, 2013-2014 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 #include "wine/port.h"
32
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);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
41
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
43 {
44 return type == WINED3D_SHADER_TYPE_PIXEL;
45 }
46
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
48 {
49 return type == WINED3D_SHADER_TYPE_VERTEX;
50 }
51
52 static const char *get_line(const char **ptr)
53 {
54 const char *p, *q;
55
56 p = *ptr;
57 if (!(q = strstr(p, "\n")))
58 {
59 if (!*p) return NULL;
60 *ptr += strlen(p);
61 return p;
62 }
63 *ptr = q + 1;
64
65 return p;
66 }
67
68 enum arb_helper_value
69 {
70 ARB_ZERO,
71 ARB_ONE,
72 ARB_TWO,
73 ARB_0001,
74 ARB_EPS,
75
76 ARB_VS_REL_OFFSET
77 };
78
79 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
80 {
81 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
82 {
83 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
84 return "bad";
85 }
86
87 if (shader == WINED3D_SHADER_TYPE_PIXEL)
88 {
89 switch (value)
90 {
91 case ARB_ZERO: return "ps_helper_const.x";
92 case ARB_ONE: return "ps_helper_const.y";
93 case ARB_TWO: return "coefmul.x";
94 case ARB_0001: return "ps_helper_const.xxxy";
95 case ARB_EPS: return "ps_helper_const.z";
96 default: break;
97 }
98 }
99 else
100 {
101 switch (value)
102 {
103 case ARB_ZERO: return "helper_const.x";
104 case ARB_ONE: return "helper_const.y";
105 case ARB_TWO: return "helper_const.z";
106 case ARB_EPS: return "helper_const.w";
107 case ARB_0001: return "helper_const.xxxy";
108 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
109 }
110 }
111 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
112 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
113 switch (value)
114 {
115 case ARB_ZERO: return "0.0";
116 case ARB_ONE: return "1.0";
117 case ARB_TWO: return "2.0";
118 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
119 case ARB_EPS: return "1e-8";
120 default: return "bad";
121 }
122 }
123
124 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
125 {
126 return context->lowest_disabled_stage < 7;
127 }
128
129 /* ARB_program_shader private data */
130
131 struct control_frame
132 {
133 struct list entry;
134 enum
135 {
136 IF,
137 IFC,
138 LOOP,
139 REP
140 } type;
141 BOOL muting;
142 BOOL outer_loop;
143 union
144 {
145 unsigned int loop;
146 unsigned int ifc;
147 } no;
148 struct wined3d_shader_loop_control loop_control;
149 BOOL had_else;
150 };
151
152 struct arb_ps_np2fixup_info
153 {
154 struct ps_np2fixup_info super;
155 /* For ARB we need an offset value:
156 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
157 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
158 * array we need an offset to the index inside the program local parameter array. */
159 UINT offset;
160 };
161
162 struct arb_ps_compile_args
163 {
164 struct ps_compile_args super;
165 WORD bools;
166 WORD clip; /* only a boolean, use a WORD for alignment */
167 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
168 };
169
170 struct stb_const_desc
171 {
172 unsigned char texunit;
173 UINT const_num;
174 };
175
176 struct arb_ps_compiled_shader
177 {
178 struct arb_ps_compile_args args;
179 struct arb_ps_np2fixup_info np2fixup_info;
180 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
181 struct stb_const_desc luminanceconst[MAX_TEXTURES];
182 UINT int_consts[WINED3D_MAX_CONSTS_I];
183 GLuint prgId;
184 UINT ycorrection;
185 unsigned char numbumpenvmatconsts;
186 char num_int_consts;
187 };
188
189 struct arb_vs_compile_args
190 {
191 struct vs_compile_args super;
192 union
193 {
194 struct
195 {
196 WORD bools;
197 unsigned char clip_texcoord;
198 unsigned char clipplane_mask;
199 } boolclip;
200 DWORD boolclip_compare;
201 } clip;
202 DWORD ps_signature;
203 union
204 {
205 unsigned char samplers[4];
206 DWORD samplers_compare;
207 } vertex;
208 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
209 };
210
211 struct arb_vs_compiled_shader
212 {
213 struct arb_vs_compile_args args;
214 GLuint prgId;
215 UINT int_consts[WINED3D_MAX_CONSTS_I];
216 char num_int_consts;
217 char need_color_unclamp;
218 UINT pos_fixup;
219 };
220
221 struct recorded_instruction
222 {
223 struct wined3d_shader_instruction ins;
224 struct list entry;
225 };
226
227 struct shader_arb_ctx_priv
228 {
229 char addr_reg[20];
230 enum
231 {
232 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
233 ARB,
234 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
235 NV2,
236 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
237 NV3
238 } target_version;
239
240 const struct arb_vs_compile_args *cur_vs_args;
241 const struct arb_ps_compile_args *cur_ps_args;
242 const struct arb_ps_compiled_shader *compiled_fprog;
243 const struct arb_vs_compiled_shader *compiled_vprog;
244 struct arb_ps_np2fixup_info *cur_np2fixup_info;
245 struct list control_frames;
246 struct list record;
247 BOOL recording;
248 BOOL muted;
249 unsigned int num_loops, loop_depth, num_ifcs;
250 int aL;
251 BOOL ps_post_process;
252
253 unsigned int vs_clipplanes;
254 BOOL footer_written;
255 BOOL in_main_func;
256
257 /* For 3.0 vertex shaders */
258 const char *vs_output[MAX_REG_OUTPUT];
259 /* For 2.x and earlier vertex shaders */
260 const char *texcrd_output[8], *color_output[2], *fog_output;
261
262 /* 3.0 pshader input for compatibility with fixed function */
263 const char *ps_input[MAX_REG_INPUT];
264 };
265
266 struct ps_signature
267 {
268 struct wined3d_shader_signature sig;
269 DWORD idx;
270 struct wine_rb_entry entry;
271 };
272
273 struct arb_pshader_private {
274 struct arb_ps_compiled_shader *gl_shaders;
275 UINT num_gl_shaders, shader_array_size;
276 DWORD input_signature_idx;
277 DWORD clipplane_emulation;
278 BOOL clamp_consts;
279 };
280
281 struct arb_vshader_private {
282 struct arb_vs_compiled_shader *gl_shaders;
283 UINT num_gl_shaders, shader_array_size;
284 UINT rel_offset;
285 };
286
287 struct shader_arb_priv
288 {
289 GLuint current_vprogram_id;
290 GLuint current_fprogram_id;
291 const struct arb_ps_compiled_shader *compiled_fprog;
292 const struct arb_vs_compiled_shader *compiled_vprog;
293 BOOL use_arbfp_fixed_func;
294 struct wine_rb_tree fragment_shaders;
295 BOOL last_ps_const_clamped;
296 BOOL last_vs_color_unclamp;
297
298 struct wine_rb_tree signature_tree;
299 DWORD ps_sig_number;
300
301 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
302 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
303 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
304 const struct wined3d_context *last_context;
305
306 const struct wined3d_vertex_pipe_ops *vertex_pipe;
307 const struct fragment_pipeline *fragment_pipe;
308 BOOL ffp_proj_control;
309 };
310
311 /* Context activation for state handlers is done by the caller. */
312
313 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
314 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
315 {
316 if (shader_data->rel_offset) return TRUE;
317 if (!reg_maps->usesmova) return FALSE;
318 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
319 }
320
321 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
322 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
323 {
324 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
325 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
326 }
327
328 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
329 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
330 {
331 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
332 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
333 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
334 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
335 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
336 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
337 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
338 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
339 return FALSE;
340 }
341
342 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
343 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
344 {
345 unsigned int ret = 1;
346 /* We use one PARAM for the pos fixup, and in some cases one to load
347 * some immediate values into the shader. */
348 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
349 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
350 return ret;
351 }
352
353 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
354 * When constant_list == NULL, it will load all the constants.
355 *
356 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
357 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
358 */
359 /* Context activation is done by the caller. */
360 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
361 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
362 const struct wined3d_vec4 *constants, char *dirty_consts)
363 {
364 struct wined3d_shader_lconst *lconst;
365 unsigned int ret, i, j;
366
367 if (TRACE_ON(d3d_constants))
368 {
369 for (i = 0; i < max_constants; ++i)
370 {
371 if (!dirty_consts[i])
372 continue;
373 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
374 }
375 }
376
377 i = 0;
378
379 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
380 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
381 {
382 float lcl_const[4];
383 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
384 * shaders, the first 8 constants are marked dirty for reload
385 */
386 for (; i < min(8, max_constants); ++i)
387 {
388 if (!dirty_consts[i])
389 continue;
390 dirty_consts[i] = 0;
391
392 if (constants[i].x > 1.0f)
393 lcl_const[0] = 1.0f;
394 else if (constants[i].x < -1.0f)
395 lcl_const[0] = -1.0f;
396 else
397 lcl_const[0] = constants[i].x;
398
399 if (constants[i].y > 1.0f)
400 lcl_const[1] = 1.0f;
401 else if (constants[i].y < -1.0f)
402 lcl_const[1] = -1.0f;
403 else
404 lcl_const[1] = constants[i].y;
405
406 if (constants[i].z > 1.0f)
407 lcl_const[2] = 1.0f;
408 else if (constants[i].z < -1.0f)
409 lcl_const[2] = -1.0f;
410 else
411 lcl_const[2] = constants[i].z;
412
413 if (constants[i].w > 1.0f)
414 lcl_const[3] = 1.0f;
415 else if (constants[i].w < -1.0f)
416 lcl_const[3] = -1.0f;
417 else
418 lcl_const[3] = constants[i].w;
419
420 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
421 }
422
423 /* If further constants are dirty, reload them without clamping.
424 *
425 * The alternative is not to touch them, but then we cannot reset the dirty constant count
426 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
427 * above would always re-check the first 8 constants since max_constant remains at the init
428 * value
429 */
430 }
431
432 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
433 {
434 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
435 * or just reloading *all* constants at once
436 *
437 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
438 */
439 for (; i < max_constants; ++i)
440 {
441 if (!dirty_consts[i])
442 continue;
443
444 /* Find the next block of dirty constants */
445 dirty_consts[i] = 0;
446 j = i;
447 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
448 {
449 dirty_consts[i] = 0;
450 }
451
452 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
453 }
454 }
455 else
456 {
457 for (; i < max_constants; ++i)
458 {
459 if (dirty_consts[i])
460 {
461 dirty_consts[i] = 0;
462 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
463 }
464 }
465 }
466 checkGLcall("glProgramEnvParameter4fvARB()");
467
468 /* Load immediate constants */
469 if (shader->load_local_constsF)
470 {
471 if (TRACE_ON(d3d_shader))
472 {
473 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
474 {
475 GLfloat* values = (GLfloat*)lconst->value;
476 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
477 values[0], values[1], values[2], values[3]);
478 }
479 }
480 /* Immediate constants are clamped for 1.X shaders at loading times */
481 ret = 0;
482 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
483 {
484 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
485 ret = max(ret, lconst->idx + 1);
486 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
487 }
488 checkGLcall("glProgramEnvParameter4fvARB()");
489 return ret; /* The loaded immediate constants need reloading for the next shader */
490 } else {
491 return 0; /* No constants are dirty now */
492 }
493 }
494
495 /* Loads the texture dimensions for NP2 fixup into the currently set
496 * ARB_[vertex/fragment]_programs. */
497 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
498 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
499 {
500 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
501 WORD active = fixup->super.active;
502 UINT i;
503
504 if (!active)
505 return;
506
507 for (i = 0; active; active >>= 1, ++i)
508 {
509 const struct wined3d_texture *tex = state->textures[i];
510 unsigned char idx = fixup->super.idx[i];
511 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
512
513 if (!(active & 1))
514 continue;
515
516 if (!tex)
517 {
518 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
519 continue;
520 }
521
522 if (idx % 2)
523 {
524 tex_dim[2] = tex->pow2_matrix[0];
525 tex_dim[3] = tex->pow2_matrix[5];
526 }
527 else
528 {
529 tex_dim[0] = tex->pow2_matrix[0];
530 tex_dim[1] = tex->pow2_matrix[5];
531 }
532 }
533
534 for (i = 0; i < fixup->super.num_consts; ++i)
535 {
536 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
537 fixup->offset + i, &np2fixup_constants[i * 4]));
538 }
539 }
540
541 /* Context activation is done by the caller. */
542 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
543 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
544 {
545 const struct wined3d_gl_info *gl_info = context->gl_info;
546 unsigned char i;
547
548 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
549 {
550 int texunit = gl_shader->bumpenvmatconst[i].texunit;
551
552 /* The state manager takes care that this function is always called if the bump env matrix changes */
553 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
554 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
555 gl_shader->bumpenvmatconst[i].const_num, data));
556
557 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
558 {
559 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
560 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
561 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
562 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
563 */
564 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
566 gl_shader->luminanceconst[i].const_num, scale));
567 }
568 }
569 checkGLcall("Load bumpmap consts");
570
571 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
572 {
573 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
574 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
575 * ycorrection.z: 1.0
576 * ycorrection.w: 0.0
577 */
578 float val[4];
579 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
580 val[1] = context->render_offscreen ? 1.0f : -1.0f;
581 val[2] = 1.0f;
582 val[3] = 0.0f;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
584 checkGLcall("y correction loading");
585 }
586
587 if (!gl_shader->num_int_consts) return;
588
589 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
590 {
591 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
592 {
593 float val[4];
594 val[0] = (float)state->ps_consts_i[i].x;
595 val[1] = (float)state->ps_consts_i[i].y;
596 val[2] = (float)state->ps_consts_i[i].z;
597 val[3] = -1.0f;
598
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
600 }
601 }
602 checkGLcall("Load ps int consts");
603 }
604
605 /* Context activation is done by the caller. */
606 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
607 const struct wined3d_context *context, const struct wined3d_state *state)
608 {
609 const struct wined3d_gl_info *gl_info = context->gl_info;
610 float position_fixup[4];
611 unsigned char i;
612
613 /* Upload the position fixup */
614 shader_get_position_fixup(context, state, position_fixup);
615 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
616
617 if (!gl_shader->num_int_consts) return;
618
619 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
620 {
621 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
622 {
623 float val[4];
624 val[0] = (float)state->vs_consts_i[i].x;
625 val[1] = (float)state->vs_consts_i[i].y;
626 val[2] = (float)state->vs_consts_i[i].z;
627 val[3] = -1.0f;
628
629 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
630 }
631 }
632 checkGLcall("Load vs int consts");
633 }
634
635 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
636 const struct wined3d_state *state);
637
638 /**
639 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
640 *
641 * We only support float constants in ARB at the moment, so don't
642 * worry about the Integers or Booleans
643 */
644 /* Context activation is done by the caller (state handler). */
645 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
646 struct wined3d_context *context, const struct wined3d_state *state,
647 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
648 {
649 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
650 const struct wined3d_gl_info *gl_info = context->gl_info;
651
652 if (!from_shader_select)
653 {
654 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
655 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
656
657 if (vshader
658 && (vshader->reg_maps.boolean_constants
659 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
660 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
661 {
662 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
663 shader_arb_select(priv, context, state);
664 }
665 else if (pshader
666 && (pshader->reg_maps.boolean_constants
667 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
668 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
669 {
670 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
671 shader_arb_select(priv, context, state);
672 }
673 }
674
675 if (context != priv->last_context)
676 {
677 memset(priv->vshader_const_dirty, 1,
678 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
679 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
680
681 memset(priv->pshader_const_dirty, 1,
682 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
683 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
684
685 priv->last_context = context;
686 }
687
688 if (useVertexShader)
689 {
690 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
691 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
692
693 /* Load DirectX 9 float constants for vertex shader */
694 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
695 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
696 shader_arb_vs_local_constants(gl_shader, context, state);
697 }
698
699 if (usePixelShader)
700 {
701 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
702 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
703 UINT rt_height = state->fb->render_targets[0]->height;
704
705 /* Load DirectX 9 float constants for pixel shader */
706 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
707 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
708 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
709
710 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
711 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
712 }
713 }
714
715 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
716 const struct wined3d_state *state)
717 {
718 BOOL vs = use_vs(state);
719 BOOL ps = use_ps(state);
720
721 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
722 }
723
724 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
725 {
726 struct wined3d_context *context = context_get_current();
727 struct shader_arb_priv *priv = device->shader_priv;
728
729 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
730 * context. On a context switch the old context will be fully dirtified */
731 if (!context || context->device != device)
732 return;
733
734 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
735 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
736 }
737
738 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
739 {
740 struct wined3d_context *context = context_get_current();
741 struct shader_arb_priv *priv = device->shader_priv;
742
743 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
744 * context. On a context switch the old context will be fully dirtified */
745 if (!context || context->device != device)
746 return;
747
748 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
749 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
750 }
751
752 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
753 {
754 char str[4][17];
755
756 wined3d_ftoa(values[0], str[0]);
757 wined3d_ftoa(values[1], str[1]);
758 wined3d_ftoa(values[2], str[2]);
759 wined3d_ftoa(values[3], str[3]);
760 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
761 }
762
763 /* Generate the variable & register declarations for the ARB_vertex_program output target */
764 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
765 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
766 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
767 const struct shader_arb_ctx_priv *ctx)
768 {
769 DWORD i;
770 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
771 const struct wined3d_shader_lconst *lconst;
772 unsigned max_constantsF;
773 DWORD map;
774
775 /* In pixel shaders, all private constants are program local, we don't need anything
776 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
777 * If we need a private constant the GL implementation will squeeze it in somewhere
778 *
779 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
780 * immediate values. The posFixup is loaded using program.env for now, so always
781 * subtract one from the number of constants. If the shader uses indirect addressing,
782 * account for the helper const too because we have to declare all available d3d constants
783 * and don't know which are actually used.
784 */
785 if (pshader)
786 {
787 max_constantsF = gl_info->limits.arb_ps_native_constants;
788 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
789 if (max_constantsF < 24)
790 max_constantsF = gl_info->limits.arb_ps_float_constants;
791 }
792 else
793 {
794 const struct arb_vshader_private *shader_data = shader->backend_data;
795 max_constantsF = gl_info->limits.arb_vs_native_constants;
796 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
797 * Also prevents max_constantsF from becoming less than 0 and
798 * wrapping . */
799 if (max_constantsF < 96)
800 max_constantsF = gl_info->limits.arb_vs_float_constants;
801
802 if (reg_maps->usesrelconstF)
803 {
804 DWORD highest_constf = 0, clip_limit;
805
806 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
807 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
808 max_constantsF -= gl_info->reserved_arb_constants;
809
810 for (i = 0; i < shader->limits->constant_float; ++i)
811 {
812 DWORD idx = i >> 5;
813 DWORD shift = i & 0x1f;
814 if (reg_maps->constf[idx] & (1u << shift))
815 highest_constf = i;
816 }
817
818 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
819 {
820 if(ctx->cur_vs_args->super.clip_enabled)
821 clip_limit = gl_info->limits.user_clip_distances;
822 else
823 clip_limit = 0;
824 }
825 else
826 {
827 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
828 clip_limit = min(wined3d_popcount(mask), 4);
829 }
830 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
831 max_constantsF -= *num_clipplanes;
832 if(*num_clipplanes < clip_limit)
833 {
834 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
835 gl_info->limits.user_clip_distances);
836 }
837 }
838 else
839 {
840 if (ctx->target_version >= NV2)
841 *num_clipplanes = gl_info->limits.user_clip_distances;
842 else
843 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
844 }
845 }
846
847 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
848 {
849 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
850 }
851
852 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
853 {
854 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
855 }
856
857 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
858 {
859 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
860 {
861 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
862 }
863 }
864
865 if (!shader->load_local_constsF)
866 {
867 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
868 {
869 const float *value;
870 value = (const float *)lconst->value;
871 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
872 shader_arb_append_imm_vec4(buffer, value);
873 shader_addline(buffer, ";\n");
874 }
875 }
876
877 /* After subtracting privately used constants from the hardware limit(they are loaded as
878 * local constants), make sure the shader doesn't violate the env constant limit
879 */
880 if (pshader)
881 {
882 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
883 }
884 else
885 {
886 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
887 }
888
889 /* Avoid declaring more constants than needed */
890 max_constantsF = min(max_constantsF, shader->limits->constant_float);
891
892 /* we use the array-based constants array if the local constants are marked for loading,
893 * because then we use indirect addressing, or when the local constant list is empty,
894 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
895 * local constants do not declare the loaded constants as an array because ARB compilers usually
896 * do not optimize unused constants away
897 */
898 if (reg_maps->usesrelconstF)
899 {
900 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
901 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
902 max_constantsF, max_constantsF - 1);
903 }
904 else
905 {
906 for (i = 0; i < max_constantsF; ++i)
907 {
908 if (!shader_constant_is_local(shader, i) && wined3d_extract_bits(reg_maps->constf, i, 1))
909 {
910 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
911 }
912 }
913 }
914 }
915
916 static const char * const shift_tab[] = {
917 "dummy", /* 0 (none) */
918 "coefmul.x", /* 1 (x2) */
919 "coefmul.y", /* 2 (x4) */
920 "coefmul.z", /* 3 (x8) */
921 "coefmul.w", /* 4 (x16) */
922 "dummy", /* 5 (x32) */
923 "dummy", /* 6 (x64) */
924 "dummy", /* 7 (x128) */
925 "dummy", /* 8 (d256) */
926 "dummy", /* 9 (d128) */
927 "dummy", /* 10 (d64) */
928 "dummy", /* 11 (d32) */
929 "coefdiv.w", /* 12 (d16) */
930 "coefdiv.z", /* 13 (d8) */
931 "coefdiv.y", /* 14 (d4) */
932 "coefdiv.x" /* 15 (d2) */
933 };
934
935 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
936 const struct wined3d_shader_dst_param *dst, char *write_mask)
937 {
938 char *ptr = write_mask;
939
940 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
941 {
942 *ptr++ = '.';
943 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
944 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
945 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
946 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
947 }
948
949 *ptr = '\0';
950 }
951
952 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
953 {
954 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
955 * but addressed as "rgba". To fix this we need to swap the register's x
956 * and z components. */
957 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
958 char *ptr = swizzle_str;
959
960 /* swizzle bits fields: wwzzyyxx */
961 DWORD swizzle = param->swizzle;
962 DWORD swizzle_x = swizzle & 0x03;
963 DWORD swizzle_y = (swizzle >> 2) & 0x03;
964 DWORD swizzle_z = (swizzle >> 4) & 0x03;
965 DWORD swizzle_w = (swizzle >> 6) & 0x03;
966
967 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
968 * generate a swizzle string. Unless we need to our own swizzling. */
969 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
970 {
971 *ptr++ = '.';
972 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
973 *ptr++ = swizzle_chars[swizzle_x];
974 } else {
975 *ptr++ = swizzle_chars[swizzle_x];
976 *ptr++ = swizzle_chars[swizzle_y];
977 *ptr++ = swizzle_chars[swizzle_z];
978 *ptr++ = swizzle_chars[swizzle_w];
979 }
980 }
981
982 *ptr = '\0';
983 }
984
985 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
986 {
987 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
988 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
989
990 if (!strcmp(priv->addr_reg, src)) return;
991
992 strcpy(priv->addr_reg, src);
993 shader_addline(buffer, "ARL A0.x, %s;\n", src);
994 }
995
996 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
997 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
998
999 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1000 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1001 {
1002 /* oPos, oFog and oPts in D3D */
1003 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1004 const struct wined3d_shader *shader = ins->ctx->shader;
1005 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1006 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1007 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1008
1009 *is_color = FALSE;
1010
1011 switch (reg->type)
1012 {
1013 case WINED3DSPR_TEMP:
1014 sprintf(register_name, "R%u", reg->idx[0].offset);
1015 break;
1016
1017 case WINED3DSPR_INPUT:
1018 if (pshader)
1019 {
1020 if (reg_maps->shader_version.major < 3)
1021 {
1022 if (!reg->idx[0].offset)
1023 strcpy(register_name, "fragment.color.primary");
1024 else
1025 strcpy(register_name, "fragment.color.secondary");
1026 }
1027 else
1028 {
1029 if (reg->idx[0].rel_addr)
1030 {
1031 char rel_reg[50];
1032 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1033
1034 if (!strcmp(rel_reg, "**aL_emul**"))
1035 {
1036 DWORD idx = ctx->aL + reg->idx[0].offset;
1037 if(idx < MAX_REG_INPUT)
1038 {
1039 strcpy(register_name, ctx->ps_input[idx]);
1040 }
1041 else
1042 {
1043 ERR("Pixel shader input register out of bounds: %u\n", idx);
1044 sprintf(register_name, "out_of_bounds_%u", idx);
1045 }
1046 }
1047 else if (reg_maps->input_registers & 0x0300)
1048 {
1049 /* There are two ways basically:
1050 *
1051 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1052 * That means trouble if the loop also contains a breakc or if the control values
1053 * aren't local constants.
1054 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1055 * source dynamically. The trouble is that we cannot simply read aL.y because it
1056 * is an ADDRESS register. We could however push it, load .zw with a value and use
1057 * ADAC to load the condition code register and pop it again afterwards
1058 */
1059 FIXME("Relative input register addressing with more than 8 registers\n");
1060
1061 /* This is better than nothing for now */
1062 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1063 }
1064 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1065 {
1066 /* This is problematic because we'd have to consult the ctx->ps_input strings
1067 * for where to find the varying. Some may be "0.0", others can be texcoords or
1068 * colors. This needs either a pipeline replacement to make the vertex shader feed
1069 * proper varyings, or loop unrolling
1070 *
1071 * For now use the texcoords and hope for the best
1072 */
1073 FIXME("Non-vertex shader varying input with indirect addressing\n");
1074 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1075 }
1076 else
1077 {
1078 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1079 * pulls GL_NV_fragment_program2 in
1080 */
1081 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1082 }
1083 }
1084 else
1085 {
1086 if (reg->idx[0].offset < MAX_REG_INPUT)
1087 {
1088 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1089 }
1090 else
1091 {
1092 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1093 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1094 }
1095 }
1096 }
1097 }
1098 else
1099 {
1100 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1101 *is_color = TRUE;
1102 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1103 }
1104 break;
1105
1106 case WINED3DSPR_CONST:
1107 if (!pshader && reg->idx[0].rel_addr)
1108 {
1109 const struct arb_vshader_private *shader_data = shader->backend_data;
1110 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1111 BOOL aL = FALSE;
1112 char rel_reg[50];
1113 if (reg_maps->shader_version.major < 2)
1114 {
1115 sprintf(rel_reg, "A0.x");
1116 }
1117 else
1118 {
1119 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1120 if (ctx->target_version == ARB)
1121 {
1122 if (!strcmp(rel_reg, "**aL_emul**"))
1123 {
1124 aL = TRUE;
1125 } else {
1126 shader_arb_request_a0(ins, rel_reg);
1127 sprintf(rel_reg, "A0.x");
1128 }
1129 }
1130 }
1131 if (aL)
1132 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1133 else if (reg->idx[0].offset >= rel_offset)
1134 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1135 else
1136 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1137 }
1138 else
1139 {
1140 if (reg_maps->usesrelconstF)
1141 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1142 else
1143 sprintf(register_name, "C%u", reg->idx[0].offset);
1144 }
1145 break;
1146
1147 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1148 if (pshader)
1149 {
1150 if (reg_maps->shader_version.major == 1
1151 && reg_maps->shader_version.minor <= 3)
1152 /* In ps <= 1.3, Tx is a temporary register as destination
1153 * to all instructions, and as source to most instructions.
1154 * For some instructions it is the texcoord input. Those
1155 * instructions know about the special use. */
1156 sprintf(register_name, "T%u", reg->idx[0].offset);
1157 else
1158 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1159 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1160 }
1161 else
1162 {
1163 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1164 sprintf(register_name, "A%u", reg->idx[0].offset);
1165 else
1166 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1167 }
1168 break;
1169
1170 case WINED3DSPR_COLOROUT:
1171 if (ctx->ps_post_process && !reg->idx[0].offset)
1172 {
1173 strcpy(register_name, "TMP_COLOR");
1174 }
1175 else
1176 {
1177 if (ctx->cur_ps_args->super.srgb_correction)
1178 FIXME("sRGB correction on higher render targets.\n");
1179 if (reg_maps->rt_mask > 1)
1180 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1181 else
1182 strcpy(register_name, "result.color");
1183 }
1184 break;
1185
1186 case WINED3DSPR_RASTOUT:
1187 if (reg->idx[0].offset == 1)
1188 sprintf(register_name, "%s", ctx->fog_output);
1189 else
1190 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1191 break;
1192
1193 case WINED3DSPR_DEPTHOUT:
1194 strcpy(register_name, "result.depth");
1195 break;
1196
1197 case WINED3DSPR_ATTROUT:
1198 /* case WINED3DSPR_OUTPUT: */
1199 if (pshader)
1200 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1201 else
1202 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1203 break;
1204
1205 case WINED3DSPR_TEXCRDOUT:
1206 if (pshader)
1207 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1208 else if (reg_maps->shader_version.major < 3)
1209 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1210 else
1211 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1212 break;
1213
1214 case WINED3DSPR_LOOP:
1215 if(ctx->target_version >= NV2)
1216 {
1217 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1218 if(pshader) sprintf(register_name, "A0.x");
1219 else sprintf(register_name, "aL.y");
1220 }
1221 else
1222 {
1223 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1224 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1225 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1226 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1227 * indexing
1228 */
1229 sprintf(register_name, "**aL_emul**");
1230 }
1231
1232 break;
1233
1234 case WINED3DSPR_CONSTINT:
1235 sprintf(register_name, "I%u", reg->idx[0].offset);
1236 break;
1237
1238 case WINED3DSPR_MISCTYPE:
1239 if (!reg->idx[0].offset)
1240 sprintf(register_name, "vpos");
1241 else if (reg->idx[0].offset == 1)
1242 sprintf(register_name, "fragment.facing.x");
1243 else
1244 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1245 break;
1246
1247 default:
1248 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1249 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1250 break;
1251 }
1252 }
1253
1254 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1255 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1256 {
1257 char register_name[255];
1258 char write_mask[6];
1259 BOOL is_color;
1260
1261 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1262 strcpy(str, register_name);
1263
1264 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1265 strcat(str, write_mask);
1266 }
1267
1268 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1269 {
1270 switch(channel_source)
1271 {
1272 case CHANNEL_SOURCE_ZERO: return "0";
1273 case CHANNEL_SOURCE_ONE: return "1";
1274 case CHANNEL_SOURCE_X: return "x";
1275 case CHANNEL_SOURCE_Y: return "y";
1276 case CHANNEL_SOURCE_Z: return "z";
1277 case CHANNEL_SOURCE_W: return "w";
1278 default:
1279 FIXME("Unhandled channel source %#x\n", channel_source);
1280 return "undefined";
1281 }
1282 }
1283
1284 struct color_fixup_masks
1285 {
1286 DWORD source;
1287 DWORD sign;
1288 };
1289
1290 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1291 {
1292 struct color_fixup_masks masks = {0, 0};
1293
1294 if (is_complex_fixup(fixup))
1295 {
1296 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1297 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1298 return masks;
1299 }
1300
1301 if (fixup.x_source != CHANNEL_SOURCE_X)
1302 masks.source |= WINED3DSP_WRITEMASK_0;
1303 if (fixup.y_source != CHANNEL_SOURCE_Y)
1304 masks.source |= WINED3DSP_WRITEMASK_1;
1305 if (fixup.z_source != CHANNEL_SOURCE_Z)
1306 masks.source |= WINED3DSP_WRITEMASK_2;
1307 if (fixup.w_source != CHANNEL_SOURCE_W)
1308 masks.source |= WINED3DSP_WRITEMASK_3;
1309 masks.source &= dst_mask;
1310
1311 if (fixup.x_sign_fixup)
1312 masks.sign |= WINED3DSP_WRITEMASK_0;
1313 if (fixup.y_sign_fixup)
1314 masks.sign |= WINED3DSP_WRITEMASK_1;
1315 if (fixup.z_sign_fixup)
1316 masks.sign |= WINED3DSP_WRITEMASK_2;
1317 if (fixup.w_sign_fixup)
1318 masks.sign |= WINED3DSP_WRITEMASK_3;
1319 masks.sign &= dst_mask;
1320
1321 return masks;
1322 }
1323
1324 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1325 const char *src, const char *one, const char *two,
1326 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1327 {
1328 const char *sign_fixup_src = dst;
1329
1330 if (masks.source)
1331 {
1332 if (masks.sign)
1333 sign_fixup_src = "TA";
1334
1335 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1336 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1337 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1338 }
1339 else if (masks.sign)
1340 {
1341 sign_fixup_src = src;
1342 }
1343
1344 if (masks.sign)
1345 {
1346 char reg_mask[6];
1347 char *ptr = reg_mask;
1348
1349 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1350 {
1351 *ptr++ = '.';
1352 if (masks.sign & WINED3DSP_WRITEMASK_0)
1353 *ptr++ = 'x';
1354 if (masks.sign & WINED3DSP_WRITEMASK_1)
1355 *ptr++ = 'y';
1356 if (masks.sign & WINED3DSP_WRITEMASK_2)
1357 *ptr++ = 'z';
1358 if (masks.sign & WINED3DSP_WRITEMASK_3)
1359 *ptr++ = 'w';
1360 }
1361 *ptr = '\0';
1362
1363 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1364 }
1365 }
1366
1367 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1368 {
1369 DWORD mod;
1370 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1371 if (!ins->dst_count) return "";
1372
1373 mod = ins->dst[0].modifiers;
1374
1375 /* Silently ignore PARTIALPRECISION if it's not supported */
1376 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1377
1378 if(mod & WINED3DSPDM_MSAMPCENTROID)
1379 {
1380 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1381 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1382 }
1383
1384 switch(mod)
1385 {
1386 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1387 return "H_SAT";
1388
1389 case WINED3DSPDM_SATURATE:
1390 return "_SAT";
1391
1392 case WINED3DSPDM_PARTIALPRECISION:
1393 return "H";
1394
1395 case 0:
1396 return "";
1397
1398 default:
1399 FIXME("Unknown modifiers 0x%08x\n", mod);
1400 return "";
1401 }
1402 }
1403
1404 #define TEX_PROJ 0x1
1405 #define TEX_BIAS 0x2
1406 #define TEX_LOD 0x4
1407 #define TEX_DERIV 0x10
1408
1409 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1410 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1411 {
1412 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1413 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1414 const char *tex_type;
1415 BOOL np2_fixup = FALSE;
1416 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1417 const char *mod;
1418 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1419 const struct wined3d_shader *shader;
1420 const struct wined3d_device *device;
1421 const struct wined3d_gl_info *gl_info;
1422 const char *tex_dst = dst_str;
1423 struct color_fixup_masks masks;
1424
1425 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1426 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1427
1428 switch (resource_type)
1429 {
1430 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1431 tex_type = "1D";
1432 break;
1433
1434 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1435 shader = ins->ctx->shader;
1436 device = shader->device;
1437 gl_info = &device->adapter->gl_info;
1438
1439 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1440 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1441 tex_type = "RECT";
1442 else
1443 tex_type = "2D";
1444 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1445 {
1446 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1447 {
1448 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1449 else np2_fixup = TRUE;
1450 }
1451 }
1452 break;
1453
1454 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1455 tex_type = "3D";
1456 break;
1457
1458 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1459 tex_type = "CUBE";
1460 break;
1461
1462 default:
1463 ERR("Unexpected resource type %#x.\n", resource_type);
1464 tex_type = "";
1465 }
1466
1467 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1468 * so don't use shader_arb_get_modifier
1469 */
1470 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1471 else mod = "";
1472
1473 /* Fragment samplers always have indentity mapping */
1474 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1475 {
1476 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1477 }
1478
1479 if (pshader)
1480 {
1481 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1482 ins->dst[0].write_mask);
1483
1484 if (masks.source || masks.sign)
1485 tex_dst = "TA";
1486 }
1487
1488 if (flags & TEX_DERIV)
1489 {
1490 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1491 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1492 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1493 dsx, dsy, sampler_idx, tex_type);
1494 }
1495 else if(flags & TEX_LOD)
1496 {
1497 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1498 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1499 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1500 sampler_idx, tex_type);
1501 }
1502 else if (flags & TEX_BIAS)
1503 {
1504 /* Shouldn't be possible, but let's check for it */
1505 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1506 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1507 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1508 }
1509 else if (flags & TEX_PROJ)
1510 {
1511 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1512 }
1513 else
1514 {
1515 if (np2_fixup)
1516 {
1517 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1518 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1519 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1520
1521 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1522 }
1523 else
1524 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1525 }
1526
1527 if (pshader)
1528 {
1529 gen_color_correction(buffer, dst_str, tex_dst,
1530 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1531 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1532 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1533 }
1534 }
1535
1536 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1537 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1538 {
1539 /* Generate a line that does the input modifier computation and return the input register to use */
1540 BOOL is_color = FALSE, insert_line;
1541 char regstr[256];
1542 char swzstr[20];
1543 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1544 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1545 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1546 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1547
1548 /* Assume a new line will be added */
1549 insert_line = TRUE;
1550
1551 /* Get register name */
1552 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1553 shader_arb_get_swizzle(src, is_color, swzstr);
1554
1555 switch (src->modifiers)
1556 {
1557 case WINED3DSPSM_NONE:
1558 sprintf(outregstr, "%s%s", regstr, swzstr);
1559 insert_line = FALSE;
1560 break;
1561 case WINED3DSPSM_NEG:
1562 sprintf(outregstr, "-%s%s", regstr, swzstr);
1563 insert_line = FALSE;
1564 break;
1565 case WINED3DSPSM_BIAS:
1566 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1567 break;
1568 case WINED3DSPSM_BIASNEG:
1569 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1570 break;
1571 case WINED3DSPSM_SIGN:
1572 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1573 break;
1574 case WINED3DSPSM_SIGNNEG:
1575 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1576 break;
1577 case WINED3DSPSM_COMP:
1578 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1579 break;
1580 case WINED3DSPSM_X2:
1581 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1582 break;
1583 case WINED3DSPSM_X2NEG:
1584 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1585 break;
1586 case WINED3DSPSM_DZ:
1587 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1588 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1589 break;
1590 case WINED3DSPSM_DW:
1591 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1592 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1593 break;
1594 case WINED3DSPSM_ABS:
1595 if(ctx->target_version >= NV2) {
1596 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1597 insert_line = FALSE;
1598 } else {
1599 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1600 }
1601 break;
1602 case WINED3DSPSM_ABSNEG:
1603 if(ctx->target_version >= NV2) {
1604 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1605 } else {
1606 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1607 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1608 }
1609 insert_line = FALSE;
1610 break;
1611 default:
1612 sprintf(outregstr, "%s%s", regstr, swzstr);
1613 insert_line = FALSE;
1614 }
1615
1616 /* Return modified or original register, with swizzle */
1617 if (insert_line)
1618 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1619 }
1620
1621 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1622 {
1623 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1624 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1625 DWORD sampler_code = dst->reg.idx[0].offset;
1626 char dst_name[50];
1627 char src_name[2][50];
1628
1629 shader_arb_get_dst_param(ins, dst, dst_name);
1630
1631 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1632 *
1633 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1634 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1635 * temps is done.
1636 */
1637 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1638 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1639 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1640 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1641 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1642
1643 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1644 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1645 }
1646
1647 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1648 {
1649 *extra_char = ' ';
1650 switch(mod)
1651 {
1652 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1653 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1654 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1655 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1656 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1657 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1658 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1659 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1660 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1661 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1662 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1663 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1664 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1665 }
1666 FIXME("Unknown modifier %u\n", mod);
1667 return mod;
1668 }
1669
1670 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1671 {
1672 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1673 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1674 char dst_name[50];
1675 char src_name[3][50];
1676 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1677 ins->ctx->reg_maps->shader_version.minor);
1678
1679 shader_arb_get_dst_param(ins, dst, dst_name);
1680 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1681
1682 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1683 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1684 {
1685 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1686 }
1687 else
1688 {
1689 struct wined3d_shader_src_param src0_copy = ins->src[0];
1690 char extra_neg;
1691
1692 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1693 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1694
1695 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1696 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1697 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1698 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1699 dst_name, src_name[1], src_name[2]);
1700 }
1701 }
1702
1703 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1704 {
1705 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1706 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1707 char dst_name[50];
1708 char src_name[3][50];
1709
1710 shader_arb_get_dst_param(ins, dst, dst_name);
1711
1712 /* Generate input register names (with modifiers) */
1713 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1714 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1715 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1716
1717 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1718 dst_name, src_name[0], src_name[2], src_name[1]);
1719 }
1720
1721 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1722 * dst = dot2(src0, src1) + src2 */
1723 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1724 {
1725 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1726 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1727 char dst_name[50];
1728 char src_name[3][50];
1729 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1730
1731 shader_arb_get_dst_param(ins, dst, dst_name);
1732 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1733 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1734
1735 if(ctx->target_version >= NV3)
1736 {
1737 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1738 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1739 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1740 dst_name, src_name[0], src_name[1], src_name[2]);
1741 }
1742 else if(ctx->target_version >= NV2)
1743 {
1744 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1745 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1746 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1747 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1748 *
1749 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1750 *
1751 * .xyxy and other swizzles that we could get with this are not valid in
1752 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1753 */
1754 struct wined3d_shader_src_param tmp_param = ins->src[1];
1755 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1756 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1757
1758 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1759
1760 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1761 dst_name, src_name[2], src_name[0], src_name[1]);
1762 }
1763 else
1764 {
1765 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1766 /* 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]
1767 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1768 */
1769 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1770 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1771 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1772 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1773 }
1774 }
1775
1776 /* Map the opcode 1-to-1 to the GL code */
1777 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1778 {
1779 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1780 const char *instruction;
1781 char arguments[256], dst_str[50];
1782 unsigned int i;
1783 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1784
1785 switch (ins->handler_idx)
1786 {
1787 case WINED3DSIH_ABS: instruction = "ABS"; break;
1788 case WINED3DSIH_ADD: instruction = "ADD"; break;
1789 case WINED3DSIH_CRS: instruction = "XPD"; break;
1790 case WINED3DSIH_DP3: instruction = "DP3"; break;
1791 case WINED3DSIH_DP4: instruction = "DP4"; break;
1792 case WINED3DSIH_DST: instruction = "DST"; break;
1793 case WINED3DSIH_FRC: instruction = "FRC"; break;
1794 case WINED3DSIH_LIT: instruction = "LIT"; break;
1795 case WINED3DSIH_LRP: instruction = "LRP"; break;
1796 case WINED3DSIH_MAD: instruction = "MAD"; break;
1797 case WINED3DSIH_MAX: instruction = "MAX"; break;
1798 case WINED3DSIH_MIN: instruction = "MIN"; break;
1799 case WINED3DSIH_MOV: instruction = "MOV"; break;
1800 case WINED3DSIH_MUL: instruction = "MUL"; break;
1801 case WINED3DSIH_SGE: instruction = "SGE"; break;
1802 case WINED3DSIH_SLT: instruction = "SLT"; break;
1803 case WINED3DSIH_SUB: instruction = "SUB"; break;
1804 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1805 case WINED3DSIH_DSX: instruction = "DDX"; break;
1806 default: instruction = "";
1807 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1808 break;
1809 }
1810
1811 /* Note that shader_arb_add_dst_param() adds spaces. */
1812 arguments[0] = '\0';
1813 shader_arb_get_dst_param(ins, dst, dst_str);
1814 for (i = 0; i < ins->src_count; ++i)
1815 {
1816 char operand[100];
1817 strcat(arguments, ", ");
1818 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1819 strcat(arguments, operand);
1820 }
1821 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1822 }
1823
1824 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1825
1826 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1827 {
1828 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1829 }
1830
1831 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1832 {
1833 const struct wined3d_shader *shader = ins->ctx->shader;
1834 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1835 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1836 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1837 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1838 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1839 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1840
1841 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1842 char src0_param[256];
1843
1844 if (ins->handler_idx == WINED3DSIH_MOVA)
1845 {
1846 const struct arb_vshader_private *shader_data = shader->backend_data;
1847 char write_mask[6];
1848 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1849
1850 if(ctx->target_version >= NV2) {
1851 shader_hw_map2gl(ins);
1852 return;
1853 }
1854 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1855 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1856
1857 /* This implements the mova formula used in GLSL. The first two instructions
1858 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1859 * in this case:
1860 * mova A0.x, 0.0
1861 *
1862 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1863 *
1864 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1865 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1866 */
1867 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1868 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1869
1870 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1871 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1872 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1873 if (shader_data->rel_offset)
1874 {
1875 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1876 }
1877 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1878
1879 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1880 }
1881 else if (reg_maps->shader_version.major == 1
1882 && !shader_is_pshader_version(reg_maps->shader_version.type)
1883 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1884 {
1885 const struct arb_vshader_private *shader_data = shader->backend_data;
1886 src0_param[0] = '\0';
1887
1888 if (shader_data->rel_offset && ctx->target_version == ARB)
1889 {
1890 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1891 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1892 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1893 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1894 }
1895 else
1896 {
1897 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1898 * with more than one component. Thus replicate the first source argument over all
1899 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1900 struct wined3d_shader_src_param tmp_src = ins->src[0];
1901 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1902 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1903 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1904 }
1905 }
1906 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1907 {
1908 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1909 {
1910 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1911 return;
1912 }
1913 shader_hw_map2gl(ins);
1914 }
1915 else
1916 {
1917 shader_hw_map2gl(ins);
1918 }
1919 }
1920
1921 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1922 {
1923 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1924 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1925 char reg_dest[40];
1926
1927 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1928 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1929 */
1930 shader_arb_get_dst_param(ins, dst, reg_dest);
1931
1932 if (ins->ctx->reg_maps->shader_version.major >= 2)
1933 {
1934 const char *kilsrc = "TA";
1935 BOOL is_color;
1936
1937 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1938 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1939 {
1940 kilsrc = reg_dest;
1941 }
1942 else
1943 {
1944 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1945 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1946 * masked out components to 0(won't kill)
1947 */
1948 char x = '0', y = '0', z = '0', w = '0';
1949 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1950 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1951 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1952 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1953 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1954 }
1955 shader_addline(buffer, "KIL %s;\n", kilsrc);
1956 }
1957 else
1958 {
1959 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1960 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1961 *
1962 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1963 * or pass in any temporary register(in shader phase 2)
1964 */
1965 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1966 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1967 else
1968 shader_arb_get_dst_param(ins, dst, reg_dest);
1969 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1970 shader_addline(buffer, "KIL TA;\n");
1971 }
1972 }
1973
1974 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1975 {
1976 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1977 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1978 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1979 ins->ctx->reg_maps->shader_version.minor);
1980 struct wined3d_shader_src_param src;
1981
1982 char reg_dest[40];
1983 char reg_coord[40];
1984 DWORD reg_sampler_code;
1985 WORD myflags = 0;
1986 BOOL swizzle_coord = FALSE;
1987
1988 /* All versions have a destination register */
1989 shader_arb_get_dst_param(ins, dst, reg_dest);
1990
1991 /* 1.0-1.4: Use destination register number as texture code.
1992 2.0+: Use provided sampler number as texture code. */
1993 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1994 reg_sampler_code = dst->reg.idx[0].offset;
1995 else
1996 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1997
1998 /* 1.0-1.3: Use the texcoord varying.
1999 1.4+: Use provided coordinate source register. */
2000 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2001 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2002 else {
2003 /* TEX is the only instruction that can handle DW and DZ natively */
2004 src = ins->src[0];
2005 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2006 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2007 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2008 }
2009
2010 /* projection flag:
2011 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2012 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2013 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2014 */
2015 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2016 {
2017 DWORD flags = 0;
2018 if (reg_sampler_code < MAX_TEXTURES)
2019 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2020 if (flags & WINED3D_PSARGS_PROJECTED)
2021 {
2022 myflags |= TEX_PROJ;
2023 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2024 swizzle_coord = TRUE;
2025 }
2026 }
2027 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2028 {
2029 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2030 if (src_mod == WINED3DSPSM_DZ)
2031 {
2032 swizzle_coord = TRUE;
2033 myflags |= TEX_PROJ;
2034 } else if(src_mod == WINED3DSPSM_DW) {
2035 myflags |= TEX_PROJ;
2036 }
2037 } else {
2038 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2039 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2040 }
2041
2042 if (swizzle_coord)
2043 {
2044 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2045 * reg_coord is a read-only varying register, so we need a temp reg */
2046 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2047 strcpy(reg_coord, "TA");
2048 }
2049
2050 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2051 }
2052
2053 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2054 {
2055 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2056 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2057 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2058 ins->ctx->reg_maps->shader_version.minor);
2059 char dst_str[50];
2060
2061 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2062 {
2063 DWORD reg = dst->reg.idx[0].offset;
2064
2065 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2066 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2067 } else {
2068 char reg_src[40];
2069
2070 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2071 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2072 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2073 }
2074 }
2075
2076 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2077 {
2078 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2079 DWORD flags = 0;
2080
2081 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2082 char dst_str[50];
2083 char src_str[50];
2084
2085 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2086 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2087 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2088 /* Move .x first in case src_str is "TA" */
2089 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2090 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2091 if (reg1 < MAX_TEXTURES)
2092 {
2093 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2094 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2095 }
2096 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2097 }
2098
2099 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2100 {
2101 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2102
2103 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2104 char dst_str[50];
2105 char src_str[50];
2106
2107 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2108 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2109 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2110 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2111 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2112 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2113 }
2114
2115 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2116 {
2117 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2118 char dst_str[50];
2119 char src_str[50];
2120
2121 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2122 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2123 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2124 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2125 }
2126
2127 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2128 {
2129 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2130 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2131 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2132 char reg_coord[40], dst_reg[50], src_reg[50];
2133 DWORD reg_dest_code;
2134
2135 /* All versions have a destination register. The Tx where the texture coordinates come
2136 * from is the varying incarnation of the texture register
2137 */
2138 reg_dest_code = dst->reg.idx[0].offset;
2139 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2140 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2141 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2142
2143 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2144 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2145 *
2146 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2147 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2148 *
2149 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2150 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2151 * extension.
2152 */
2153 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2154 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2155 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2156 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2157
2158 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2159 * so we can't let the GL handle this.
2160 */
2161 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2162 & WINED3D_PSARGS_PROJECTED)
2163 {
2164 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2165 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2166 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2167 } else {
2168 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2169 }
2170
2171 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2172
2173 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2174 {
2175 /* No src swizzles are allowed, so this is ok */
2176 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2177 src_reg, reg_dest_code, reg_dest_code);
2178 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2179 }
2180 }
2181
2182 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2183 {
2184 DWORD reg = ins->dst[0].reg.idx[0].offset;
2185 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2186 char src0_name[50], dst_name[50];
2187 BOOL is_color;
2188 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2189
2190 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2191 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2192 * T<reg+1> register. Use this register to store the calculated vector
2193 */
2194 tmp_reg.idx[0].offset = reg + 1;
2195 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2196 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2197 }
2198
2199 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2200 {
2201 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2202 DWORD flags;
2203 DWORD reg = ins->dst[0].reg.idx[0].offset;
2204 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2205 char dst_str[50];
2206 char src0_name[50];
2207 char dst_reg[50];
2208 BOOL is_color;
2209
2210 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2211 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2212
2213 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2214 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2215 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2216 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2217 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2218 }
2219
2220 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2221 {
2222 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2223 DWORD reg = ins->dst[0].reg.idx[0].offset;
2224 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2225 char src0_name[50], dst_name[50];
2226 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2227 BOOL is_color;
2228
2229 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2230 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2231 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2232 */
2233 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2234 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2235
2236 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2237 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2238 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2239 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2240 }
2241
2242 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2243 {
2244 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2245 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2246 DWORD flags;
2247 DWORD reg = ins->dst[0].reg.idx[0].offset;
2248 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2249 char dst_str[50];
2250 char src0_name[50], dst_name[50];
2251 BOOL is_color;
2252
2253 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2254 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2255 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2256
2257 /* Sample the texture using the calculated coordinates */
2258 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2259 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2260 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2261 tex_mx->current_row = 0;
2262 }
2263
2264 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2265 {
2266 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2267 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2268 DWORD flags;
2269 DWORD reg = ins->dst[0].reg.idx[0].offset;
2270 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2271 char dst_str[50];
2272 char src0_name[50];
2273 char dst_reg[50];
2274 BOOL is_color;
2275
2276 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2277 * components for temporary data storage
2278 */
2279 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2280 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2281 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2282
2283 /* Construct the eye-ray vector from w coordinates */
2284 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2285 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2286 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2287
2288 /* Calculate reflection vector
2289 */
2290 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2291 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2292 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2293 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2294 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2295 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2296 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2297
2298 /* Sample the texture using the calculated coordinates */
2299 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2300 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2301 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2302 tex_mx->current_row = 0;
2303 }
2304
2305 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2306 {
2307 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2308 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2309 DWORD flags;
2310 DWORD reg = ins->dst[0].reg.idx[0].offset;
2311 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2312 char dst_str[50];
2313 char src0_name[50];
2314 char src1_name[50];
2315 char dst_reg[50];
2316 BOOL is_color;
2317
2318 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2319 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2320 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2321 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2322 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2323
2324 /* Calculate reflection vector.
2325 *
2326 * dot(N, E)
2327 * dst_reg.xyz = 2 * --------- * N - E
2328 * dot(N, N)
2329 *
2330 * Which normalizes the normal vector
2331 */
2332 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2333 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2334 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2335 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2336 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2337 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2338
2339 /* Sample the texture using the calculated coordinates */
2340 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2341 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2342 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2343 tex_mx->current_row = 0;
2344 }
2345
2346 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2347 {
2348 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2349 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2350 char dst_name[50];
2351 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2352 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2353
2354 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2355 * which is essentially an input, is the destination register because it is the first
2356 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2357 * here(writemasks/swizzles are not valid on texdepth)
2358 */
2359 shader_arb_get_dst_param(ins, dst, dst_name);
2360
2361 /* According to the msdn, the source register(must be r5) is unusable after
2362 * the texdepth instruction, so we're free to modify it
2363 */
2364 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2365
2366 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2367 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2368 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2369 */
2370 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2371 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2372 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2373 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2374 }
2375
2376 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2377 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2378 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2379 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2380 {
2381 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2382 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2383 char src0[50];
2384 char dst_str[50];
2385
2386 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2387 shader_addline(buffer, "MOV TB, 0.0;\n");
2388 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2389
2390 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2391 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2392 }
2393
2394 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2395 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2396 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2397 {
2398 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2399 char src0[50];
2400 char dst_str[50];
2401 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2402
2403 /* Handle output register */
2404 shader_arb_get_dst_param(ins, dst, dst_str);
2405 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2406 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2407 }
2408
2409 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2410 * Perform the 3rd row of a 3x3 matrix multiply */
2411 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2412 {
2413 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2414 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2415 char dst_str[50], dst_name[50];
2416 char src0[50];
2417 BOOL is_color;
2418
2419 shader_arb_get_dst_param(ins, dst, dst_str);
2420 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2421 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2422 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2423 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2424 }
2425
2426 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2427 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2428 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2429 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2430 */
2431 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2432 {
2433 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2434 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2435 char src0[50], dst_name[50];
2436 BOOL is_color;
2437 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2438 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2439
2440 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2441 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2442 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2443
2444 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2445 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2446 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2447 */
2448 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2449 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2450 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2451 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2452 }
2453
2454 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2455 Vertex/Pixel shaders to ARB_vertex_program codes */
2456 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2457 {
2458 int i;
2459 int nComponents = 0;
2460 struct wined3d_shader_dst_param tmp_dst = {{0}};
2461 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2462 struct wined3d_shader_instruction tmp_ins;
2463
2464 memset(&tmp_ins, 0, sizeof(tmp_ins));
2465
2466 /* Set constants for the temporary argument */
2467 tmp_ins.ctx = ins->ctx;
2468 tmp_ins.dst_count = 1;
2469 tmp_ins.dst = &tmp_dst;
2470 tmp_ins.src_count = 2;
2471 tmp_ins.src = tmp_src;
2472
2473 switch(ins->handler_idx)
2474 {
2475 case WINED3DSIH_M4x4:
2476 nComponents = 4;
2477 tmp_ins.handler_idx = WINED3DSIH_DP4;
2478 break;
2479 case WINED3DSIH_M4x3:
2480 nComponents = 3;
2481 tmp_ins.handler_idx = WINED3DSIH_DP4;
2482 break;
2483 case WINED3DSIH_M3x4:
2484 nComponents = 4;
2485 tmp_ins.handler_idx = WINED3DSIH_DP3;
2486 break;
2487 case WINED3DSIH_M3x3:
2488 nComponents = 3;
2489 tmp_ins.handler_idx = WINED3DSIH_DP3;
2490 break;
2491 case WINED3DSIH_M3x2:
2492 nComponents = 2;
2493 tmp_ins.handler_idx = WINED3DSIH_DP3;
2494 break;
2495 default:
2496 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2497 break;
2498 }
2499
2500 tmp_dst = ins->dst[0];
2501 tmp_src[0] = ins->src[0];
2502 tmp_src[1] = ins->src[1];
2503 for (i = 0; i < nComponents; ++i)
2504 {
2505 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2506 shader_hw_map2gl(&tmp_ins);
2507 ++tmp_src[1].reg.idx[0].offset;
2508 }
2509 }
2510
2511 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2512 {
2513 *need_abs = FALSE;
2514
2515 switch(mod)
2516 {
2517 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2518 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2519 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2520 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2521 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2522 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2523 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2524 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2525 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2526 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2527 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2528 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2529 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2530 }
2531 FIXME("Unknown modifier %u\n", mod);
2532 return mod;
2533 }
2534
2535 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2536 {
2537 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2538 const char *instruction;
2539 struct wined3d_shader_src_param src0_copy = ins->src[0];
2540 BOOL need_abs = FALSE;
2541
2542 char dst[50];
2543 char src[50];
2544
2545 switch(ins->handler_idx)
2546 {
2547 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2548 case WINED3DSIH_RCP: instruction = "RCP"; break;
2549 case WINED3DSIH_EXPP:
2550 if (ins->ctx->reg_maps->shader_version.major < 2)
2551 {
2552 instruction = "EXP";
2553 break;
2554 }
2555 /* Drop through. */
2556 case WINED3DSIH_EXP:
2557 instruction = "EX2";
2558 break;
2559 case WINED3DSIH_LOG:
2560 case WINED3DSIH_LOGP:
2561 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2562 * instruction, but notice that the output of those instructions is
2563 * different. */
2564 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2565 instruction = "LG2";
2566 break;
2567 default: instruction = "";
2568 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2569 break;
2570 }
2571
2572 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2573 * .w is used. */
2574 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2575
2576 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2577 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2578
2579 if(need_abs)
2580 {
2581 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2582 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2583 }
2584 else
2585 {
2586 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2587 }
2588
2589 }
2590
2591 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2592 {
2593 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2594 char dst_name[50];
2595 char src_name[50];
2596 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2597 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2598 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2599
2600 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2601 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2602
2603 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2604 * otherwise NRM or RSQ would return NaN */
2605 if(pshader && priv->target_version >= NV3)
2606 {
2607 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2608 *
2609 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2610 */
2611 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2612 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2613 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2614 }
2615 else if(priv->target_version >= NV2)
2616 {
2617 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2618 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2619 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2620 src_name);
2621 }
2622 else
2623 {
2624 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2625
2626 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2627 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2628 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2629 */
2630 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2631 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2632
2633 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2634 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2635 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2636 src_name);
2637 }
2638 }
2639
2640 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2641 {
2642 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2643 char dst_name[50];
2644 char src_name[3][50];
2645
2646 /* ARB_fragment_program has a convenient LRP instruction */
2647 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2648 shader_hw_map2gl(ins);
2649 return;
2650 }
2651
2652 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2653 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2654 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2655 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2656
2657 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2658 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2659 dst_name, src_name[0], src_name[2]);
2660 }
2661
2662 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2663 {
2664 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2665 * must contain fixed constants. So we need a separate function to filter those constants and
2666 * can't use map2gl
2667 */
2668 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2669 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2670 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2671 char dst_name[50];
2672 char src_name0[50], src_name1[50], src_name2[50];
2673 BOOL is_color;
2674
2675 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2676 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2677 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2678 /* No modifiers are supported on SCS */
2679 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2680
2681 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2682 {
2683 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2684 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2685 }
2686 } else if(priv->target_version >= NV2) {
2687 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2688
2689 /* Sincos writemask must be .x, .y or .xy */
2690 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2691 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2692 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2693 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2694 } else {
2695 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2696 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2697 *
2698 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2699 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2700 *
2701 * The constants we get are:
2702 *
2703 * +1 +1, -1 -1 +1 +1 -1 -1
2704 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2705 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2706 *
2707 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2708 *
2709 * (x/2)^2 = x^2 / 4
2710 * (x/2)^3 = x^3 / 8
2711 * (x/2)^4 = x^4 / 16
2712 * (x/2)^5 = x^5 / 32
2713 * etc
2714 *
2715 * To get the final result:
2716 * sin(x) = 2 * sin(x/2) * cos(x/2)
2717 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2718 * (from sin(x+y) and cos(x+y) rules)
2719 *
2720 * As per MSDN, dst.z is undefined after the operation, and so is
2721 * dst.x and dst.y if they're masked out by the writemask. Ie
2722 * sincos dst.y, src1, c0, c1
2723 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2724 * vsa.exe also stops with an error if the dest register is the same register as the source
2725 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2726 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2727 */
2728 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2729 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2730 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2731
2732 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2733 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2734 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2735 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2736 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2737 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2738
2739 /* sin(x/2)
2740 *
2741 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2742 * properly merge that with MULs in the code above?
2743 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2744 * we can merge the sine and cosine MAD rows to calculate them together.
2745 */
2746 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2747 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2748 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2749 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2750
2751 /* cos(x/2) */
2752 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2753 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2754 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2755
2756 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2757 /* cos x */
2758 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2759 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2760 }
2761 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2762 /* sin x */
2763 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2764 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2765 }
2766 }
2767 }
2768
2769 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2770 {
2771 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2772 char dst_name[50];
2773 char src_name[50];
2774 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2775
2776 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2777 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2778
2779 /* SGN is only valid in vertex shaders */
2780 if(ctx->target_version >= NV2) {
2781 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2782 return;
2783 }
2784
2785 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2786 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2787 */
2788 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2789 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2790 } else {
2791 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2792 * Then use TA, and calculate the final result
2793 *
2794 * Not reading from TA? Store the first result in TA to avoid overwriting the
2795 * destination if src reg = dst reg
2796 */
2797 if(strstr(src_name, "TA"))
2798 {
2799 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2800 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2801 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2802 }
2803 else
2804 {
2805 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2806 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2807 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2808 }
2809 }
2810 }
2811
2812 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2813 {
2814 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2815 char src[50];
2816 char dst[50];
2817 char dst_name[50];
2818 BOOL is_color;
2819
2820 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2821 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2822 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2823
2824 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2825 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2826 }
2827
2828 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2829 {
2830 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2831 char src0[50], src1[50], dst[50];
2832 struct wined3d_shader_src_param src0_copy = ins->src[0];
2833 BOOL need_abs = FALSE;
2834 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2835 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2836
2837 /* POW operates on the absolute value of the input */
2838 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2839
2840 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2841 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2842 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2843
2844 if (need_abs)
2845 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2846 else
2847 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2848
2849 if (priv->target_version >= NV2)
2850 {
2851 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2852 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2853 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2854 }
2855 else
2856 {
2857 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2858 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2859
2860 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2861 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2862 /* Possibly add flt_eps to avoid getting float special values */
2863 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2864 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2865 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2866 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2867 }
2868 }
2869
2870 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2871 {
2872 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2873 char src_name[50];
2874 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2875
2876 /* src0 is aL */
2877 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2878
2879 if(vshader)
2880 {
2881 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2882 struct list *e = list_head(&priv->control_frames);
2883 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2884
2885 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2886 /* The constant loader makes sure to load -1 into iX.w */
2887 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2888 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2889 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2890 }
2891 else
2892 {
2893 shader_addline(buffer, "LOOP %s;\n", src_name);
2894 }
2895 }
2896
2897 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2898 {
2899 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2900 char src_name[50];
2901 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2902
2903 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2904
2905 /* The constant loader makes sure to load -1 into iX.w */
2906 if(vshader)
2907 {
2908 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2909 struct list *e = list_head(&priv->control_frames);
2910 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2911
2912 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2913
2914 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2915 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2916 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2917 }
2918 else
2919 {
2920 shader_addline(buffer, "REP %s;\n", src_name);
2921 }
2922 }
2923
2924 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2925 {
2926 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2927 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2928
2929 if(vshader)
2930 {
2931 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2932 struct list *e = list_head(&priv->control_frames);
2933 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2934
2935 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2936 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2937 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2938
2939 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2940 }
2941 else
2942 {
2943 shader_addline(buffer, "ENDLOOP;\n");
2944 }
2945 }
2946
2947 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2948 {
2949 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2950 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2951
2952 if(vshader)
2953 {
2954 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2955 struct list *e = list_head(&priv->control_frames);
2956 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2957
2958 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2959 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2960 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2961
2962 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2963 }
2964 else
2965 {
2966 shader_addline(buffer, "ENDREP;\n");
2967 }
2968 }
2969
2970 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2971 {
2972 struct control_frame *control_frame;
2973
2974 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2975 {
2976 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2977 }
2978 ERR("Could not find loop for break\n");
2979 return NULL;
2980 }
2981
2982 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2983 {
2984 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2985 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2986 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2987
2988 if(vshader)
2989 {
2990 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2991 }
2992 else
2993 {
2994 shader_addline(buffer, "BRK;\n");
2995 }
2996 }
2997
2998 static const char *get_compare(enum wined3d_shader_rel_op op)
2999 {
3000 switch (op)
3001 {
3002 case WINED3D_SHADER_REL_OP_GT: return "GT";
3003 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3004 case WINED3D_SHADER_REL_OP_GE: return "GE";
3005 case WINED3D_SHADER_REL_OP_LT: return "LT";
3006 case WINED3D_SHADER_REL_OP_NE: return "NE";
3007 case WINED3D_SHADER_REL_OP_LE: return "LE";
3008 default:
3009 FIXME("Unrecognized operator %#x.\n", op);
3010 return "(\?\?)";
3011 }
3012 }
3013
3014 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3015 {
3016 switch (op)
3017 {
3018 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3019 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3020 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3021 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3022 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3023 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3024 default:
3025 FIXME("Unrecognized operator %#x.\n", op);
3026 return -1;
3027 }
3028 }
3029
3030 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3031 {
3032 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3033 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3034 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3035 char src_name0[50];
3036 char src_name1[50];
3037 const char *comp = get_compare(ins->flags);
3038
3039 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3040 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3041
3042 if(vshader)
3043 {
3044 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3045 * away the subtraction result
3046 */
3047 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3048 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3049 }
3050 else
3051 {
3052 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3053 shader_addline(buffer, "BRK (%s.x);\n", comp);
3054 }
3055 }
3056
3057 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3058 {
3059 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3060 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3061 struct list *e = list_head(&priv->control_frames);
3062 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3063 const char *comp;
3064 char src_name0[50];
3065 char src_name1[50];
3066 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3067
3068 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3069 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3070
3071 if(vshader)
3072 {
3073 /* Invert the flag. We jump to the else label if the condition is NOT true */
3074 comp = get_compare(invert_compare(ins->flags));
3075 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3076 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3077 }
3078 else
3079 {
3080 comp = get_compare(ins->flags);
3081 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3082 shader_addline(buffer, "IF %s.x;\n", comp);
3083 }
3084 }
3085
3086 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3087 {
3088 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3089 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3090 struct list *e = list_head(&priv->control_frames);
3091 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3092 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3093
3094 if(vshader)
3095 {
3096 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3097 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3098 control_frame->had_else = TRUE;
3099 }
3100 else
3101 {
3102 shader_addline(buffer, "ELSE;\n");
3103 }
3104 }
3105
3106 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3107 {
3108 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3109 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3110 struct list *e = list_head(&priv->control_frames);
3111 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3112 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3113
3114 if(vshader)
3115 {
3116 if(control_frame->had_else)
3117 {
3118 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3119 }
3120 else
3121 {
3122 shader_addline(buffer, "#No else branch. else is endif\n");
3123 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3124 }
3125 }
3126 else
3127 {
3128 shader_addline(buffer, "ENDIF;\n");
3129 }
3130 }
3131
3132 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3133 {
3134 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3135 char reg_dest[40];
3136 char reg_src[3][40];
3137 WORD flags = TEX_DERIV;
3138
3139 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3140 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3141 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3142 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3143
3144 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3145 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3146
3147 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3148 }
3149
3150 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3151 {
3152 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3153 char reg_dest[40];
3154 char reg_coord[40];
3155 WORD flags = TEX_LOD;
3156
3157 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3158 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3159
3160 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3161 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3162
3163 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3164 }
3165
3166 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3167 {
3168 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3169 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3170
3171 priv->in_main_func = FALSE;
3172 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3173 * subroutine, don't generate a label that will make GL complain
3174 */
3175 if(priv->target_version == ARB) return;
3176
3177 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3178 }
3179
3180 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3181 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3182 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3183 struct wined3d_string_buffer *buffer)
3184 {
3185 unsigned int i;
3186
3187 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3188 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3189 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3190 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3191 */
3192 if (args->super.fog_src == VS_FOG_Z)
3193 {
3194 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3195 }
3196 else
3197 {
3198 if (!reg_maps->fog)
3199 {
3200 /* posFixup.x is always 1.0, so we can safely use it */
3201 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3202 }
3203 else
3204 {
3205 /* Clamp fogcoord */
3206 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3207 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3208
3209 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3210 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3211 }
3212 }
3213
3214 /* Clipplanes are always stored without y inversion */
3215 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3216 {
3217 if (args->super.clip_enabled)
3218 {
3219 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3220 {
3221 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3222 }
3223 }
3224 }
3225 else if (args->clip.boolclip.clip_texcoord)
3226 {
3227 static const char component[4] = {'x', 'y', 'z', 'w'};
3228 unsigned int cur_clip = 0;
3229 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3230
3231 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3232 {
3233 if (args->clip.boolclip.clipplane_mask & (1u << i))
3234 {
3235 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3236 component[cur_clip++], i);
3237 }
3238 }
3239 switch (cur_clip)
3240 {
3241 case 0:
3242 shader_addline(buffer, "MOV TA, %s;\n", zero);
3243 break;
3244 case 1:
3245 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3246 break;
3247 case 2:
3248 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3249 break;
3250 case 3:
3251 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3252 break;
3253 }
3254 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3255 args->clip.boolclip.clip_texcoord - 1);
3256 }
3257
3258 /* Write the final position.
3259 *
3260 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3261 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3262 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3263 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3264 */
3265 if (!gl_info->supported[ARB_CLIP_CONTROL])
3266 {
3267 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3268 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3269 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3270
3271 /* Z coord [0;1]->[-1;1] mapping, see comment in
3272 * get_projection_matrix() in utils.c. */
3273 if (need_helper_const(shader_data, reg_maps, gl_info))
3274 {
3275 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3276 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3277 }
3278 else
3279 {
3280 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3281 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3282 }
3283 }
3284
3285 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3286
3287 priv_ctx->footer_written = TRUE;
3288 }
3289
3290 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3291 {
3292 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3293 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3294 const struct wined3d_shader *shader = ins->ctx->shader;
3295 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3296
3297 if(priv->target_version == ARB) return;
3298
3299 if(vshader)
3300 {
3301 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3302 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3303 }
3304
3305 shader_addline(buffer, "RET;\n");
3306 }
3307
3308 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3309 {
3310 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3311 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3312 }
3313
3314 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3315 {
3316 const char *ptr, *line;
3317 GLint native, pos;
3318
3319 if (TRACE_ON(d3d_shader))
3320 {
3321 ptr = src;
3322 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3323 }
3324
3325 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3326 checkGLcall("glProgramStringARB()");
3327
3328 if (FIXME_ON(d3d_shader))
3329 {
3330 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3331 if (pos != -1)
3332 {
3333 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3334 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3335 ptr = src;
3336 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3337 FIXME_(d3d_shader)("\n");
3338
3339 return FALSE;
3340 }
3341 }
3342
3343 if (WARN_ON(d3d_perf))
3344 {
3345 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3346 checkGLcall("glGetProgramivARB()");
3347 if (!native)
3348 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3349 }
3350
3351 return TRUE;
3352 }
3353
3354 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3355 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3356 {
3357 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3358
3359 if(condcode)
3360 {
3361 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3362 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3363 /* Calculate the > 0.0031308 case */
3364 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3365 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3366 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3367 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3368 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3369 /* Calculate the < case */
3370 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3371 }
3372 else
3373 {
3374 /* Calculate the > 0.0031308 case */
3375 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3376 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3377 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3378 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3379 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3380 /* Calculate the < case */
3381 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3382 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3383 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3384 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3385 /* Store the components > 0.0031308 in the destination */
3386 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3387 /* Add the components that are < 0.0031308 */
3388 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3389 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3390 * result.color writes(.rgb first, then .a), or handle overwriting already written
3391 * components. The assembler uses a temporary register in this case, which is usually
3392 * not allocated from one of our registers that were used earlier.
3393 */
3394 }
3395 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3396 }
3397
3398 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3399 {
3400 const struct wined3d_shader_lconst *constant;
3401
3402 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3403 {
3404 if (constant->idx == idx)
3405 {
3406 return constant->value;
3407 }
3408 }
3409 return NULL;
3410 }
3411
3412 static void init_ps_input(const struct wined3d_shader *shader,
3413 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3414 {
3415 static const char * const texcoords[8] =
3416 {
3417 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3418 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3419 };
3420 unsigned int i;
3421 const struct wined3d_shader_signature_element *input;
3422 const char *semantic_name;
3423 DWORD semantic_idx;
3424
3425 switch(args->super.vp_mode)
3426 {
3427 case pretransformed:
3428 case fixedfunction:
3429 /* The pixelshader has to collect the varyings on its own. In any case properly load
3430 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3431 * other attribs to 0.0.
3432 *
3433 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3434 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3435 * load the texcoord attrib pointers to match the pixel shader signature
3436 */
3437 for (i = 0; i < shader->input_signature.element_count; ++i)
3438 {
3439 input = &shader->input_signature.elements[i];
3440 if (!(semantic_name = input->semantic_name))
3441 continue;
3442 semantic_idx = input->semantic_idx;
3443
3444 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3445 {
3446 if (!semantic_idx)
3447 priv->ps_input[input->register_idx] = "fragment.color.primary";
3448 else if (semantic_idx == 1)
3449 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3450 else
3451 priv->ps_input[input->register_idx] = "0.0";
3452 }
3453 else if (args->super.vp_mode == fixedfunction)
3454 {
3455 priv->ps_input[input->register_idx] = "0.0";
3456 }
3457 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3458 {
3459 if (semantic_idx < 8)
3460 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3461 else
3462 priv->ps_input[input->register_idx] = "0.0";
3463 }
3464 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3465 {
3466 if (!semantic_idx)
3467 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3468 else
3469 priv->ps_input[input->register_idx] = "0.0";
3470 }
3471 else
3472 {
3473 priv->ps_input[input->register_idx] = "0.0";
3474 }
3475
3476 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3477 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3478 }
3479 break;
3480
3481 case vertexshader:
3482 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3483 * fragment.color
3484 */
3485 for(i = 0; i < 8; i++)
3486 {
3487 priv->ps_input[i] = texcoords[i];
3488 }
3489 priv->ps_input[8] = "fragment.color.primary";
3490 priv->ps_input[9] = "fragment.color.secondary";
3491 break;
3492 }
3493 }
3494
3495 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3496 const char *fragcolor, const char *tmp)
3497 {
3498 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3499 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3500 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3501 }
3502
3503 /* Context activation is done by the caller. */
3504 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3505 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3506 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3507 {
3508 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3509 GLuint retval;
3510 char fragcolor[16];
3511 DWORD next_local = 0;
3512 struct shader_arb_ctx_priv priv_ctx;
3513 BOOL dcl_td = FALSE;
3514 BOOL want_nv_prog = FALSE;
3515 struct arb_pshader_private *shader_priv = shader->backend_data;
3516 DWORD map;
3517 BOOL custom_linear_fog = FALSE;
3518
3519 char srgbtmp[4][4];
3520 char ftoa_tmp[17];
3521 unsigned int i, found = 0;
3522
3523 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3524 {
3525 if (!(map & 1)
3526 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3527 || (reg_maps->shader_version.major < 2 && !i))
3528 continue;
3529
3530 sprintf(srgbtmp[found], "R%u", i);
3531 ++found;
3532 if (found == 4) break;
3533 }
3534
3535 switch(found) {
3536 case 0:
3537 sprintf(srgbtmp[0], "TA");
3538 sprintf(srgbtmp[1], "TB");
3539 sprintf(srgbtmp[2], "TC");
3540 sprintf(srgbtmp[3], "TD");
3541 dcl_td = TRUE;
3542 break;
3543 case 1:
3544 sprintf(srgbtmp[1], "TA");
3545 sprintf(srgbtmp[2], "TB");
3546 sprintf(srgbtmp[3], "TC");
3547 break;
3548 case 2:
3549 sprintf(srgbtmp[2], "TA");
3550 sprintf(srgbtmp[3], "TB");
3551 break;
3552 case 3:
3553 sprintf(srgbtmp[3], "TA");
3554 break;
3555 case 4:
3556 break;
3557 }
3558
3559 /* Create the hw ARB shader */
3560 memset(&priv_ctx, 0, sizeof(priv_ctx));
3561 priv_ctx.cur_ps_args = args;
3562 priv_ctx.compiled_fprog = compiled;
3563 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3564 init_ps_input(shader, args, &priv_ctx);
3565 list_init(&priv_ctx.control_frames);
3566 priv_ctx.ps_post_process = args->super.srgb_correction;
3567
3568 /* Avoid enabling NV_fragment_program* if we do not need it.
3569 *
3570 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3571 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3572 * is faster than what we gain from using higher native instructions. There are some things though
3573 * that cannot be emulated. In that case enable the extensions.
3574 * If the extension is enabled, instruction handlers that support both ways will use it.
3575 *
3576 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3577 * So enable the best we can get.
3578 */
3579 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3580 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3581 {
3582 want_nv_prog = TRUE;
3583 }
3584
3585 shader_addline(buffer, "!!ARBfp1.0\n");
3586 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3587 {
3588 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3589 priv_ctx.target_version = NV3;
3590 }
3591 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3592 {
3593 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3594 priv_ctx.target_version = NV2;
3595 } else {
3596 if(want_nv_prog)
3597 {
3598 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3599 * limits properly
3600 */
3601 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3602 ERR("Try GLSL\n");
3603 }
3604 priv_ctx.target_version = ARB;
3605 }
3606
3607 if (reg_maps->rt_mask > 1)
3608 {
3609 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3610 }
3611
3612 if (reg_maps->shader_version.major < 3)
3613 {
3614 switch (args->super.fog)
3615 {
3616 case WINED3D_FFP_PS_FOG_OFF:
3617 break;
3618 case WINED3D_FFP_PS_FOG_LINEAR:
3619 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3620 {
3621 custom_linear_fog = TRUE;
3622 priv_ctx.ps_post_process = TRUE;
3623 break;
3624 }
3625 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3626 break;
3627 case WINED3D_FFP_PS_FOG_EXP:
3628 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3629 break;
3630 case WINED3D_FFP_PS_FOG_EXP2:
3631 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3632 break;
3633 }
3634 }
3635
3636 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3637 * unused temps away(but occupies them for the whole shader if they're used once). Always
3638 * declaring them avoids tricky bookkeeping work
3639 */
3640 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3641 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3642 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3643 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3644 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3645 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3646 wined3d_ftoa(eps, ftoa_tmp);
3647 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3648
3649 if (reg_maps->shader_version.major < 2)
3650 {
3651 strcpy(fragcolor, "R0");
3652 }
3653 else
3654 {
3655 if (priv_ctx.ps_post_process)
3656 {
3657 if (shader->u.ps.color0_mov)
3658 {
3659 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3660 }
3661 else
3662 {
3663 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3664 strcpy(fragcolor, "TMP_COLOR");
3665 }
3666 } else {
3667 strcpy(fragcolor, "result.color");
3668 }
3669 }
3670
3671 if (args->super.srgb_correction)
3672 {
3673 shader_addline(buffer, "PARAM srgb_consts0 = ");
3674 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3675 shader_addline(buffer, ";\n");
3676 shader_addline(buffer, "PARAM srgb_consts1 = ");
3677 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3678 shader_addline(buffer, ";\n");
3679 }
3680
3681 /* Base Declarations */
3682 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3683
3684 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3685 {
3686 unsigned char bump_const;
3687
3688 if (!(map & 1)) continue;
3689
3690 bump_const = compiled->numbumpenvmatconsts;
3691 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3692 compiled->bumpenvmatconst[bump_const].texunit = i;
3693 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3694 compiled->luminanceconst[bump_const].texunit = i;
3695
3696 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3697 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3698 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3699 * textures due to conditional NP2 restrictions)
3700 *
3701 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3702 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3703 * their location is shader dependent anyway and they cannot be loaded globally.
3704 */
3705 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3706 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3707 i, compiled->bumpenvmatconst[bump_const].const_num);
3708 compiled->numbumpenvmatconsts = bump_const + 1;
3709
3710 if (!(reg_maps->luminanceparams & (1u << i)))
3711 continue;
3712
3713 compiled->luminanceconst[bump_const].const_num = next_local++;
3714 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3715 i, compiled->luminanceconst[bump_const].const_num);
3716 }
3717
3718 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3719 {
3720 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3721 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3722 {
3723 const DWORD *control_values = find_loop_control_values(shader, i);
3724
3725 if(control_values)
3726 {
3727 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3728 control_values[0], control_values[1], control_values[2]);
3729 }
3730 else
3731 {
3732 compiled->int_consts[i] = next_local;
3733 compiled->num_int_consts++;
3734 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3735 }
3736 }
3737 }
3738
3739 if(reg_maps->vpos || reg_maps->usesdsy)
3740 {
3741 compiled->ycorrection = next_local;
3742 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3743
3744 if(reg_maps->vpos)
3745 {
3746 shader_addline(buffer, "TEMP vpos;\n");
3747 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3748 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3749 * ycorrection.z: 1.0
3750 * ycorrection.w: 0.0
3751 */
3752 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3753 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3754 }
3755 }
3756 else
3757 {
3758 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3759 }
3760
3761 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3762 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3763 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3764 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3765 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3766 * shader compilation errors and the subsequent errors when drawing with this shader. */
3767 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3768 unsigned char cur_fixup_sampler = 0;
3769
3770 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3771 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3772 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3773
3774 fixup->offset = next_local;
3775 fixup->super.active = 0;
3776
3777 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3778 {
3779 if (!(map & (1u << i)))
3780 continue;
3781
3782 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3783 {
3784 fixup->super.active |= (1u << i);
3785 fixup->super.idx[i] = cur_fixup_sampler++;
3786 }
3787 else
3788 {
3789 FIXME("No free constant found to load NP2 fixup data into shader. "
3790 "Sampling from this texture will probably look wrong.\n");
3791 break;
3792 }
3793 }
3794
3795 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3796 if (fixup->super.num_consts) {
3797 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3798 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3799 }
3800 }
3801
3802 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3803 {
3804 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3805 }
3806
3807 /* Base Shader Body */
3808 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3809 return 0;
3810
3811 if(args->super.srgb_correction) {
3812 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3813 priv_ctx.target_version >= NV2);
3814 }
3815
3816 if (custom_linear_fog)
3817 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3818
3819 if(strcmp(fragcolor, "result.color")) {
3820 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3821 }
3822 shader_addline(buffer, "END\n");
3823
3824 /* TODO: change to resource.glObjectHandle or something like that */
3825 GL_EXTCALL(glGenProgramsARB(1, &retval));
3826
3827 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3828 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3829
3830 TRACE("Created hw pixel shader, prg=%d\n", retval);
3831 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3832 return 0;
3833
3834 return retval;
3835 }
3836
3837 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3838 {
3839 unsigned int i;
3840 int ret;
3841
3842 if (sig1->element_count != sig2->element_count)
3843 return sig1->element_count < sig2->element_count ? -1 : 1;
3844
3845 for (i = 0; i < sig1->element_count; ++i)
3846 {
3847 const struct wined3d_shader_signature_element *e1, *e2;
3848
3849 e1 = &sig1->elements[i];
3850 e2 = &sig2->elements[i];
3851
3852 if (!e1->semantic_name || !e2->semantic_name)
3853 {
3854 /* Compare pointers, not contents. One string is NULL (element
3855 * does not exist), the other one is not NULL. */
3856 if (e1->semantic_name != e2->semantic_name)
3857 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3858 continue;
3859 }
3860
3861 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3862 return ret;
3863 if (e1->semantic_idx != e2->semantic_idx)
3864 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3865 if (e1->sysval_semantic != e2->sysval_semantic)
3866 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3867 if (e1->component_type != e2->component_type)
3868 return e1->component_type < e2->component_type ? -1 : 1;
3869 if (e1->register_idx != e2->register_idx)
3870 return e1->register_idx < e2->register_idx ? -1 : 1;
3871 if (e1->mask != e2->mask)
3872 return e1->mask < e2->mask ? -1 : 1;
3873 }
3874 return 0;
3875 }
3876
3877 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3878 {
3879 unsigned int i;
3880 char *name;
3881
3882 new->element_count = sig->element_count;
3883 new->elements = heap_calloc(new->element_count, sizeof(*new->elements));
3884 for (i = 0; i < sig->element_count; ++i)
3885 {
3886 new->elements[i] = sig->elements[i];
3887
3888 if (!new->elements[i].semantic_name)
3889 continue;
3890
3891 /* Clone the semantic string */
3892 name = heap_alloc(strlen(sig->elements[i].semantic_name) + 1);
3893 strcpy(name, sig->elements[i].semantic_name);
3894 new->elements[i].semantic_name = name;
3895 }
3896 }
3897
3898 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3899 {
3900 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3901 struct ps_signature *found_sig;
3902
3903 if (entry)
3904 {
3905 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3906 TRACE("Found existing signature %u\n", found_sig->idx);
3907 return found_sig->idx;
3908 }
3909 found_sig = heap_alloc_zero(sizeof(*found_sig));
3910 clone_sig(&found_sig->sig, sig);
3911 found_sig->idx = priv->ps_sig_number++;
3912 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3913 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3914 {
3915 ERR("Failed to insert program entry.\n");
3916 }
3917 return found_sig->idx;
3918 }
3919
3920 static void init_output_registers(const struct wined3d_shader *shader,
3921 const struct wined3d_shader_signature *ps_input_sig,
3922 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3923 {
3924 unsigned int i, j;
3925 static const char * const texcoords[8] =
3926 {
3927 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3928 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3929 };
3930 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3931 * and varying 9 to result.color.secondary
3932 */
3933 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3934 {
3935 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3936 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3937 "result.color.primary", "result.color.secondary"
3938 };
3939
3940 if (!ps_input_sig)
3941 {
3942 TRACE("Pixel shader uses builtin varyings\n");
3943 /* Map builtins to builtins */
3944 for(i = 0; i < 8; i++)
3945 {
3946 priv_ctx->texcrd_output[i] = texcoords[i];
3947 }
3948 priv_ctx->color_output[0] = "result.color.primary";
3949 priv_ctx->color_output[1] = "result.color.secondary";
3950 priv_ctx->fog_output = "TMP_FOGCOORD";
3951
3952 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3953 for (i = 0; i < shader->output_signature.element_count; ++i)
3954 {
3955 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3956
3957 if (!output->semantic_name)
3958 continue;
3959
3960 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3961 {
3962 TRACE("o%u is TMP_OUT\n", output->register_idx);
3963 if (!output->semantic_idx)
3964 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3965 else
3966 priv_ctx->vs_output[output->register_idx] = "TA";
3967 }
3968 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3969 {
3970 TRACE("o%u is result.pointsize\n", output->register_idx);
3971 if (!output->semantic_idx)
3972 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3973 else
3974 priv_ctx->vs_output[output->register_idx] = "TA";
3975 }
3976 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3977 {
3978 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3979 if (!output->semantic_idx)
3980 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3981 else if (output->semantic_idx == 1)
3982 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3983 else priv_ctx->vs_output[output->register_idx] = "TA";
3984 }
3985 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3986 {
3987 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3988 if (output->semantic_idx >= 8)
3989 priv_ctx->vs_output[output->register_idx] = "TA";
3990 else
3991 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3992 }
3993 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
3994 {
3995 TRACE("o%u is result.fogcoord\n", output->register_idx);
3996 if (output->semantic_idx > 0)
3997 priv_ctx->vs_output[output->register_idx] = "TA";
3998 else
3999 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
4000 }
4001 else
4002 {
4003 priv_ctx->vs_output[output->register_idx] = "TA";
4004 }
4005 }
4006 return;
4007 }
4008
4009 TRACE("Pixel shader uses declared varyings\n");
4010
4011 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4012 for(i = 0; i < 8; i++)
4013 {
4014 priv_ctx->texcrd_output[i] = "TA";
4015 }
4016 priv_ctx->color_output[0] = "TA";
4017 priv_ctx->color_output[1] = "TA";
4018 priv_ctx->fog_output = "TA";
4019
4020 for (i = 0; i < ps_input_sig->element_count; ++i)
4021 {
4022 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4023
4024 if (!input->semantic_name)
4025 continue;
4026
4027 /* If a declared input register is not written by builtin arguments, don't write to it.
4028 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4029 *
4030 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4031 * to TMP_OUT in any case
4032 */
4033 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4034 {
4035 if (input->semantic_idx < 8)
4036 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4037 }
4038 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4039 {
4040 if (input->semantic_idx < 2)
4041 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4042 }
4043 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4044 {
4045 if (!input->semantic_idx)
4046 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4047 }
4048 else
4049 {
4050 continue;
4051 }
4052
4053 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4054 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4055 {
4056 compiled->need_color_unclamp = TRUE;
4057 }
4058 }
4059
4060 /* Map declared to declared */
4061 for (i = 0; i < shader->output_signature.element_count; ++i)
4062 {
4063 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4064
4065 /* Write unread output to TA to throw them away */
4066 priv_ctx->vs_output[output->register_idx] = "TA";
4067
4068 if (!output->semantic_name)
4069 continue;
4070
4071 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4072 {
4073 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4074 continue;
4075 }
4076 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4077 {
4078 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4079 continue;
4080 }
4081
4082 for (j = 0; j < ps_input_sig->element_count; ++j)
4083 {
4084 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4085
4086 if (!input->semantic_name)
4087 continue;
4088
4089 if (!strcmp(input->semantic_name, output->semantic_name)
4090 && input->semantic_idx == output->semantic_idx)
4091 {
4092 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4093
4094 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4095 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4096 {
4097 compiled->need_color_unclamp = TRUE;
4098 }
4099 }
4100 }
4101 }
4102 }
4103
4104 /* Context activation is done by the caller. */
4105 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4106 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4107 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4108 const struct wined3d_shader_signature *ps_input_sig)
4109 {
4110 const struct arb_vshader_private *shader_data = shader->backend_data;
4111 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4112 struct shader_arb_priv *priv = shader->device->shader_priv;
4113 GLuint ret;
4114 DWORD next_local = 0;
4115 struct shader_arb_ctx_priv priv_ctx;
4116 unsigned int i;
4117
4118 memset(&priv_ctx, 0, sizeof(priv_ctx));
4119 priv_ctx.cur_vs_args = args;
4120 list_init(&priv_ctx.control_frames);
4121 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4122
4123 /* Create the hw ARB shader */
4124 shader_addline(buffer, "!!ARBvp1.0\n");
4125
4126 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4127 * mesurable performance penalty, and we can always make use of it for clipplanes.
4128 */
4129 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4130 {
4131 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4132 priv_ctx.target_version = NV3;
4133 shader_addline(buffer, "ADDRESS aL;\n");
4134 }
4135 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4136 {
4137 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4138 priv_ctx.target_version = NV2;
4139 shader_addline(buffer, "ADDRESS aL;\n");
4140 } else {
4141 priv_ctx.target_version = ARB;
4142 }
4143
4144 shader_addline(buffer, "TEMP TMP_OUT;\n");
4145 if (reg_maps->fog)
4146 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4147 if (need_helper_const(shader_data, reg_maps, gl_info))
4148 {
4149 char ftoa_tmp[17];
4150 wined3d_ftoa(eps, ftoa_tmp);
4151 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4152 }
4153 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4154 {
4155 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4156 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4157 }
4158
4159 shader_addline(buffer, "TEMP TA;\n");
4160 shader_addline(buffer, "TEMP TB;\n");
4161
4162 /* Base Declarations */
4163 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4164 &priv_ctx.vs_clipplanes, &priv_ctx);
4165
4166 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4167 {
4168 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4169 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4170 {
4171 const DWORD *control_values = find_loop_control_values(shader, i);
4172
4173 if(control_values)
4174 {
4175 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4176 control_values[0], control_values[1], control_values[2]);
4177 }
4178 else
4179 {
4180 compiled->int_consts[i] = next_local;
4181 compiled->num_int_consts++;
4182 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4183 }
4184 }
4185 }
4186
4187 /* We need a constant to fixup the final position */
4188 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4189 compiled->pos_fixup = next_local++;
4190
4191 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4192 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4193 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4194 * a replacement shader depend on the texcoord.w being set properly.
4195 *
4196 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4197 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4198 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4199 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4200 * this can eat a number of instructions, so skip it unless this cap is set as well
4201 */
4202 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4203 {
4204 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4205 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4206
4207 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4208 {
4209 int i;
4210 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4211 for(i = 0; i < MAX_REG_TEXCRD; i++)
4212 {
4213 if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4214 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4215 }
4216 }
4217 }
4218
4219 /* The shader starts with the main function */
4220 priv_ctx.in_main_func = TRUE;
4221 /* Base Shader Body */
4222 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4223 return -1;
4224
4225 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4226 shader_data, args, reg_maps, gl_info, buffer);
4227
4228 shader_addline(buffer, "END\n");
4229
4230 /* TODO: change to resource.glObjectHandle or something like that */
4231 GL_EXTCALL(glGenProgramsARB(1, &ret));
4232
4233 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4234 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4235
4236 TRACE("Created hw vertex shader, prg=%d\n", ret);
4237 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4238 return -1;
4239
4240 return ret;
4241 }
4242
4243 /* Context activation is done by the caller. */
4244 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4245 const struct arb_ps_compile_args *args)
4246 {
4247 struct wined3d_device *device = shader->device;
4248 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4249 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4250 UINT i;
4251 DWORD new_size;
4252 struct arb_ps_compiled_shader *new_array;
4253 struct wined3d_string_buffer buffer;
4254 struct arb_pshader_private *shader_data;
4255 GLuint ret;
4256
4257 if (!shader->backend_data)
4258 {
4259 struct shader_arb_priv *priv = device->shader_priv;
4260
4261 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4262 shader_data = shader->backend_data;
4263 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4264
4265 if (shader->reg_maps.shader_version.major < 3)
4266 shader_data->input_signature_idx = ~0U;
4267 else
4268 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4269
4270 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4271
4272 if (!d3d_info->vs_clipping)
4273 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4274 d3d_info->limits.ffp_blend_stages - 1);
4275 else
4276 shader_data->clipplane_emulation = ~0U;
4277 }
4278 shader_data = shader->backend_data;
4279
4280 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4281 * so a linear search is more performant than a hashmap or a binary search
4282 * (cache coherency etc)
4283 */
4284 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4285 {
4286 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4287 return &shader_data->gl_shaders[i];
4288 }
4289
4290 TRACE("No matching GL shader found, compiling a new shader\n");
4291 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4292 if (shader_data->num_gl_shaders)
4293 {
4294 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4295 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4296 new_size * sizeof(*shader_data->gl_shaders));
4297 }
4298 else
4299 {
4300 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4301 new_size = 1;
4302 }
4303
4304 if(!new_array) {
4305 ERR("Out of memory\n");
4306 return 0;
4307 }
4308 shader_data->gl_shaders = new_array;
4309 shader_data->shader_array_size = new_size;
4310 }
4311
4312 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4313
4314 pixelshader_update_resource_types(shader, args->super.tex_types);
4315
4316 if (!string_buffer_init(&buffer))
4317 {
4318 ERR("Failed to initialize shader buffer.\n");
4319 return 0;
4320 }
4321
4322 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4323 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4324 string_buffer_free(&buffer);
4325 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4326
4327 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4328 }
4329
4330 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4331 const DWORD use_map, BOOL skip_int) {
4332 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4333 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4334 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4335 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4336 if(stored->ps_signature != new->ps_signature) return FALSE;
4337 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4338 if(skip_int) return TRUE;
4339
4340 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4341 }
4342
4343 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4344 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4345 const struct wined3d_shader_signature *ps_input_sig)
4346 {
4347 UINT i;
4348 DWORD new_size;
4349 struct arb_vs_compiled_shader *new_array;
4350 struct wined3d_string_buffer buffer;
4351 struct arb_vshader_private *shader_data;
4352 GLuint ret;
4353
4354 if (!shader->backend_data)
4355 {
4356 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4357
4358 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4359 shader_data = shader->backend_data;
4360
4361 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4362 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4363 {
4364 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4365 {
4366 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4367 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4368 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4369 }
4370 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4371 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4372 else if (reg_maps->max_rel_offset > 63)
4373 shader_data->rel_offset = reg_maps->min_rel_offset;
4374 }
4375 }
4376 shader_data = shader->backend_data;
4377
4378 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4379 * so a linear search is more performant than a hashmap or a binary search
4380 * (cache coherency etc)
4381 */
4382 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4383 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4384 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4385 {
4386 return &shader_data->gl_shaders[i];
4387 }
4388 }
4389
4390 TRACE("No matching GL shader found, compiling a new shader\n");
4391
4392 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4393 if (shader_data->num_gl_shaders)
4394 {
4395 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4396 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4397 new_size * sizeof(*shader_data->gl_shaders));
4398 }
4399 else
4400 {
4401 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4402 new_size = 1;
4403 }
4404
4405 if(!new_array) {
4406 ERR("Out of memory\n");
4407 return 0;
4408 }
4409 shader_data->gl_shaders = new_array;
4410 shader_data->shader_array_size = new_size;
4411 }
4412
4413 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4414
4415 if (!string_buffer_init(&buffer))
4416 {
4417 ERR("Failed to initialize shader buffer.\n");
4418 return 0;
4419 }
4420
4421 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4422 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4423 ps_input_sig);
4424 string_buffer_free(&buffer);
4425 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4426
4427 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4428 }
4429
4430 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4431 const struct wined3d_context *context, const struct wined3d_shader *shader,
4432 struct arb_ps_compile_args *args)
4433 {
4434 const struct wined3d_gl_info *gl_info = context->gl_info;
4435 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4436 int i;
4437 WORD int_skip;
4438
4439 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, context);
4440
4441 /* This forces all local boolean constants to 1 to make them stateblock independent */
4442 args->bools = shader->reg_maps.local_bool_consts;
4443
4444 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4445 {
4446 if (state->ps_consts_b[i])
4447 args->bools |= ( 1u << i);
4448 }
4449
4450 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4451 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4452 * duplicate the shader than have a no-op KIL instruction in every shader
4453 */
4454 if (!d3d_info->vs_clipping && use_vs(state)
4455 && state->render_states[WINED3D_RS_CLIPPING]
4456 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4457 args->clip = 1;
4458 else
4459 args->clip = 0;
4460
4461 /* Skip if unused or local, or supported natively */
4462 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4463 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4464 {
4465 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4466 return;
4467 }
4468
4469 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4470 {
4471 if (int_skip & (1u << i))
4472 {
4473 args->loop_ctrl[i][0] = 0;
4474 args->loop_ctrl[i][1] = 0;
4475 args->loop_ctrl[i][2] = 0;
4476 }
4477 else
4478 {
4479 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4480 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4481 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4482 }
4483 }
4484 }
4485
4486 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4487 const struct wined3d_context *context, const struct wined3d_shader *shader,
4488 struct arb_vs_compile_args *args)
4489 {
4490 const struct wined3d_device *device = shader->device;
4491 const struct wined3d_adapter *adapter = device->adapter;
4492 const struct wined3d_gl_info *gl_info = context->gl_info;
4493 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4494 int i;
4495 WORD int_skip;
4496
4497 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super, context);
4498
4499 args->clip.boolclip_compare = 0;
4500 if (use_ps(state))
4501 {
4502 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4503 const struct arb_pshader_private *shader_priv = ps->backend_data;
4504 args->ps_signature = shader_priv->input_signature_idx;
4505
4506 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4507 }
4508 else
4509 {
4510 args->ps_signature = ~0;
4511 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4512 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4513 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4514 }
4515
4516 if (args->clip.boolclip.clip_texcoord)
4517 {
4518 if (state->render_states[WINED3D_RS_CLIPPING])
4519 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4520 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4521 }
4522
4523 /* This forces all local boolean constants to 1 to make them stateblock independent */
4524 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4525 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4526 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4527 {
4528 if (state->vs_consts_b[i])
4529 args->clip.boolclip.bools |= (1u << i);
4530 }
4531
4532 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4533 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4534 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4535 args->vertex.samplers[3] = 0;
4536
4537 /* Skip if unused or local */
4538 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4539 /* This is about flow control, not clipping. */
4540 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4541 {
4542 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4543 return;
4544 }
4545
4546 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4547 {
4548 if (int_skip & (1u << i))
4549 {
4550 args->loop_ctrl[i][0] = 0;
4551 args->loop_ctrl[i][1] = 0;
4552 args->loop_ctrl[i][2] = 0;
4553 }
4554 else
4555 {
4556 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4557 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4558 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4559 }
4560 }
4561 }
4562
4563 /* Context activation is done by the caller. */
4564 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4565 const struct wined3d_state *state)
4566 {
4567 struct shader_arb_priv *priv = shader_priv;
4568 const struct wined3d_gl_info *gl_info = context->gl_info;
4569 int i;
4570
4571 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4572 if (use_ps(state))
4573 {
4574 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4575 struct arb_ps_compile_args compile_args;
4576 struct arb_ps_compiled_shader *compiled;
4577
4578 TRACE("Using pixel shader %p.\n", ps);
4579 find_arb_ps_compile_args(state, context, ps, &compile_args);
4580 compiled = find_arb_pshader(ps, &compile_args);
4581 priv->current_fprogram_id = compiled->prgId;
4582 priv->compiled_fprog = compiled;
4583
4584 /* Bind the fragment program */
4585 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4586 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4587
4588 if (!priv->use_arbfp_fixed_func)
4589 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4590
4591 /* Enable OpenGL fragment programs. */
4592 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4593 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4594
4595 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4596
4597 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4598 * a 1.x and newer shader, reload the first 8 constants
4599 */
4600 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4601 {
4602 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4603 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4604 for(i = 0; i < 8; i++)
4605 {
4606 priv->pshader_const_dirty[i] = 1;
4607 }
4608 /* Also takes care of loading local constants */
4609 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4610 }
4611 else
4612 {
4613 UINT rt_height = state->fb->render_targets[0]->height;
4614 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4615 }
4616
4617 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4618 if (compiled->np2fixup_info.super.active)
4619 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4620
4621 if (ps->load_local_constsF)
4622 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4623 }
4624 else
4625 {
4626 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4627 {
4628 /* Disable only if we're not using arbfp fixed function fragment
4629 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4630 * enabled, and the fixed function pipeline will bind the fixed
4631 * function replacement shader. */
4632 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4633 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4634 priv->current_fprogram_id = 0;
4635 }
4636 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4637 }
4638
4639 if (use_vs(state))
4640 {
4641 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4642 struct arb_vs_compile_args compile_args;
4643 struct arb_vs_compiled_shader *compiled;
4644 const struct wined3d_shader_signature *ps_input_sig;
4645
4646 TRACE("Using vertex shader %p\n", vs);
4647 find_arb_vs_compile_args(state, context, vs, &compile_args);
4648
4649 /* Instead of searching for the signature in the signature list, read the one from the
4650 * current pixel shader. It's maybe not the shader where the signature came from, but it
4651 * is the same signature and faster to find. */
4652 if (compile_args.ps_signature == ~0U)
4653 ps_input_sig = NULL;
4654 else
4655 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4656
4657 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4658 &compile_args, ps_input_sig);
4659 priv->current_vprogram_id = compiled->prgId;
4660 priv->compiled_vprog = compiled;
4661
4662 /* Bind the vertex program */
4663 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4664 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4665
4666 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4667
4668 /* Enable OpenGL vertex programs */
4669 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4670 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4671 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4672 shader_arb_vs_local_constants(compiled, context, state);
4673
4674 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4675 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4676
4677 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4678 {
4679 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4680 checkGLcall("glClampColorARB");
4681 } else {
4682 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4683 }
4684 }
4685
4686 if (vs->load_local_constsF)
4687 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4688 }
4689 else
4690 {
4691 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4692 {
4693 priv->current_vprogram_id = 0;
4694 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4695 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4696 }
4697 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4698 }
4699 }
4700
4701 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4702 const struct wined3d_state *state)
4703 {
4704 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4705 }
4706
4707 /* Context activation is done by the caller. */
4708 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4709 {
4710 const struct wined3d_gl_info *gl_info = context->gl_info;
4711 struct shader_arb_priv *priv = shader_priv;
4712
4713 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4714 {
4715 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4716 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4717 priv->current_fprogram_id = 0;
4718 }
4719 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4720
4721 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4722 {
4723 priv->current_vprogram_id = 0;
4724 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4725 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4726 }
4727 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4728
4729 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4730 {
4731 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4732 checkGLcall("glClampColorARB");
4733 priv->last_vs_color_unclamp = FALSE;
4734 }
4735
4736 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4737 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4738 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4739 | (1u << WINED3D_SHADER_TYPE_HULL)
4740 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4741 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4742 }
4743
4744 static void shader_arb_destroy(struct wined3d_shader *shader)
4745 {
4746 struct wined3d_device *device = shader->device;
4747 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4748
4749 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4750 {
4751 struct arb_pshader_private *shader_data = shader->backend_data;
4752 UINT i;
4753
4754 if(!shader_data) return; /* This can happen if a shader was never compiled */
4755
4756 if (shader_data->num_gl_shaders)
4757 {
4758 struct wined3d_context *context = context_acquire(device, NULL, 0);
4759
4760 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4761 {
4762 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4763 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4764 }
4765
4766 context_release(context);
4767 }
4768
4769 heap_free(shader_data->gl_shaders);
4770 heap_free(shader_data);
4771 shader->backend_data = NULL;
4772 }
4773 else
4774 {
4775 struct arb_vshader_private *shader_data = shader->backend_data;
4776 UINT i;
4777
4778 if(!shader_data) return; /* This can happen if a shader was never compiled */
4779
4780 if (shader_data->num_gl_shaders)
4781 {
4782 struct wined3d_context *context = context_acquire(device, NULL, 0);
4783
4784 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4785 {
4786 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4787 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4788 }
4789
4790 context_release(context);
4791 }
4792
4793 heap_free(shader_data->gl_shaders);
4794 heap_free(shader_data);
4795 shader->backend_data = NULL;
4796 }
4797 }
4798
4799 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4800 {
4801 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4802 return compare_sig(key, &e->sig);
4803 }
4804
4805 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4806 const struct fragment_pipeline *fragment_pipe)
4807 {
4808 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4809 struct fragment_caps fragment_caps;
4810 void *vertex_priv, *fragment_priv;
4811 struct shader_arb_priv *priv;
4812
4813 if (!(priv = heap_alloc_zero(sizeof(*priv))))
4814 return E_OUTOFMEMORY;
4815
4816 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4817 {
4818 ERR("Failed to initialize vertex pipe.\n");
4819 heap_free(priv);
4820 return E_FAIL;
4821 }
4822
4823 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4824 {
4825 ERR("Failed to initialize fragment pipe.\n");
4826 vertex_pipe->vp_free(device);
4827 heap_free(priv);
4828 return E_FAIL;
4829 }
4830
4831 memset(priv->vshader_const_dirty, 1,
4832 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4833 memset(priv->pshader_const_dirty, 1,
4834 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4835
4836 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4837
4838 priv->vertex_pipe = vertex_pipe;
4839 priv->fragment_pipe = fragment_pipe;
4840 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4841 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4842
4843 device->vertex_priv = vertex_priv;
4844 device->fragment_priv = fragment_priv;
4845 device->shader_priv = priv;
4846
4847 return WINED3D_OK;
4848 }
4849
4850 static void release_signature(struct wine_rb_entry *entry, void *context)
4851 {
4852 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4853 unsigned int i;
4854
4855 for (i = 0; i < sig->sig.element_count; ++i)
4856 {
4857 heap_free((char *)sig->sig.elements[i].semantic_name);
4858 }
4859 heap_free(sig->sig.elements);
4860 heap_free(sig);
4861 }
4862
4863 /* Context activation is done by the caller. */
4864 static void shader_arb_free(struct wined3d_device *device)
4865 {
4866 struct shader_arb_priv *priv = device->shader_priv;
4867
4868 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4869 priv->fragment_pipe->free_private(device);
4870 priv->vertex_pipe->vp_free(device);
4871 heap_free(device->shader_priv);
4872 }
4873
4874 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4875 {
4876 return TRUE;
4877 }
4878
4879 static void shader_arb_free_context_data(struct wined3d_context *context)
4880 {
4881 struct shader_arb_priv *priv;
4882
4883 priv = context->device->shader_priv;
4884 if (priv->last_context == context)
4885 priv->last_context = NULL;
4886 }
4887
4888 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4889
4890 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4891 {
4892 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4893 {
4894 DWORD vs_consts;
4895 UINT vs_version;
4896
4897 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4898 * for vertex programs. If the native limit is less than that it's
4899 * not very useful, and e.g. Mesa swrast returns 0, probably to
4900 * indicate it's a software implementation. */
4901 if (gl_info->limits.arb_vs_native_constants < 96)
4902 vs_consts = gl_info->limits.arb_vs_float_constants;
4903 else
4904 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4905
4906 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4907 {
4908 vs_version = 3;
4909 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4910 }
4911 else if (vs_consts >= 256)
4912 {
4913 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4914 vs_version = 2;
4915 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4916 }
4917 else
4918 {
4919 vs_version = 1;
4920 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4921 }
4922 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4923 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4924 }
4925 else
4926 {
4927 caps->vs_version = 0;
4928 caps->vs_uniform_count = 0;
4929 }
4930
4931 caps->hs_version = 0;
4932 caps->ds_version = 0;
4933 caps->gs_version = 0;
4934 caps->cs_version = 0;
4935
4936 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4937 {
4938 DWORD ps_consts;
4939 UINT ps_version;
4940
4941 /* Similar as above for vertex programs, but the minimum for fragment
4942 * programs is 24. */
4943 if (gl_info->limits.arb_ps_native_constants < 24)
4944 ps_consts = gl_info->limits.arb_ps_float_constants;
4945 else
4946 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4947
4948 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4949 {
4950 ps_version = 3;
4951 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4952 }
4953 else if (ps_consts >= 32)
4954 {
4955 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4956 ps_version = 2;
4957 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4958 }
4959 else
4960 {
4961 ps_version = 1;
4962 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4963 }
4964 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4965 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4966 caps->ps_1x_max_value = 8.0f;
4967 }
4968 else
4969 {
4970 caps->ps_version = 0;
4971 caps->ps_uniform_count = 0;
4972 caps->ps_1x_max_value = 0.0f;
4973 }
4974
4975 caps->varying_count = 0;
4976 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4977 if (use_nv_clip(gl_info))
4978 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4979 }
4980
4981 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4982 {
4983 /* We support everything except complex conversions. */
4984 return !is_complex_fixup(fixup);
4985 }
4986
4987 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4988 DWORD shift;
4989 char write_mask[20], regstr[50];
4990 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4991 BOOL is_color = FALSE;
4992 const struct wined3d_shader_dst_param *dst;
4993
4994 if (!ins->dst_count) return;
4995
4996 dst = &ins->dst[0];
4997 shift = dst->shift;
4998 if (!shift) return; /* Saturate alone is handled by the instructions */
4999
5000 shader_arb_get_write_mask(ins, dst, write_mask);
5001 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5002
5003 /* Generate a line that does the output modifier computation
5004 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5005 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5006 */
5007 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5008 regstr, write_mask, regstr, shift_tab[shift]);
5009 }
5010
5011 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5012 {
5013 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5014 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5015 /* WINED3DSIH_AND */ NULL,
5016 /* WINED3DSIH_ATOMIC_AND */ NULL,
5017 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
5018 /* WINED3DSIH_ATOMIC_IADD */ NULL,
5019 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
5020 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
5021 /* WINED3DSIH_ATOMIC_OR */ NULL,
5022 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
5023 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
5024 /* WINED3DSIH_ATOMIC_XOR */ NULL,
5025 /* WINED3DSIH_BEM */ pshader_hw_bem,
5026 /* WINED3DSIH_BFI */ NULL,
5027 /* WINED3DSIH_BFREV */ NULL,
5028 /* WINED3DSIH_BREAK */ shader_hw_break,
5029 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5030 /* WINED3DSIH_BREAKP */ NULL,
5031 /* WINED3DSIH_BUFINFO */ NULL,
5032 /* WINED3DSIH_CALL */ shader_hw_call,
5033 /* WINED3DSIH_CALLNZ */ NULL,
5034 /* WINED3DSIH_CASE */ NULL,
5035 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5036 /* WINED3DSIH_CND */ pshader_hw_cnd,
5037 /* WINED3DSIH_CONTINUE */ NULL,
5038 /* WINED3DSIH_CONTINUEP */ NULL,
5039 /* WINED3DSIH_COUNTBITS */ NULL,
5040 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5041 /* WINED3DSIH_CUT */ NULL,
5042 /* WINED3DSIH_CUT_STREAM */ NULL,
5043 /* WINED3DSIH_DCL */ shader_hw_nop,
5044 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5045 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5046 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5047 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5048 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5049 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5050 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5051 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5052 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5053 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5054 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5055 /* WINED3DSIH_DCL_INPUT */ NULL,
5056 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5057 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5058 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5059 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5060 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5061 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5062 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5063 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5064 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5065 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5066 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5067 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5068 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5069 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5070 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5071 /* WINED3DSIH_DCL_STREAM */ NULL,
5072 /* WINED3DSIH_DCL_TEMPS */ NULL,
5073 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5074 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5075 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5076 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5077 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5078 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5079 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5080 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5081 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5082 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5083 /* WINED3DSIH_DEF */ shader_hw_nop,
5084 /* WINED3DSIH_DEFAULT */ NULL,
5085 /* WINED3DSIH_DEFB */ shader_hw_nop,
5086 /* WINED3DSIH_DEFI */ shader_hw_nop,
5087 /* WINED3DSIH_DIV */ NULL,
5088 /* WINED3DSIH_DP2 */ NULL,
5089 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5090 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5091 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5092 /* WINED3DSIH_DST */ shader_hw_map2gl,
5093 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5094 /* WINED3DSIH_DSX_COARSE */ NULL,
5095 /* WINED3DSIH_DSX_FINE */ NULL,
5096 /* WINED3DSIH_DSY */ shader_hw_dsy,
5097 /* WINED3DSIH_DSY_COARSE */ NULL,
5098 /* WINED3DSIH_DSY_FINE */ NULL,
5099 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
5100 /* WINED3DSIH_ELSE */ shader_hw_else,
5101 /* WINED3DSIH_EMIT */ NULL,
5102 /* WINED3DSIH_EMIT_STREAM */ NULL,
5103 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5104 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5105 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5106 /* WINED3DSIH_ENDSWITCH */ NULL,
5107 /* WINED3DSIH_EQ */ NULL,
5108 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5109 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5110 /* WINED3DSIH_F16TOF32 */ NULL,
5111 /* WINED3DSIH_F32TOF16 */ NULL,
5112 /* WINED3DSIH_FCALL */ NULL,
5113 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5114 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5115 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5116 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5117 /* WINED3DSIH_FTOI */ NULL,
5118 /* WINED3DSIH_FTOU */ NULL,
5119 /* WINED3DSIH_GATHER4 */ NULL,
5120 /* WINED3DSIH_GATHER4_C */ NULL,
5121 /* WINED3DSIH_GATHER4_PO */ NULL,
5122 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5123 /* WINED3DSIH_GE */ NULL,
5124 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5125 /* WINED3DSIH_HS_DECLS */ NULL,
5126 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5127 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5128 /* WINED3DSIH_IADD */ NULL,
5129 /* WINED3DSIH_IBFE */ NULL,
5130 /* WINED3DSIH_IEQ */ NULL,
5131 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5132 /* WINED3DSIH_IFC */ shader_hw_ifc,
5133 /* WINED3DSIH_IGE */ NULL,
5134 /* WINED3DSIH_ILT */ NULL,
5135 /* WINED3DSIH_IMAD */ NULL,
5136 /* WINED3DSIH_IMAX */ NULL,
5137 /* WINED3DSIH_IMIN */ NULL,
5138 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5139 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5140 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5141 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5142 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5143 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5144 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5145 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5146 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5147 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5148 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5149 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5150 /* WINED3DSIH_IMUL */ NULL,
5151 /* WINED3DSIH_INE */ NULL,
5152 /* WINED3DSIH_INEG */ NULL,
5153 /* WINED3DSIH_ISHL */ NULL,
5154 /* WINED3DSIH_ISHR */ NULL,
5155 /* WINED3DSIH_ITOF */ NULL,
5156 /* WINED3DSIH_LABEL */ shader_hw_label,
5157 /* WINED3DSIH_LD */ NULL,
5158 /* WINED3DSIH_LD2DMS */ NULL,
5159 /* WINED3DSIH_LD_RAW */ NULL,
5160 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5161 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5162 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5163 /* WINED3DSIH_LOD */ NULL,
5164 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5165 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5166 /* WINED3DSIH_LOOP */ shader_hw_loop,
5167 /* WINED3DSIH_LRP */ shader_hw_lrp,
5168 /* WINED3DSIH_LT */ NULL,
5169 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5170 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5171 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5172 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5173 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5174 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5175 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5176 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5177 /* WINED3DSIH_MOV */ shader_hw_mov,
5178 /* WINED3DSIH_MOVA */ shader_hw_mov,
5179 /* WINED3DSIH_MOVC */ NULL,
5180 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5181 /* WINED3DSIH_NE */ NULL,
5182 /* WINED3DSIH_NOP */ shader_hw_nop,
5183 /* WINED3DSIH_NOT */ NULL,
5184 /* WINED3DSIH_NRM */ shader_hw_nrm,
5185 /* WINED3DSIH_OR */ NULL,
5186 /* WINED3DSIH_PHASE */ shader_hw_nop,
5187 /* WINED3DSIH_POW */ shader_hw_pow,
5188 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5189 /* WINED3DSIH_REP */ shader_hw_rep,
5190 /* WINED3DSIH_RESINFO */ NULL,
5191 /* WINED3DSIH_RET */ shader_hw_ret,
5192 /* WINED3DSIH_RETP */ NULL,
5193 /* WINED3DSIH_ROUND_NE */ NULL,
5194 /* WINED3DSIH_ROUND_NI */ NULL,
5195 /* WINED3DSIH_ROUND_PI */ NULL,
5196 /* WINED3DSIH_ROUND_Z */ NULL,
5197 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5198 /* WINED3DSIH_SAMPLE */ NULL,
5199 /* WINED3DSIH_SAMPLE_B */ NULL,
5200 /* WINED3DSIH_SAMPLE_C */ NULL,
5201 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5202 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5203 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5204 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5205 /* WINED3DSIH_SAMPLE_POS */ NULL,
5206 /* WINED3DSIH_SETP */ NULL,
5207 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5208 /* WINED3DSIH_SGN */ shader_hw_sgn,
5209 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5210 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5211 /* WINED3DSIH_SQRT */ NULL,
5212 /* WINED3DSIH_STORE_RAW */ NULL,
5213 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5214 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5215 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5216 /* WINED3DSIH_SWAPC */ NULL,
5217 /* WINED3DSIH_SWITCH */ NULL,
5218 /* WINED3DSIH_SYNC */ NULL,
5219 /* WINED3DSIH_TEX */ pshader_hw_tex,
5220 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5221 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5222 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5223 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5224 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5225 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5226 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5227 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5228 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5229 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5230 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5231 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5232 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5233 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5234 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5235 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5236 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5237 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5238 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5239 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5240 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5241 /* WINED3DSIH_UBFE */ NULL,
5242 /* WINED3DSIH_UDIV */ NULL,
5243 /* WINED3DSIH_UGE */ NULL,
5244 /* WINED3DSIH_ULT */ NULL,
5245 /* WINED3DSIH_UMAX */ NULL,
5246 /* WINED3DSIH_UMIN */ NULL,
5247 /* WINED3DSIH_UMUL */ NULL,
5248 /* WINED3DSIH_USHR */ NULL,
5249 /* WINED3DSIH_UTOF */ NULL,
5250 /* WINED3DSIH_XOR */ NULL,
5251 };
5252
5253 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5254 const struct wined3d_shader *shader, DWORD idx)
5255 {
5256 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5257 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5258 const struct wined3d_shader_lconst *constant;
5259 WORD bools = 0;
5260 WORD flag = (1u << idx);
5261 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5262
5263 if (reg_maps->local_bool_consts & flag)
5264 {
5265 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5266 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5267 {
5268 if (constant->idx == idx)
5269 {
5270 return constant->value[0];
5271 }
5272 }
5273 ERR("Local constant not found\n");
5274 return FALSE;
5275 }
5276 else
5277 {
5278 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5279 else bools = priv->cur_ps_args->bools;
5280 return bools & flag;
5281 }
5282 }
5283
5284 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5285 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5286 {
5287 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5288 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5289
5290 /* Integer constants can either be a local constant, or they can be stored in the shader
5291 * type specific compile args. */
5292 if (reg_maps->local_int_consts & (1u << idx))
5293 {
5294 const struct wined3d_shader_lconst *constant;
5295
5296 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5297 {
5298 if (constant->idx == idx)
5299 {
5300 loop_control->count = constant->value[0];
5301 loop_control->start = constant->value[1];
5302 /* Step is signed. */
5303 loop_control->step = (int)constant->value[2];
5304 return;
5305 }
5306 }
5307 /* If this happens the flag was set incorrectly */
5308 ERR("Local constant not found\n");
5309 loop_control->count = 0;
5310 loop_control->start = 0;
5311 loop_control->step = 0;
5312 return;
5313 }
5314
5315 switch (reg_maps->shader_version.type)
5316 {
5317 case WINED3D_SHADER_TYPE_VERTEX:
5318 /* Count and aL start value are unsigned */
5319 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5320 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5321 /* Step is signed. */
5322 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5323 break;
5324
5325 case WINED3D_SHADER_TYPE_PIXEL:
5326 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5327 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5328 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5329 break;
5330
5331 default:
5332 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5333 break;
5334 }
5335 }
5336
5337 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5338 {
5339 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5340 struct wined3d_shader_dst_param *dst_param;
5341 struct recorded_instruction *rec;
5342 unsigned int i;
5343
5344 if (!(rec = heap_alloc_zero(sizeof(*rec))))
5345 {
5346 ERR("Out of memory\n");
5347 return;
5348 }
5349
5350 rec->ins = *ins;
5351 if (!(dst_param = heap_alloc(sizeof(*dst_param))))
5352 goto free;
5353 *dst_param = *ins->dst;
5354 if (ins->dst->reg.idx[0].rel_addr)
5355 {
5356 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5357 goto free;
5358 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5359 dst_param->reg.idx[0].rel_addr = rel_addr;
5360 }
5361 rec->ins.dst = dst_param;
5362
5363 if (!(src_param = heap_calloc(ins->src_count, sizeof(*src_param))))
5364 goto free;
5365 for (i = 0; i < ins->src_count; ++i)
5366 {
5367 src_param[i] = ins->src[i];
5368 if (ins->src[i].reg.idx[0].rel_addr)
5369 {
5370 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5371 goto free;
5372 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5373 src_param[i].reg.idx[0].rel_addr = rel_addr;
5374 }
5375 }
5376 rec->ins.src = src_param;
5377 list_add_tail(list, &rec->entry);
5378 return;
5379
5380 free:
5381 ERR("Out of memory\n");
5382 if (dst_param)
5383 {
5384 heap_free((void *)dst_param->reg.idx[0].rel_addr);
5385 heap_free(dst_param);
5386 }
5387 if (src_param)
5388 {
5389 for (i = 0; i < ins->src_count; ++i)
5390 {
5391 heap_free((void *)src_param[i].reg.idx[0].rel_addr);
5392 }
5393 heap_free(src_param);
5394 }
5395 heap_free(rec);
5396 }
5397
5398 static void free_recorded_instruction(struct list *list)
5399 {
5400 struct recorded_instruction *rec_ins, *entry2;
5401 unsigned int i;
5402
5403 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5404 {
5405 list_remove(&rec_ins->entry);
5406 if (rec_ins->ins.dst)
5407 {
5408 heap_free((void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5409 heap_free((void *)rec_ins->ins.dst);
5410 }
5411 if (rec_ins->ins.src)
5412 {
5413 for (i = 0; i < rec_ins->ins.src_count; ++i)
5414 {
5415 heap_free((void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5416 }
5417 heap_free((void *)rec_ins->ins.src);
5418 }
5419 heap_free(rec_ins);
5420 }
5421 }
5422
5423 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5424 {
5425 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5426 struct control_frame *control_frame;
5427
5428 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5429 {
5430 struct list *e = list_head(&priv->control_frames);
5431 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5432 list_remove(&control_frame->entry);
5433 heap_free(control_frame);
5434 priv->loop_depth--;
5435 }
5436 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5437 {
5438 /* Non-ifc ENDIFs were already handled previously. */
5439 struct list *e = list_head(&priv->control_frames);
5440 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5441 list_remove(&control_frame->entry);
5442 heap_free(control_frame);
5443 }
5444 }
5445
5446 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5447 SHADER_HANDLER hw_fct;
5448 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5449 const struct wined3d_shader *shader = ins->ctx->shader;
5450 struct control_frame *control_frame;
5451 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5452 BOOL bool_const;
5453
5454 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5455 {
5456 control_frame = heap_alloc_zero(sizeof(*control_frame));
5457 list_add_head(&priv->control_frames, &control_frame->entry);
5458
5459 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5460 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5461
5462 if(priv->target_version >= NV2)
5463 {
5464 control_frame->no.loop = priv->num_loops++;
5465 priv->loop_depth++;
5466 }
5467 else
5468 {
5469 /* Don't bother recording when we're in a not used if branch */
5470 if(priv->muted)
5471 {
5472 return;
5473 }
5474
5475 if(!priv->recording)
5476 {
5477 list_init(&priv->record);
5478 priv->recording = TRUE;
5479 control_frame->outer_loop = TRUE;
5480 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5481 return; /* Instruction is handled */
5482 }
5483 /* Record this loop in the outer loop's recording */
5484 }
5485 }
5486 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5487 {
5488 if(priv->target_version >= NV2)
5489 {
5490 /* Nothing to do. The control frame is popped after the HW instr handler */
5491 }
5492 else
5493 {
5494 struct list *e = list_head(&priv->control_frames);
5495 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5496 list_remove(&control_frame->entry);
5497
5498 if(control_frame->outer_loop)
5499 {
5500 unsigned int iteration;
5501 int aL = 0;
5502 struct list copy;
5503
5504 /* Turn off recording before playback */
5505 priv->recording = FALSE;
5506
5507 /* Move the recorded instructions to a separate list and get them out of the private data
5508 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5509 * be recorded again, thus priv->record might be overwritten
5510 */
5511 list_init(&copy);
5512 list_move_tail(&copy, &priv->record);
5513 list_init(&priv->record);
5514
5515 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5516 {
5517 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5518 control_frame->loop_control.count, control_frame->loop_control.start,
5519 control_frame->loop_control.step);
5520 aL = control_frame->loop_control.start;
5521 }
5522 else
5523 {
5524 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5525 }
5526
5527 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5528 {
5529 struct recorded_instruction *rec_ins;
5530 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5531 {
5532 priv->aL = aL;
5533 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5534 }
5535 else
5536 {
5537 shader_addline(buffer, "#Iteration %u\n", iteration);
5538 }
5539
5540 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5541 {
5542 shader_arb_handle_instruction(&rec_ins->ins);
5543 }
5544
5545 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5546 {
5547 aL += control_frame->loop_control.step;
5548 }
5549 }
5550 shader_addline(buffer, "#end loop/rep\n");
5551
5552 free_recorded_instruction(&copy);
5553 heap_free(control_frame);
5554 return; /* Instruction is handled */
5555 }
5556 else
5557 {
5558 /* This is a nested loop. Proceed to the normal recording function */
5559 heap_free(control_frame);
5560 }
5561 }
5562 }
5563
5564 if(priv->recording)
5565 {
5566 record_instruction(&priv->record, ins);
5567 return;
5568 }
5569
5570 /* boolean if */
5571 if(ins->handler_idx == WINED3DSIH_IF)
5572 {
5573 control_frame = heap_alloc_zero(sizeof(*control_frame));
5574 list_add_head(&priv->control_frames, &control_frame->entry);
5575 control_frame->type = IF;
5576
5577 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5578 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5579 bool_const = !bool_const;
5580 if (!priv->muted && !bool_const)
5581 {
5582 shader_addline(buffer, "#if(FALSE){\n");
5583 priv->muted = TRUE;
5584 control_frame->muting = TRUE;
5585 }
5586 else shader_addline(buffer, "#if(TRUE) {\n");
5587
5588 return; /* Instruction is handled */
5589 }
5590 else if(ins->handler_idx == WINED3DSIH_IFC)
5591 {
5592 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5593 control_frame = heap_alloc_zero(sizeof(*control_frame));
5594 control_frame->type = IFC;
5595 control_frame->no.ifc = priv->num_ifcs++;
5596 list_add_head(&priv->control_frames, &control_frame->entry);
5597 }
5598 else if(ins->handler_idx == WINED3DSIH_ELSE)
5599 {
5600 struct list *e = list_head(&priv->control_frames);
5601 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5602
5603 if(control_frame->type == IF)
5604 {
5605 shader_addline(buffer, "#} else {\n");
5606 if(!priv->muted && !control_frame->muting)
5607 {
5608 priv->muted = TRUE;
5609 control_frame->muting = TRUE;
5610 }
5611 else if(control_frame->muting) priv->muted = FALSE;
5612 return; /* Instruction is handled. */
5613 }
5614 /* In case of an ifc, generate a HW shader instruction */
5615 if (control_frame->type != IFC)
5616 ERR("Control frame does not match.\n");
5617 }
5618 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5619 {
5620 struct list *e = list_head(&priv->control_frames);
5621 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5622
5623 if(control_frame->type == IF)
5624 {
5625 shader_addline(buffer, "#} endif\n");
5626 if(control_frame->muting) priv->muted = FALSE;
5627 list_remove(&control_frame->entry);
5628 heap_free(control_frame);
5629 return; /* Instruction is handled */
5630 }
5631 /* In case of an ifc, generate a HW shader instruction */
5632 if (control_frame->type != IFC)
5633 ERR("Control frame does not match.\n");
5634 }
5635
5636 if(priv->muted)
5637 {
5638 pop_control_frame(ins);
5639 return;
5640 }
5641
5642 /* Select handler */
5643 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5644
5645 /* Unhandled opcode */
5646 if (!hw_fct)
5647 {
5648 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5649 return;
5650 }
5651 hw_fct(ins);
5652
5653 pop_control_frame(ins);
5654
5655 shader_arb_add_instruction_modifiers(ins);
5656 }
5657
5658 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5659 {
5660 struct shader_arb_priv *priv = shader_priv;
5661
5662 return priv->ffp_proj_control;
5663 }
5664
5665 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5666
5667 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5668 {
5669 shader_arb_handle_instruction,
5670 shader_arb_precompile,
5671 shader_arb_select,
5672 shader_arb_select_compute,
5673 shader_arb_disable,
5674 shader_arb_update_float_vertex_constants,
5675 shader_arb_update_float_pixel_constants,
5676 shader_arb_load_constants,
5677 shader_arb_destroy,
5678 shader_arb_alloc,
5679 shader_arb_free,
5680 shader_arb_allocate_context_data,
5681 shader_arb_free_context_data,
5682 shader_arb_init_context_state,
5683 shader_arb_get_caps,
5684 shader_arb_color_fixup_supported,
5685 shader_arb_has_ffp_proj_control,
5686 };
5687
5688 /* ARB_fragment_program fixed function pipeline replacement definitions */
5689 #define ARB_FFP_CONST_TFACTOR 0
5690 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5691 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5692 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5693 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5694 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5695 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5696
5697 struct arbfp_ffp_desc
5698 {
5699 struct ffp_frag_desc parent;
5700 GLuint shader;
5701 };
5702
5703 /* Context activation is done by the caller. */
5704 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5705 {
5706 if (enable)
5707 {
5708 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5709 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5710 }
5711 else
5712 {
5713 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5714 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5715 }
5716 }
5717
5718 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5719 {
5720 struct shader_arb_priv *priv;
5721
5722 /* Share private data between the shader backend and the pipeline
5723 * replacement, if both are the arb implementation. This is needed to
5724 * figure out whether ARBfp should be disabled if no pixel shader is bound
5725 * or not. */
5726 if (shader_backend == &arb_program_shader_backend)
5727 priv = shader_priv;
5728 else if (!(priv = heap_alloc_zero(sizeof(*priv))))
5729 return NULL;
5730
5731 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5732 priv->use_arbfp_fixed_func = TRUE;
5733
5734 return priv;
5735 }
5736
5737 /* Context activation is done by the caller. */
5738 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5739 {
5740 const struct wined3d_gl_info *gl_info = context;
5741 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5742
5743 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5744 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5745 heap_free(entry_arb);
5746 }
5747
5748 /* Context activation is done by the caller. */
5749 static void arbfp_free(struct wined3d_device *device)
5750 {
5751 struct shader_arb_priv *priv = device->fragment_priv;
5752
5753 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5754 priv->use_arbfp_fixed_func = FALSE;
5755
5756 if (device->shader_backend != &arb_program_shader_backend)
5757 heap_free(device->fragment_priv);
5758 }
5759
5760 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5761 {
5762 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5763 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5764 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5765 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5766 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5767 WINED3DTEXOPCAPS_SELECTARG1 |
5768 WINED3DTEXOPCAPS_SELECTARG2 |
5769 WINED3DTEXOPCAPS_MODULATE4X |
5770 WINED3DTEXOPCAPS_MODULATE2X |
5771 WINED3DTEXOPCAPS_MODULATE |
5772 WINED3DTEXOPCAPS_ADDSIGNED2X |
5773 WINED3DTEXOPCAPS_ADDSIGNED |
5774 WINED3DTEXOPCAPS_ADD |
5775 WINED3DTEXOPCAPS_SUBTRACT |
5776 WINED3DTEXOPCAPS_ADDSMOOTH |
5777 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5778 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5779 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5780 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5781 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5782 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5783 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5784 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5785 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5786 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5787 WINED3DTEXOPCAPS_MULTIPLYADD |
5788 WINED3DTEXOPCAPS_LERP |
5789 WINED3DTEXOPCAPS_BUMPENVMAP |
5790 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5791
5792 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5793
5794 caps->MaxTextureBlendStages = MAX_TEXTURES;
5795 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES);
5796 }
5797
5798 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5799 {
5800 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5801 }
5802
5803 static void state_texfactor_arbfp(struct wined3d_context *context,
5804 const struct wined3d_state *state, DWORD state_id)
5805 {
5806 const struct wined3d_gl_info *gl_info = context->gl_info;
5807 struct wined3d_device *device = context->device;
5808 struct wined3d_color color;
5809
5810 if (device->shader_backend == &arb_program_shader_backend)
5811 {
5812 struct shader_arb_priv *priv;
5813
5814 /* Don't load the parameter if we're using an arbfp pixel shader,
5815 * otherwise we'll overwrite application provided constants. */
5816 if (use_ps(state))
5817 return;
5818
5819 priv = device->shader_priv;
5820 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5821 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5822 }
5823
5824 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5825 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5826 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5827 }
5828
5829 static void state_tss_constant_arbfp(struct wined3d_context *context,
5830 const struct wined3d_state *state, DWORD state_id)
5831 {
5832 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5833 const struct wined3d_gl_info *gl_info = context->gl_info;
5834 struct wined3d_device *device = context->device;
5835 struct wined3d_color color;
5836
5837 if (device->shader_backend == &arb_program_shader_backend)
5838 {
5839 struct shader_arb_priv *priv;
5840
5841 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5842 * application provided constants.
5843 */
5844 if (use_ps(state))
5845 return;
5846
5847 priv = device->shader_priv;
5848 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5849 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5850 }
5851
5852 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5853 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5854 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5855 }
5856
5857 static void state_arb_specularenable(struct wined3d_context *context,
5858 const struct wined3d_state *state, DWORD state_id)
5859 {
5860 const struct wined3d_gl_info *gl_info = context->gl_info;
5861 struct wined3d_device *device = context->device;
5862 float col[4];
5863
5864 if (device->shader_backend == &arb_program_shader_backend)
5865 {
5866 struct shader_arb_priv *priv;
5867
5868 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5869 * application provided constants.
5870 */
5871 if (use_ps(state))
5872 return;
5873
5874 priv = device->shader_priv;
5875 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5876 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5877 }
5878
5879 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5880 {
5881 /* The specular color has no alpha */
5882 col[0] = 1.0f; col[1] = 1.0f;
5883 col[2] = 1.0f; col[3] = 0.0f;
5884 } else {
5885 col[0] = 0.0f; col[1] = 0.0f;
5886 col[2] = 0.0f; col[3] = 0.0f;
5887 }
5888 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5889 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5890 }
5891
5892 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5893 {
5894 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5895 const struct wined3d_gl_info *gl_info = context->gl_info;
5896 struct wined3d_device *device = context->device;
5897 float mat[2][2];
5898
5899 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5900
5901 if (device->shader_backend == &arb_program_shader_backend)
5902 {
5903 struct shader_arb_priv *priv = device->shader_priv;
5904
5905 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5906 if (use_ps(state))
5907 return;
5908
5909 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5910 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5911 }
5912
5913 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5914 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5915 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5916 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5917
5918 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5919 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5920 }
5921
5922 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5923 const struct wined3d_state *state, DWORD state_id)
5924 {
5925 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5926 const struct wined3d_gl_info *gl_info = context->gl_info;
5927 struct wined3d_device *device = context->device;
5928 float param[4];
5929
5930 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5931
5932 if (device->shader_backend == &arb_program_shader_backend)
5933 {
5934 struct shader_arb_priv *priv = device->shader_priv;
5935
5936 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5937 if (use_ps(state))
5938 return;
5939
5940 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5941 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5942 }
5943
5944 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5945 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5946 param[2] = 0.0f;
5947 param[3] = 0.0f;
5948
5949 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5950 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5951 }
5952
5953 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5954 {
5955 const struct wined3d_gl_info *gl_info = context->gl_info;
5956 int glParm;
5957 float ref;
5958
5959 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5960
5961 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5962 {
5963 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5964 checkGLcall("glEnable GL_ALPHA_TEST");
5965 }
5966 else
5967 {
5968 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5969 checkGLcall("glDisable GL_ALPHA_TEST");
5970 return;
5971 }
5972
5973 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
5974 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5975
5976 if (glParm)
5977 {
5978 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5979 checkGLcall("glAlphaFunc");
5980 }
5981 }
5982
5983 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5984 {
5985 const struct wined3d_texture *texture = state->textures[0];
5986 const struct wined3d_gl_info *gl_info = context->gl_info;
5987 struct wined3d_device *device = context->device;
5988 struct wined3d_color float_key[2];
5989
5990 if (!texture)
5991 return;
5992
5993 if (device->shader_backend == &arb_program_shader_backend)
5994 {
5995 struct shader_arb_priv *priv;
5996
5997 /* Don't load the parameter if we're using an arbfp pixel shader,
5998 * otherwise we'll overwrite application provided constants. */
5999 if (use_ps(state))
6000 return;
6001
6002 priv = device->shader_priv;
6003 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
6004 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
6005 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
6006 }
6007
6008 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6009
6010 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6011 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6012 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6013 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6014 }
6015
6016 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6017 {
6018 const char *ret;
6019
6020 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6021
6022 switch(arg & WINED3DTA_SELECTMASK) {
6023 case WINED3DTA_DIFFUSE:
6024 ret = "fragment.color.primary"; break;
6025
6026 case WINED3DTA_CURRENT:
6027 ret = "ret";
6028 break;
6029
6030 case WINED3DTA_TEXTURE:
6031 switch(stage) {
6032 case 0: ret = "tex0"; break;
6033 case 1: ret = "tex1"; break;
6034 case 2: ret = "tex2"; break;
6035 case 3: ret = "tex3"; break;
6036 case 4: ret = "tex4"; break;
6037 case 5: ret = "tex5"; break;
6038 case 6: ret = "tex6"; break;
6039 case 7: ret = "tex7"; break;
6040 default: ret = "unknown texture";
6041 }
6042 break;
6043
6044 case WINED3DTA_TFACTOR:
6045 ret = "tfactor"; break;
6046
6047 case WINED3DTA_SPECULAR:
6048 ret = "fragment.color.secondary"; break;
6049
6050 case WINED3DTA_TEMP:
6051 ret = "tempreg"; break;
6052
6053 case WINED3DTA_CONSTANT:
6054 switch(stage) {
6055 case 0: ret = "const0"; break;
6056 case 1: ret = "const1"; break;
6057 case 2: ret = "const2"; break;
6058 case 3: ret = "const3"; break;
6059 case 4: ret = "const4"; break;
6060 case 5: ret = "const5"; break;
6061 case 6: ret = "const6"; break;
6062 case 7: ret = "const7"; break;
6063 default: ret = "unknown constant";
6064 }
6065 break;
6066
6067 default:
6068 return "unknown";
6069 }
6070
6071 if(arg & WINED3DTA_COMPLEMENT) {
6072 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6073 if(argnum == 0) ret = "arg0";
6074 if(argnum == 1) ret = "arg1";
6075 if(argnum == 2) ret = "arg2";
6076 }
6077 if(arg & WINED3DTA_ALPHAREPLICATE) {
6078 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6079 if(argnum == 0) ret = "arg0";
6080 if(argnum == 1) ret = "arg1";
6081 if(argnum == 2) ret = "arg2";
6082 }
6083 return ret;
6084 }
6085
6086 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6087 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6088 {
6089 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6090 unsigned int mul = 1;
6091
6092 if(color && alpha) dstmask = "";
6093 else if(color) dstmask = ".xyz";
6094 else dstmask = ".w";
6095
6096 if(dst == tempreg) dstreg = "tempreg";
6097 else dstreg = "ret";
6098
6099 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6100 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6101 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6102
6103 switch (op)
6104 {
6105 case WINED3D_TOP_DISABLE:
6106 break;
6107
6108 case WINED3D_TOP_SELECT_ARG2:
6109 arg1 = arg2;
6110 /* FALLTHROUGH */
6111 case WINED3D_TOP_SELECT_ARG1:
6112 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6113 break;
6114
6115 case WINED3D_TOP_MODULATE_4X:
6116 mul = 2;
6117 /* FALLTHROUGH */
6118 case WINED3D_TOP_MODULATE_2X:
6119 mul *= 2;
6120 /* FALLTHROUGH */
6121 case WINED3D_TOP_MODULATE:
6122 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6123 break;
6124
6125 case WINED3D_TOP_ADD_SIGNED_2X:
6126 mul = 2;
6127 /* FALLTHROUGH */
6128 case WINED3D_TOP_ADD_SIGNED:
6129 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6130 arg2 = "arg2";
6131 /* FALLTHROUGH */
6132 case WINED3D_TOP_ADD:
6133 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6134 break;
6135
6136 case WINED3D_TOP_SUBTRACT:
6137 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6138 break;
6139
6140 case WINED3D_TOP_ADD_SMOOTH:
6141 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6142 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6143 break;
6144
6145 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6146 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6147 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6148 break;
6149 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6150 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6151 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6152 break;
6153 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6154 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6155 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6156 break;
6157 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6158 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6159 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6160 break;
6161
6162 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6163 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6164 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6165 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6166 break;
6167
6168 /* D3DTOP_PREMODULATE ???? */
6169
6170 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6171 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6172 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6173 break;
6174 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6175 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6176 break;
6177 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6178 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6179 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6180 break;
6181 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6182 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6183 break;
6184
6185 case WINED3D_TOP_DOTPRODUCT3:
6186 mul = 4;
6187 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6188 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6189 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6190 break;
6191
6192 case WINED3D_TOP_MULTIPLY_ADD:
6193 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6194 break;
6195
6196 case WINED3D_TOP_LERP:
6197 /* The msdn is not quite right here */
6198 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6199 break;
6200
6201 case WINED3D_TOP_BUMPENVMAP:
6202 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6203 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6204 break;
6205
6206 default:
6207 FIXME("Unhandled texture op %08x\n", op);
6208 }
6209
6210 if (mul == 2)
6211 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6212 else if (mul == 4)
6213 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6214 }
6215
6216 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6217 {
6218 switch(type)
6219 {
6220 case WINED3D_GL_RES_TYPE_TEX_1D:
6221 return "1D";
6222 case WINED3D_GL_RES_TYPE_TEX_2D:
6223 return "2D";
6224 case WINED3D_GL_RES_TYPE_TEX_3D:
6225 return "3D";
6226 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6227 return "CUBE";
6228 case WINED3D_GL_RES_TYPE_TEX_RECT:
6229 return "RECT";
6230 default:
6231 return "unexpected_resource_type";
6232 }
6233 }
6234
6235 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6236 {
6237 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6238 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6239 unsigned int stage, lowest_disabled_stage;
6240 struct wined3d_string_buffer buffer;
6241 struct color_fixup_masks masks;
6242 BOOL custom_linear_fog = FALSE;
6243 const char *textype, *instr;
6244 DWORD arg0, arg1, arg2;
6245 char colorcor_dst[8];
6246 BOOL op_equal;
6247 GLuint ret;
6248
6249 if (!string_buffer_init(&buffer))
6250 {
6251 ERR("Failed to initialize shader buffer.\n");
6252 return 0;
6253 }
6254
6255 shader_addline(&buffer, "!!ARBfp1.0\n");
6256
6257 if (settings->color_key_enabled)
6258 {
6259 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6260 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6261 tex_read |= 1;
6262 }
6263
6264 /* Find out which textures are read */
6265 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6266 {
6267 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6268 break;
6269
6270 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6271 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6272 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6273
6274 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6275 tex_read |= 1u << stage;
6276 if (settings->op[stage].dst == tempreg)
6277 tempreg_used = TRUE;
6278 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6279 tempreg_used = TRUE;
6280 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6281 tfactor_used = TRUE;
6282 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6283 constant_used |= 1u << stage;
6284
6285 switch (settings->op[stage].cop)
6286 {
6287 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6288 luminance_used |= 1u << stage;
6289 /* fall through */
6290 case WINED3D_TOP_BUMPENVMAP:
6291 bump_used |= 1u << stage;
6292 /* fall through */
6293 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6294 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6295 tex_read |= 1u << stage;
6296 break;
6297
6298 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6299 tfactor_used = TRUE;
6300 break;
6301
6302 default:
6303 break;
6304 }
6305
6306 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6307 continue;
6308
6309 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6310 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6311 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6312
6313 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6314 tex_read |= 1u << stage;
6315 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6316 tempreg_used = TRUE;
6317 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6318 tfactor_used = TRUE;
6319 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6320 constant_used |= 1u << stage;
6321 }
6322 lowest_disabled_stage = stage;
6323
6324 switch (settings->fog)
6325 {
6326 case WINED3D_FFP_PS_FOG_OFF: break;
6327 case WINED3D_FFP_PS_FOG_LINEAR:
6328 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6329 {
6330 custom_linear_fog = TRUE;
6331 break;
6332 }
6333 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6334 break;
6335
6336 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6337 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6338 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6339 }
6340
6341 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6342 shader_addline(&buffer, "TEMP TMP;\n");
6343 shader_addline(&buffer, "TEMP ret;\n");
6344 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6345 shader_addline(&buffer, "TEMP arg0;\n");
6346 shader_addline(&buffer, "TEMP arg1;\n");
6347 shader_addline(&buffer, "TEMP arg2;\n");
6348 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6349 {
6350 if (constant_used & (1u << stage))
6351 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6352
6353 if (!(tex_read & (1u << stage)))
6354 continue;
6355
6356 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6357
6358 if (!(bump_used & (1u << stage)))
6359 continue;
6360 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6361
6362 if (!(luminance_used & (1u << stage)))
6363 continue;
6364 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6365 }
6366 if (tfactor_used)
6367 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6368 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6369
6370 if (settings->sRGB_write)
6371 {
6372 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6373 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6374 shader_addline(&buffer, ";\n");
6375 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6376 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6377 shader_addline(&buffer, ";\n");
6378 }
6379
6380 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6381 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6382
6383 if (tempreg_used || settings->sRGB_write)
6384 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6385
6386 /* Generate texture sampling instructions */
6387 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6388 {
6389 if (!(tex_read & (1u << stage)))
6390 continue;
6391
6392 textype = arbfp_texture_target(settings->op[stage].tex_type);
6393
6394 if(settings->op[stage].projected == proj_none) {
6395 instr = "TEX";
6396 } else if(settings->op[stage].projected == proj_count4 ||
6397 settings->op[stage].projected == proj_count3) {
6398 instr = "TXP";
6399 } else {
6400 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6401 instr = "TXP";
6402 }
6403
6404 if (stage > 0
6405 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6406 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6407 {
6408 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6409 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6410 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6411 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6412
6413 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6414 * so multiply the displacement with the dividing parameter before passing it to TXP
6415 */
6416 if (settings->op[stage].projected != proj_none) {
6417 if(settings->op[stage].projected == proj_count4) {
6418 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6419 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6420 } else {
6421 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6422 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6423 }
6424 } else {
6425 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6426 }
6427
6428 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6429 instr, stage, stage, textype);
6430 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6431 {
6432 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6433 stage - 1, stage - 1, stage - 1);
6434 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6435 }
6436 } else if(settings->op[stage].projected == proj_count3) {
6437 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6438 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6439 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6440 instr, stage, stage, textype);
6441 } else {
6442 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6443 instr, stage, stage, stage, textype);
6444 }
6445
6446 sprintf(colorcor_dst, "tex%u", stage);
6447 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6448 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6449 settings->op[stage].color_fixup, masks);
6450 }
6451
6452 if (settings->color_key_enabled)
6453 {
6454 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6455 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6456 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6457 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6458 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6459 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6460 }
6461
6462 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6463
6464 /* Generate the main shader */
6465 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6466 {
6467 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6468 break;
6469
6470 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6471 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6472 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6473 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6474 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6475 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6476 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6477 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6478 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6479 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6480 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6481 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6482 else
6483 op_equal = settings->op[stage].aop == settings->op[stage].cop
6484 && settings->op[stage].carg0 == settings->op[stage].aarg0
6485 && settings->op[stage].carg1 == settings->op[stage].aarg1
6486 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6487
6488 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6489 {
6490 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6491 settings->op[stage].cop, settings->op[stage].carg0,
6492 settings->op[stage].carg1, settings->op[stage].carg2);
6493 }
6494 else if (op_equal)
6495 {
6496 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6497 settings->op[stage].cop, settings->op[stage].carg0,
6498 settings->op[stage].carg1, settings->op[stage].carg2);
6499 }
6500 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6501 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6502 {
6503 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6504 settings->op[stage].cop, settings->op[stage].carg0,
6505 settings->op[stage].carg1, settings->op[stage].carg2);
6506 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6507 settings->op[stage].aop, settings->op[stage].aarg0,
6508 settings->op[stage].aarg1, settings->op[stage].aarg2);
6509 }
6510 }
6511
6512 if (settings->sRGB_write || custom_linear_fog)
6513 {
6514 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6515 if (settings->sRGB_write)
6516 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6517 if (custom_linear_fog)
6518 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6519 shader_addline(&buffer, "MOV result.color, ret;\n");
6520 }
6521 else
6522 {
6523 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6524 }
6525
6526 /* Footer */
6527 shader_addline(&buffer, "END\n");
6528
6529 /* Generate the shader */
6530 GL_EXTCALL(glGenProgramsARB(1, &ret));
6531 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6532 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6533
6534 string_buffer_free(&buffer);
6535 return ret;
6536 }
6537
6538 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6539 {
6540 const struct wined3d_gl_info *gl_info = context->gl_info;
6541 const struct wined3d_device *device = context->device;
6542 struct shader_arb_priv *priv = device->fragment_priv;
6543 BOOL use_pshader = use_ps(state);
6544 struct ffp_frag_settings settings;
6545 const struct arbfp_ffp_desc *desc;
6546 unsigned int i;
6547
6548 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6549
6550 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6551 {
6552 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6553 {
6554 /* Reload fixed function constants since they collide with the
6555 * pixel shader constants. */
6556 for (i = 0; i < MAX_TEXTURES; ++i)
6557 {
6558 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6559 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6560 }
6561 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6562 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6563 color_key_arbfp(context, state, STATE_COLOR_KEY);
6564 }
6565 else if (use_pshader)
6566 {
6567 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6568 }
6569 return;
6570 }
6571
6572 if (!use_pshader)
6573 {
6574 /* Find or create a shader implementing the fixed function pipeline
6575 * settings, then activate it. */
6576 gen_ffp_frag_op(context, state, &settings, FALSE);
6577 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6578 if (!desc)
6579 {
6580 struct arbfp_ffp_desc *new_desc;
6581
6582 if (!(new_desc = heap_alloc(sizeof(*new_desc))))
6583 {
6584 ERR("Out of memory\n");
6585 return;
6586 }
6587
6588 new_desc->parent.settings = settings;
6589 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6590 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6591 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6592 desc = new_desc;
6593 }
6594
6595 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6596 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6597 * deactivate it.
6598 */
6599 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6600 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6601 priv->current_fprogram_id = desc->shader;
6602
6603 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6604 {
6605 /* Reload fixed function constants since they collide with the
6606 * pixel shader constants. */
6607 for (i = 0; i < MAX_TEXTURES; ++i)
6608 {
6609 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6610 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6611 }
6612 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6613 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6614 color_key_arbfp(context, state, STATE_COLOR_KEY);
6615 }
6616 context->last_was_pshader = FALSE;
6617 }
6618 else if (!context->last_was_pshader)
6619 {
6620 if (device->shader_backend == &arb_program_shader_backend)
6621 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6622 context->last_was_pshader = TRUE;
6623 }
6624
6625 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6626 }
6627
6628 /* We can't link the fog states to the fragment state directly since the
6629 * vertex pipeline links them to FOGENABLE. A different linking in different
6630 * pipeline parts can't be expressed in the combined state table, so we need
6631 * to handle that with a forwarding function. The other invisible side effect
6632 * is that changing the fog start and fog end (which links to FOGENABLE in
6633 * vertex) results in the fragment_prog_arbfp function being called because
6634 * FOGENABLE is dirty, which calls this function here. */
6635 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6636 {
6637 enum fogsource new_source;
6638 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6639 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6640
6641 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6642
6643 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6644 fragment_prog_arbfp(context, state, state_id);
6645
6646 if (!state->render_states[WINED3D_RS_FOGENABLE])
6647 return;
6648
6649 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6650 {
6651 if (use_vs(state))
6652 {
6653 new_source = FOGSOURCE_VS;
6654 }
6655 else
6656 {
6657 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6658 new_source = FOGSOURCE_COORD;
6659 else
6660 new_source = FOGSOURCE_FFP;
6661 }
6662 }
6663 else
6664 {
6665 new_source = FOGSOURCE_FFP;
6666 }
6667
6668 if (new_source != context->fog_source || fogstart == fogend)
6669 {
6670 context->fog_source = new_source;
6671 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6672 }
6673 }
6674
6675 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6676 {
6677 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6678 fragment_prog_arbfp(context, state, state_id);
6679 }
6680
6681 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6682 {
6683 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6684 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6689 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6690 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6691 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6805 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6808 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6810 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6811 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6813 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6814 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6815 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6816 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6817 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6818 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6819 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6820 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6821 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6822 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6823 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6824 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6825 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6826 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6827 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6828 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6829 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6830 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6831 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6832 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6833 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6834 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6835 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6836 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6837 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6838 };
6839
6840 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6841 {
6842 return TRUE;
6843 }
6844
6845 static void arbfp_free_context_data(struct wined3d_context *context)
6846 {
6847 }
6848
6849 const struct fragment_pipeline arbfp_fragment_pipeline = {
6850 arbfp_enable,
6851 arbfp_get_caps,
6852 arbfp_get_emul_mask,
6853 arbfp_alloc,
6854 arbfp_free,
6855 arbfp_alloc_context_data,
6856 arbfp_free_context_data,
6857 shader_arb_color_fixup_supported,
6858 arbfp_fragmentstate_template,
6859 };
6860
6861 struct arbfp_blit_type
6862 {
6863 enum complex_fixup fixup : 4;
6864 enum wined3d_gl_resource_type res_type : 3;
6865 DWORD use_color_key : 1;
6866 DWORD padding : 24;
6867 };
6868
6869 struct arbfp_blit_desc
6870 {
6871 GLuint shader;
6872 struct arbfp_blit_type type;
6873 struct wine_rb_entry entry;
6874 };
6875
6876 #define ARBFP_BLIT_PARAM_SIZE 0
6877 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6878 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6879
6880 struct wined3d_arbfp_blitter
6881 {
6882 struct wined3d_blitter blitter;
6883 struct wine_rb_tree shaders;
6884 GLuint palette_texture;
6885 };
6886
6887 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6888 {
6889 const struct arbfp_blit_type *ka = key;
6890 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6891
6892 return memcmp(ka, kb, sizeof(*ka));
6893 }
6894
6895 /* Context activation is done by the caller. */
6896 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6897 {
6898 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6899 const struct wined3d_gl_info *gl_info;
6900 struct wined3d_context *context;
6901
6902 context = ctx;
6903 gl_info = context->gl_info;
6904
6905 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6906 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6907 heap_free(entry_arb);
6908 }
6909
6910 /* Context activation is done by the caller. */
6911 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6912 {
6913 const struct wined3d_gl_info *gl_info = context->gl_info;
6914 struct wined3d_arbfp_blitter *arbfp_blitter;
6915 struct wined3d_blitter *next;
6916
6917 if ((next = blitter->next))
6918 next->ops->blitter_destroy(next, context);
6919
6920 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6921
6922 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context);
6923 checkGLcall("Delete blit programs");
6924
6925 if (arbfp_blitter->palette_texture)
6926 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6927
6928 heap_free(arbfp_blitter);
6929 }
6930
6931 static BOOL gen_planar_yuv_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
6932 char *luminance)
6933 {
6934 char chroma;
6935 const char *tex, *texinstr = "TXP";
6936
6937 if (type->fixup == COMPLEX_FIXUP_UYVY)
6938 {
6939 chroma = 'x';
6940 *luminance = 'w';
6941 }
6942 else
6943 {
6944 chroma = 'w';
6945 *luminance = 'x';
6946 }
6947
6948 tex = arbfp_texture_target(type->res_type);
6949 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6950 texinstr = "TEX";
6951
6952 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6953 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6954 * filtering when we sample the texture.
6955 *
6956 * These are the rules for reading the chroma:
6957 *
6958 * Even pixel: Cr
6959 * Even pixel: U
6960 * Odd pixel: V
6961 *
6962 * So we have to get the sampling x position in non-normalized coordinates in integers
6963 */
6964 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6965 {
6966 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6967 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6968 }
6969 else
6970 {
6971 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6972 }
6973 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6974 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6975 * 0.5, so add 0.5.
6976 */
6977 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6978 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6979
6980 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6981 * even and odd pixels respectively
6982 */
6983 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6984 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6985
6986 /* Sample Pixel 1 */
6987 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6988
6989 /* Put the value into either of the chroma values */
6990 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6991 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6992 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6993 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6994
6995 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6996 * the pixel right to the current one. Otherwise, sample the left pixel.
6997 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6998 */
6999 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7000 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7001 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7002
7003 /* Put the value into the other chroma */
7004 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7005 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7006 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7007 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7008
7009 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7010 * the current one and lerp the two U and V values
7011 */
7012
7013 /* This gives the correctly filtered luminance value */
7014 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7015
7016 return TRUE;
7017 }
7018
7019 static BOOL gen_yv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7020 char *luminance)
7021 {
7022 const char *tex;
7023 static const float yv12_coef[]
7024 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7025
7026 tex = arbfp_texture_target(type->res_type);
7027
7028 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7029 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7030 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7031 * pitch of the luminance plane, the packing into the gl texture is a bit
7032 * unfortunate. If the whole texture is interpreted as luminance data it looks
7033 * approximately like this:
7034 *
7035 * +----------------------------------+----
7036 * | |
7037 * | |
7038 * | |
7039 * | |
7040 * | | 2
7041 * | LUMINANCE | -
7042 * | | 3
7043 * | |
7044 * | |
7045 * | |
7046 * | |
7047 * +----------------+-----------------+----
7048 * | | |
7049 * | V even rows | V odd rows |
7050 * | | | 1
7051 * +----------------+------------------ -
7052 * | | | 3
7053 * | U even rows | U odd rows |
7054 * | | |
7055 * +----------------+-----------------+----
7056 * | | |
7057 * | 0.5 | 0.5 |
7058 *
7059 * So it appears as if there are 4 chroma images, but in fact the odd rows
7060 * in the chroma images are in the same row as the even ones. So it is
7061 * kinda tricky to read
7062 *
7063 * When reading from rectangle textures, keep in mind that the input y coordinates
7064 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7065 */
7066 shader_addline(buffer, "PARAM yv12_coef = ");
7067 shader_arb_append_imm_vec4(buffer, yv12_coef);
7068 shader_addline(buffer, ";\n");
7069
7070 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7071 /* the chroma planes have only half the width */
7072 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7073
7074 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7075 * the coordinate. Also read the right side of the image when reading odd lines
7076 *
7077 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7078 * bleeding
7079 */
7080 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7081 {
7082
7083 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7084
7085 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7086
7087 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7088 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7089
7090 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7091 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7092 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7093 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7094 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7095
7096 /* clamp, keep the half pixel origin in mind */
7097 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7098 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7099 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7100 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7101 }
7102 else
7103 {
7104 /* Read from [size - size+size/4] */
7105 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7106 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7107
7108 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7109 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7110 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7111 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7112 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7113 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7114
7115 /* Make sure to read exactly from the pixel center */
7116 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7117 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7118
7119 /* Clamp */
7120 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7121 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7122 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7123 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7124 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7125 }
7126 /* Read the texture, put the result into the output register */
7127 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7128 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7129
7130 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7131 * No need to clamp because we're just reusing the already clamped value from above
7132 */
7133 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7134 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7135 else
7136 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7137 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7138 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7139
7140 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7141 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7142 * values due to filtering
7143 */
7144 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7145 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7146 {
7147 /* Multiply the y coordinate by 2/3 and clamp it */
7148 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7149 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7150 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7151 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7152 }
7153 else
7154 {
7155 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7156 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7157 * is bigger
7158 */
7159 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7160 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7161 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7162 }
7163 *luminance = 'a';
7164
7165 return TRUE;
7166 }
7167
7168 static BOOL gen_nv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7169 char *luminance)
7170 {
7171 const char *tex;
7172 static const float nv12_coef[]
7173 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7174
7175 tex = arbfp_texture_target(type->res_type);
7176
7177 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7178 * sized plane where each component is an UV pair. So the effective
7179 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7180 * data it looks approximately like this:
7181 *
7182 * +----------------------------------+----
7183 * | |
7184 * | |
7185 * | |
7186 * | |
7187 * | | 2
7188 * | LUMINANCE | -
7189 * | | 3
7190 * | |
7191 * | |
7192 * | |
7193 * | |
7194 * +----------------------------------+----
7195 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7196 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7197 * | | 1
7198 * | | -
7199 * | | 3
7200 * | |
7201 * | |
7202 * +----------------------------------+----
7203 *
7204 * When reading from rectangle textures, keep in mind that the input y coordinates
7205 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7206
7207 shader_addline(buffer, "PARAM nv12_coef = ");
7208 shader_arb_append_imm_vec4(buffer, nv12_coef);
7209 shader_addline(buffer, ";\n");
7210
7211 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7212 /* We only have half the number of chroma pixels. */
7213 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7214
7215 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7216 {
7217 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7218 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7219
7220 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7221
7222 /* We must not allow filtering horizontally, this would mix U and V.
7223 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7224 * 0.5, so add 0.5. */
7225
7226 /* Convert to non-normalized coordinates so we can find the
7227 * individual pixel. */
7228 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7229 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7230 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7231 * add 0.5 to hit the center of the pixel. */
7232 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7233
7234 /* Convert back to normalized coordinates. */
7235 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7236
7237 /* Clamp, keep the half pixel origin in mind. */
7238 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7239 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7240 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7241 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7242 }
7243 else
7244 {
7245 /* Read from [size - size+size/2] */
7246 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7247
7248 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7249 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7250 * add 0.5 to hit the center of the pixel. */
7251 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7252
7253 /* Clamp */
7254 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7255 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7256 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7257 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7258 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7259 }
7260 /* Read the texture, put the result into the output register. */
7261 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7262 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7263
7264 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7265 {
7266 /* Add 1/size.x */
7267 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7268 }
7269 else
7270 {
7271 /* Add 1 */
7272 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7273 }
7274 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7275 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7276
7277 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7278 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7279 * values due to filtering. */
7280 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7281 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7282 {
7283 /* Multiply the y coordinate by 2/3 and clamp it */
7284 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7285 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7286 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7287 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7288 }
7289 else
7290 {
7291 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7292 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7293 * is bigger
7294 */
7295 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7296 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7297 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7298 }
7299 *luminance = 'a';
7300
7301 return TRUE;
7302 }
7303
7304 /* Context activation is done by the caller. */
7305 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7306 {
7307 GLuint shader;
7308 struct wined3d_string_buffer buffer;
7309 const char *tex_target = arbfp_texture_target(type->res_type);
7310
7311 /* This should not happen because we only use this conversion for
7312 * present blits which don't use color keying. */
7313 if (type->use_color_key)
7314 FIXME("Implement P8 color keying.\n");
7315
7316 /* Shader header */
7317 if (!string_buffer_init(&buffer))
7318 {
7319 ERR("Failed to initialize shader buffer.\n");
7320 return 0;
7321 }
7322
7323 GL_EXTCALL(glGenProgramsARB(1, &shader));
7324 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7325 if (!shader)
7326 {
7327 string_buffer_free(&buffer);
7328 return 0;
7329 }
7330
7331 shader_addline(&buffer, "!!ARBfp1.0\n");
7332 shader_addline(&buffer, "TEMP index;\n");
7333
7334 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7335 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7336
7337 /* The alpha-component contains the palette index */
7338 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7339
7340 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7341 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7342
7343 /* Use the alpha-component as an index in the palette to get the final color */
7344 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7345 shader_addline(&buffer, "END\n");
7346
7347 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7348
7349 string_buffer_free(&buffer);
7350
7351 return shader;
7352 }
7353
7354 /* Context activation is done by the caller. */
7355 static void upload_palette(struct wined3d_arbfp_blitter *blitter,
7356 const struct wined3d_texture *texture, struct wined3d_context *context)
7357 {
7358 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7359 const struct wined3d_gl_info *gl_info = context->gl_info;
7360
7361 if (!blitter->palette_texture)
7362 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7363
7364 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7365 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7366
7367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7368
7369 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7370 /* Make sure we have discrete color levels. */
7371 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7372 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7373 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7374 if (palette)
7375 {
7376 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7377 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7378 }
7379 else
7380 {
7381 static const DWORD black;
7382 FIXME("P8 surface loaded without a palette.\n");
7383 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7384 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7385 }
7386
7387 /* Switch back to unit 0 in which the 2D texture will be stored. */
7388 context_active_texture(context, gl_info, 0);
7389 }
7390
7391 /* Context activation is done by the caller. */
7392 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7393 {
7394 GLuint shader;
7395 struct wined3d_string_buffer buffer;
7396 char luminance_component;
7397
7398 if (type->use_color_key)
7399 FIXME("Implement YUV color keying.\n");
7400
7401 /* Shader header */
7402 if (!string_buffer_init(&buffer))
7403 {
7404 ERR("Failed to initialize shader buffer.\n");
7405 return 0;
7406 }
7407
7408 GL_EXTCALL(glGenProgramsARB(1, &shader));
7409 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7410 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7411 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7412 if (!shader)
7413 {
7414 string_buffer_free(&buffer);
7415 return 0;
7416 }
7417
7418 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7419 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7420 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7421 * each single pixel it contains, and one U and one V value shared between both
7422 * pixels.
7423 *
7424 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7425 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7426 * take the format into account when generating the read swizzles
7427 *
7428 * Reading the Y value is straightforward - just sample the texture. The hardware
7429 * takes care of filtering in the horizontal and vertical direction.
7430 *
7431 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7432 * because that would mix the U and V values of one pixel or two adjacent pixels.
7433 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7434 * regardless of the filtering setting. Vertical filtering works automatically
7435 * though - the U and V values of two rows are mixed nicely.
7436 *
7437 * Apart of avoiding filtering issues, the code has to know which value it just
7438 * read, and where it can find the other one. To determine this, it checks if
7439 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7440 *
7441 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7442 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7443 *
7444 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7445 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7446 * in an unfiltered situation. Finding the luminance on the other hand requires
7447 * finding out if it is an odd or even pixel. The real drawback of this approach
7448 * is filtering. This would have to be emulated completely in the shader, reading
7449 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7450 * vertically. Beyond that it would require adjustments to the texture handling
7451 * code to deal with the width scaling
7452 */
7453 shader_addline(&buffer, "!!ARBfp1.0\n");
7454 shader_addline(&buffer, "TEMP luminance;\n");
7455 shader_addline(&buffer, "TEMP temp;\n");
7456 shader_addline(&buffer, "TEMP chroma;\n");
7457 shader_addline(&buffer, "TEMP texcrd;\n");
7458 shader_addline(&buffer, "TEMP texcrd2;\n");
7459 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7460 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7461 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7462
7463 switch (type->fixup)
7464 {
7465 case COMPLEX_FIXUP_UYVY:
7466 case COMPLEX_FIXUP_YUY2:
7467 if (!gen_planar_yuv_read(&buffer, type, &luminance_component))
7468 {
7469 string_buffer_free(&buffer);
7470 return 0;
7471 }
7472 break;
7473
7474 case COMPLEX_FIXUP_YV12:
7475 if (!gen_yv12_read(&buffer, type, &luminance_component))
7476 {
7477 string_buffer_free(&buffer);
7478 return 0;
7479 }
7480 break;
7481
7482 case COMPLEX_FIXUP_NV12:
7483 if (!gen_nv12_read(&buffer, type, &luminance_component))
7484 {
7485 string_buffer_free(&buffer);
7486 return 0;
7487 }
7488 break;
7489
7490 default:
7491 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7492 string_buffer_free(&buffer);
7493 return 0;
7494 }
7495
7496 /* Calculate the final result. Formula is taken from
7497 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7498 * ranges from -0.5 to 0.5
7499 */
7500 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7501
7502 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7503 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7504 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7505 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7506 shader_addline(&buffer, "END\n");
7507
7508 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7509
7510 string_buffer_free(&buffer);
7511
7512 return shader;
7513 }
7514
7515 /* Context activation is done by the caller. */
7516 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7517 {
7518 GLuint shader;
7519 struct wined3d_string_buffer buffer;
7520 const char *tex_target = arbfp_texture_target(type->res_type);
7521
7522 /* Shader header */
7523 if (!string_buffer_init(&buffer))
7524 {
7525 ERR("Failed to initialize shader buffer.\n");
7526 return 0;
7527 }
7528
7529 GL_EXTCALL(glGenProgramsARB(1, &shader));
7530 if (!shader)
7531 {
7532 string_buffer_free(&buffer);
7533 return 0;
7534 }
7535 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7536
7537 shader_addline(&buffer, "!!ARBfp1.0\n");
7538
7539 if (type->use_color_key)
7540 {
7541 shader_addline(&buffer, "TEMP color;\n");
7542 shader_addline(&buffer, "TEMP less, greater;\n");
7543 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7544 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7545 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7546 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7547 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7548 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7549 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7550 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7551 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7552 shader_addline(&buffer, "MOV result.color, color;\n");
7553 }
7554 else
7555 {
7556 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7557 }
7558
7559 shader_addline(&buffer, "END\n");
7560
7561 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7562
7563 string_buffer_free(&buffer);
7564
7565 return shader;
7566 }
7567
7568 /* Context activation is done by the caller. */
7569 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context *context,
7570 const struct wined3d_texture *texture, unsigned int sub_resource_idx,
7571 const struct wined3d_color_key *color_key)
7572 {
7573 enum complex_fixup fixup;
7574 const struct wined3d_gl_info *gl_info = context->gl_info;
7575 struct wine_rb_entry *entry;
7576 struct arbfp_blit_type type;
7577 struct arbfp_blit_desc *desc;
7578 struct wined3d_color float_color_key[2];
7579 struct wined3d_vec4 size;
7580 unsigned int level;
7581 GLuint shader;
7582
7583 level = sub_resource_idx % texture->level_count;
7584 size.x = wined3d_texture_get_level_pow2_width(texture, level);
7585 size.y = wined3d_texture_get_level_pow2_height(texture, level);
7586 size.z = 1.0f;
7587 size.w = 1.0f;
7588
7589 if (is_complex_fixup(texture->resource.format->color_fixup))
7590 fixup = get_complex_fixup(texture->resource.format->color_fixup);
7591 else
7592 fixup = COMPLEX_FIXUP_NONE;
7593
7594 switch (texture->target)
7595 {
7596 case GL_TEXTURE_1D:
7597 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7598 break;
7599
7600 case GL_TEXTURE_2D:
7601 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7602 break;
7603
7604 case GL_TEXTURE_3D:
7605 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7606 break;
7607
7608 case GL_TEXTURE_CUBE_MAP_ARB:
7609 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7610 break;
7611
7612 case GL_TEXTURE_RECTANGLE_ARB:
7613 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7614 break;
7615
7616 default:
7617 ERR("Unexpected GL texture type %#x.\n", texture->target);
7618 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7619 }
7620 type.fixup = fixup;
7621 type.use_color_key = !!color_key;
7622 type.padding = 0;
7623
7624 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7625 {
7626 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7627 shader = desc->shader;
7628 }
7629 else
7630 {
7631 switch (fixup)
7632 {
7633 case COMPLEX_FIXUP_NONE:
7634 if (!is_identity_fixup(texture->resource.format->color_fixup))
7635 FIXME("Implement support for sign or swizzle fixups.\n");
7636 shader = arbfp_gen_plain_shader(gl_info, &type);
7637 break;
7638
7639 case COMPLEX_FIXUP_P8:
7640 shader = gen_p8_shader(gl_info, &type);
7641 break;
7642
7643 case COMPLEX_FIXUP_YUY2:
7644 case COMPLEX_FIXUP_UYVY:
7645 case COMPLEX_FIXUP_YV12:
7646 case COMPLEX_FIXUP_NV12:
7647 shader = gen_yuv_shader(gl_info, &type);
7648 break;
7649 }
7650
7651 if (!shader)
7652 {
7653 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7654 return E_NOTIMPL;
7655 }
7656
7657 if (!(desc = heap_alloc(sizeof(*desc))))
7658 goto err_out;
7659
7660 desc->type = type;
7661 desc->shader = shader;
7662 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7663 {
7664 err_out:
7665 ERR("Out of memory\n");
7666 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7667 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7668 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7669 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7670 heap_free(desc);
7671 return E_OUTOFMEMORY;
7672 }
7673 }
7674
7675 if (fixup == COMPLEX_FIXUP_P8)
7676 upload_palette(blitter, texture, context);
7677
7678 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7679 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7680 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7681 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7682 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7683 checkGLcall("glProgramLocalParameter4fvARB");
7684 if (type.use_color_key)
7685 {
7686 wined3d_format_get_float_color_key(texture->resource.format, color_key, float_color_key);
7687 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7688 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7689 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7690 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7691 checkGLcall("glProgramLocalParameter4fvARB");
7692 }
7693
7694 return WINED3D_OK;
7695 }
7696
7697 /* Context activation is done by the caller. */
7698 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7699 {
7700 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7701 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7702 }
7703
7704 static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
7705 const struct wined3d_resource *src_resource, DWORD src_location,
7706 const struct wined3d_resource *dst_resource, DWORD dst_location)
7707 {
7708 const struct wined3d_format *src_format = src_resource->format;
7709 const struct wined3d_format *dst_format = dst_resource->format;
7710 enum complex_fixup src_fixup;
7711 BOOL decompress;
7712
7713 if (!context->gl_info->supported[ARB_FRAGMENT_PROGRAM])
7714 return FALSE;
7715
7716 if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
7717 {
7718 if (dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
7719 blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
7720 else
7721 blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
7722 }
7723
7724 switch (blit_op)
7725 {
7726 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7727 if (!context->d3d_info->shader_color_key)
7728 {
7729 /* The conversion modifies the alpha channel so the color key might no longer match. */
7730 TRACE("Color keying not supported with converted textures.\n");
7731 return FALSE;
7732 }
7733 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7734 case WINED3D_BLIT_OP_COLOR_BLIT:
7735 break;
7736
7737 default:
7738 TRACE("Unsupported blit_op=%d\n", blit_op);
7739 return FALSE;
7740 }
7741
7742 decompress = src_format && (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
7743 && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
7744 if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
7745 return FALSE;
7746
7747 src_fixup = get_complex_fixup(src_format->color_fixup);
7748 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7749 {
7750 TRACE("Checking support for fixup:\n");
7751 dump_color_fixup_desc(src_format->color_fixup);
7752 }
7753
7754 if (!is_identity_fixup(dst_format->color_fixup)
7755 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7756 {
7757 TRACE("Destination fixups are not supported\n");
7758 return FALSE;
7759 }
7760
7761 if (is_identity_fixup(src_format->color_fixup))
7762 {
7763 TRACE("[OK]\n");
7764 return TRUE;
7765 }
7766
7767 /* We only support YUV conversions. */
7768 if (!is_complex_fixup(src_format->color_fixup))
7769 {
7770 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7771 {
7772 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7773 return TRUE;
7774 }
7775
7776 TRACE("[FAILED]\n");
7777 return FALSE;
7778 }
7779
7780 switch(src_fixup)
7781 {
7782 case COMPLEX_FIXUP_YUY2:
7783 case COMPLEX_FIXUP_UYVY:
7784 case COMPLEX_FIXUP_YV12:
7785 case COMPLEX_FIXUP_NV12:
7786 case COMPLEX_FIXUP_P8:
7787 TRACE("[OK]\n");
7788 return TRUE;
7789
7790 default:
7791 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7792 TRACE("[FAILED]\n");
7793 return FALSE;
7794 }
7795 }
7796
7797 static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7798 struct wined3d_context *context, struct wined3d_surface *src_surface, DWORD src_location,
7799 const RECT *src_rect, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
7800 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
7801 {
7802 unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
7803 struct wined3d_texture *src_texture = src_surface->container;
7804 struct wined3d_texture *dst_texture = dst_surface->container;
7805 struct wined3d_device *device = dst_texture->resource.device;
7806 struct wined3d_arbfp_blitter *arbfp_blitter;
7807 struct wined3d_color_key alpha_test_key;
7808 struct wined3d_blitter *next;
7809 RECT s, d;
7810
7811 if (!arbfp_blit_supported(op, context, &src_texture->resource, src_location,
7812 &dst_texture->resource, dst_location))
7813 {
7814 if ((next = blitter->next))
7815 return next->ops->blitter_blit(next, op, context, src_surface, src_location,
7816 src_rect, dst_surface, dst_location, dst_rect, color_key, filter);
7817 }
7818
7819 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7820
7821 /* Now load the surface */
7822 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7823 && (surface_get_sub_resource(src_surface)->locations
7824 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
7825 == WINED3D_LOCATION_DRAWABLE
7826 && !wined3d_resource_is_offscreen(&src_texture->resource))
7827 {
7828 unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
7829
7830 /* Without FBO blits transferring from the drawable to the texture is
7831 * expensive, because we have to flip the data in sysmem. Since we can
7832 * flip in the blitter, we don't actually need that flip anyway. So we
7833 * use the surface's texture as scratch texture, and flip the source
7834 * rectangle instead. */
7835 surface_load_fb_texture(src_surface, FALSE, context);
7836
7837 s = *src_rect;
7838 s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
7839 s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
7840 src_rect = &s;
7841 }
7842 else
7843 wined3d_texture_load(src_texture, context, FALSE);
7844
7845 context_apply_blit_state(context, device);
7846
7847 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7848 {
7849 d = *dst_rect;
7850 surface_translate_drawable_coords(dst_surface, context->win_handle, &d);
7851 dst_rect = &d;
7852 }
7853
7854 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
7855 {
7856 GLenum buffer;
7857
7858 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7859 {
7860 TRACE("Destination surface %p is onscreen.\n", dst_surface);
7861 buffer = wined3d_texture_get_gl_buffer(dst_texture);
7862 }
7863 else
7864 {
7865 TRACE("Destination surface %p is offscreen.\n", dst_surface);
7866 buffer = GL_COLOR_ATTACHMENT0;
7867 }
7868 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
7869 context_set_draw_buffer(context, buffer);
7870 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
7871 context_invalidate_state(context, STATE_FRAMEBUFFER);
7872 }
7873
7874 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7875 {
7876 const struct wined3d_format *fmt = src_texture->resource.format;
7877 alpha_test_key.color_space_low_value = 0;
7878 alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
7879 color_key = &alpha_test_key;
7880 }
7881
7882 arbfp_blit_set(arbfp_blitter, context, src_texture, src_sub_resource_idx, color_key);
7883
7884 /* Draw a textured quad */
7885 draw_textured_quad(src_texture, src_sub_resource_idx, context, src_rect, dst_rect, filter);
7886
7887 /* Leave the opengl state valid for blitting */
7888 arbfp_blit_unset(context->gl_info);
7889
7890 if (wined3d_settings.strict_draw_ordering
7891 || (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)))
7892 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7893
7894 return dst_location;
7895 }
7896
7897 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7898 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7899 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
7900 {
7901 struct wined3d_blitter *next;
7902
7903 if ((next = blitter->next))
7904 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7905 clear_rects, draw_rect, flags, colour, depth, stencil);
7906 }
7907
7908 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7909 {
7910 arbfp_blitter_destroy,
7911 arbfp_blitter_clear,
7912 arbfp_blitter_blit,
7913 };
7914
7915 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7916 {
7917 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7918 struct wined3d_arbfp_blitter *blitter;
7919
7920 if (device->shader_backend != &arb_program_shader_backend
7921 && device->shader_backend != &glsl_shader_backend)
7922 return;
7923
7924 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7925 return;
7926
7927 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7928 return;
7929
7930 if (!(blitter = heap_alloc(sizeof(*blitter))))
7931 {
7932 ERR("Failed to allocate blitter.\n");
7933 return;
7934 }
7935
7936 TRACE("Created blitter %p.\n", blitter);
7937
7938 blitter->blitter.ops = &arbfp_blitter_ops;
7939 blitter->blitter.next = *next;
7940 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
7941 blitter->palette_texture = 0;
7942 *next = &blitter->blitter;
7943 }