3519c783b1cf6fad3daba76ff4e4dd0d9b454576
[reactos.git] / reactos / 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 "wined3d_private.h"
31
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
35
36 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
37 {
38 return type == WINED3D_SHADER_TYPE_PIXEL;
39 }
40
41 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
42 {
43 return type == WINED3D_SHADER_TYPE_VERTEX;
44 }
45
46 /* Extract a line. Note that this modifies the source string. */
47 static char *get_line(char **ptr)
48 {
49 char *p, *q;
50
51 p = *ptr;
52 if (!(q = strstr(p, "\n")))
53 {
54 if (!*p) return NULL;
55 *ptr += strlen(p);
56 return p;
57 }
58 *q = '\0';
59 *ptr = q + 1;
60
61 return p;
62 }
63
64 static void shader_arb_dump_program_source(const char *source)
65 {
66 ULONG source_size;
67 char *ptr, *line, *tmp;
68
69 source_size = strlen(source) + 1;
70 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
71 if (!tmp)
72 {
73 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
74 return;
75 }
76 memcpy(tmp, source, source_size);
77
78 ptr = tmp;
79 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
80 FIXME("\n");
81
82 HeapFree(GetProcessHeap(), 0, tmp);
83 }
84
85 enum arb_helper_value
86 {
87 ARB_ZERO,
88 ARB_ONE,
89 ARB_TWO,
90 ARB_0001,
91 ARB_EPS,
92
93 ARB_VS_REL_OFFSET
94 };
95
96 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
97 {
98 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
99 {
100 ERR("Geometry shaders are unsupported\n");
101 return "bad";
102 }
103
104 if (shader == WINED3D_SHADER_TYPE_PIXEL)
105 {
106 switch (value)
107 {
108 case ARB_ZERO: return "ps_helper_const.x";
109 case ARB_ONE: return "ps_helper_const.y";
110 case ARB_TWO: return "coefmul.x";
111 case ARB_0001: return "ps_helper_const.xxxy";
112 case ARB_EPS: return "ps_helper_const.z";
113 default: break;
114 }
115 }
116 else
117 {
118 switch (value)
119 {
120 case ARB_ZERO: return "helper_const.x";
121 case ARB_ONE: return "helper_const.y";
122 case ARB_TWO: return "helper_const.z";
123 case ARB_EPS: return "helper_const.w";
124 case ARB_0001: return "helper_const.xxxy";
125 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
126 }
127 }
128 FIXME("Unmanaged %s shader helper constant requested: %u\n",
129 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
130 switch (value)
131 {
132 case ARB_ZERO: return "0.0";
133 case ARB_ONE: return "1.0";
134 case ARB_TWO: return "2.0";
135 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
136 case ARB_EPS: return "1e-8";
137 default: return "bad";
138 }
139 }
140
141 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
142 {
143 return context->lowest_disabled_stage < 7;
144 }
145
146 /* ARB_program_shader private data */
147
148 struct control_frame
149 {
150 struct list entry;
151 enum
152 {
153 IF,
154 IFC,
155 LOOP,
156 REP
157 } type;
158 BOOL muting;
159 BOOL outer_loop;
160 union
161 {
162 unsigned int loop;
163 unsigned int ifc;
164 } no;
165 struct wined3d_shader_loop_control loop_control;
166 BOOL had_else;
167 };
168
169 struct arb_ps_np2fixup_info
170 {
171 struct ps_np2fixup_info super;
172 /* For ARB we need an offset value:
173 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
174 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
175 * array we need an offset to the index inside the program local parameter array. */
176 UINT offset;
177 };
178
179 struct arb_ps_compile_args
180 {
181 struct ps_compile_args super;
182 WORD bools;
183 WORD clip; /* only a boolean, use a WORD for alignment */
184 unsigned char loop_ctrl[MAX_CONST_I][3];
185 };
186
187 struct stb_const_desc
188 {
189 unsigned char texunit;
190 UINT const_num;
191 };
192
193 struct arb_ps_compiled_shader
194 {
195 struct arb_ps_compile_args args;
196 struct arb_ps_np2fixup_info np2fixup_info;
197 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
198 struct stb_const_desc luminanceconst[MAX_TEXTURES];
199 UINT int_consts[MAX_CONST_I];
200 GLuint prgId;
201 UINT ycorrection;
202 unsigned char numbumpenvmatconsts;
203 char num_int_consts;
204 };
205
206 struct arb_vs_compile_args
207 {
208 struct vs_compile_args super;
209 union
210 {
211 struct
212 {
213 WORD bools;
214 unsigned char clip_texcoord;
215 unsigned char clipplane_mask;
216 } boolclip;
217 DWORD boolclip_compare;
218 } clip;
219 DWORD ps_signature;
220 union
221 {
222 unsigned char samplers[4];
223 DWORD samplers_compare;
224 } vertex;
225 unsigned char loop_ctrl[MAX_CONST_I][3];
226 };
227
228 struct arb_vs_compiled_shader
229 {
230 struct arb_vs_compile_args args;
231 GLuint prgId;
232 UINT int_consts[MAX_CONST_I];
233 char num_int_consts;
234 char need_color_unclamp;
235 UINT pos_fixup;
236 };
237
238 struct recorded_instruction
239 {
240 struct wined3d_shader_instruction ins;
241 struct list entry;
242 };
243
244 struct shader_arb_ctx_priv
245 {
246 char addr_reg[20];
247 enum
248 {
249 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
250 ARB,
251 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
252 NV2,
253 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
254 NV3
255 } target_version;
256
257 const struct arb_vs_compile_args *cur_vs_args;
258 const struct arb_ps_compile_args *cur_ps_args;
259 const struct arb_ps_compiled_shader *compiled_fprog;
260 const struct arb_vs_compiled_shader *compiled_vprog;
261 struct arb_ps_np2fixup_info *cur_np2fixup_info;
262 struct list control_frames;
263 struct list record;
264 BOOL recording;
265 BOOL muted;
266 unsigned int num_loops, loop_depth, num_ifcs;
267 int aL;
268 BOOL ps_post_process;
269
270 unsigned int vs_clipplanes;
271 BOOL footer_written;
272 BOOL in_main_func;
273
274 /* For 3.0 vertex shaders */
275 const char *vs_output[MAX_REG_OUTPUT];
276 /* For 2.x and earlier vertex shaders */
277 const char *texcrd_output[8], *color_output[2], *fog_output;
278
279 /* 3.0 pshader input for compatibility with fixed function */
280 const char *ps_input[MAX_REG_INPUT];
281 };
282
283 struct ps_signature
284 {
285 struct wined3d_shader_signature_element *sig;
286 DWORD idx;
287 struct wine_rb_entry entry;
288 };
289
290 struct arb_pshader_private {
291 struct arb_ps_compiled_shader *gl_shaders;
292 UINT num_gl_shaders, shader_array_size;
293 DWORD input_signature_idx;
294 DWORD clipplane_emulation;
295 BOOL clamp_consts;
296 };
297
298 struct arb_vshader_private {
299 struct arb_vs_compiled_shader *gl_shaders;
300 UINT num_gl_shaders, shader_array_size;
301 UINT rel_offset;
302 };
303
304 struct shader_arb_priv
305 {
306 GLuint current_vprogram_id;
307 GLuint current_fprogram_id;
308 const struct arb_ps_compiled_shader *compiled_fprog;
309 const struct arb_vs_compiled_shader *compiled_vprog;
310 GLuint depth_blt_vprogram_id;
311 GLuint depth_blt_fprogram_id_full[tex_type_count];
312 GLuint depth_blt_fprogram_id_masked[tex_type_count];
313 BOOL use_arbfp_fixed_func;
314 struct wine_rb_tree fragment_shaders;
315 BOOL last_ps_const_clamped;
316 BOOL last_vs_color_unclamp;
317
318 struct wine_rb_tree signature_tree;
319 DWORD ps_sig_number;
320
321 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
322 char *vshader_const_dirty, *pshader_const_dirty;
323 const struct wined3d_context *last_context;
324
325 const struct wined3d_vertex_pipe_ops *vertex_pipe;
326 const struct fragment_pipeline *fragment_pipe;
327 BOOL ffp_proj_control;
328 };
329
330 /* Context activation for state handlers is done by the caller. */
331
332 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
333 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
334 {
335 if (shader_data->rel_offset) return TRUE;
336 if (!reg_maps->usesmova) return FALSE;
337 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
338 }
339
340 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
341 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
342 {
343 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
344 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
345 }
346
347 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
348 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
349 {
350 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
351 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
352 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
353 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
354 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
355 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
356 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
357 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
358 return FALSE;
359 }
360
361 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
362 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
363 {
364 unsigned int ret = 1;
365 /* We use one PARAM for the pos fixup, and in some cases one to load
366 * some immediate values into the shader. */
367 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
368 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
369 return ret;
370 }
371
372 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
373 * When constant_list == NULL, it will load all the constants.
374 *
375 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
376 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
377 */
378 /* Context activation is done by the caller. */
379 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
380 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
381 const float *constants, char *dirty_consts)
382 {
383 struct wined3d_shader_lconst *lconst;
384 DWORD i, j;
385 unsigned int ret;
386
387 if (TRACE_ON(d3d_constants))
388 {
389 for(i = 0; i < max_constants; i++) {
390 if(!dirty_consts[i]) continue;
391 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
392 constants[i * 4 + 0], constants[i * 4 + 1],
393 constants[i * 4 + 2], constants[i * 4 + 3]);
394 }
395 }
396
397 i = 0;
398
399 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
400 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
401 {
402 float lcl_const[4];
403 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
404 * shaders, the first 8 constants are marked dirty for reload
405 */
406 for(; i < min(8, max_constants); i++) {
407 if(!dirty_consts[i]) continue;
408 dirty_consts[i] = 0;
409
410 j = 4 * i;
411 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
412 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
413 else lcl_const[0] = constants[j + 0];
414
415 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
416 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
417 else lcl_const[1] = constants[j + 1];
418
419 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
420 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
421 else lcl_const[2] = constants[j + 2];
422
423 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
424 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
425 else lcl_const[3] = constants[j + 3];
426
427 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
428 }
429
430 /* If further constants are dirty, reload them without clamping.
431 *
432 * The alternative is not to touch them, but then we cannot reset the dirty constant count
433 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
434 * above would always re-check the first 8 constants since max_constant remains at the init
435 * value
436 */
437 }
438
439 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
440 {
441 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
442 * or just reloading *all* constants at once
443 *
444 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
445 */
446 for(; i < max_constants; i++) {
447 if(!dirty_consts[i]) continue;
448
449 /* Find the next block of dirty constants */
450 dirty_consts[i] = 0;
451 j = i;
452 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
453 dirty_consts[i] = 0;
454 }
455
456 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
457 }
458 } else {
459 for(; i < max_constants; i++) {
460 if(dirty_consts[i]) {
461 dirty_consts[i] = 0;
462 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
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 < MAX_CONST_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[4 * i];
595 val[1] = (float)state->ps_consts_i[4 * i + 1];
596 val[2] = (float)state->ps_consts_i[4 * i + 2];
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 < MAX_CONST_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[4 * i];
625 val[1] = (float)state->vs_consts_i[4 * i + 1];
626 val[2] = (float)state->vs_consts_i[4 * i + 2];
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_constantsF(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]->resource.height;
704
705 /* Load DirectX 9 float constants for pixel shader */
706 priv->highest_dirty_ps_const = shader_arb_load_constantsF(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 unsigned int i;
729
730 for (i = 0; i < device->context_count; ++i)
731 {
732 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
733 }
734
735 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
736 * context. On a context switch the old context will be fully dirtified */
737 if (!context || context->swapchain->device != device) return;
738
739 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
740 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
741 }
742
743 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
744 {
745 struct wined3d_context *context = context_get_current();
746 struct shader_arb_priv *priv = device->shader_priv;
747 unsigned int i;
748
749 for (i = 0; i < device->context_count; ++i)
750 {
751 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
752 }
753
754 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
755 * context. On a context switch the old context will be fully dirtified */
756 if (!context || context->swapchain->device != device) return;
757
758 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
759 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
760 }
761
762 static void shader_arb_append_imm_vec4(struct wined3d_shader_buffer *buffer, const float *values)
763 {
764 char str[4][17];
765
766 wined3d_ftoa(values[0], str[0]);
767 wined3d_ftoa(values[1], str[1]);
768 wined3d_ftoa(values[2], str[2]);
769 wined3d_ftoa(values[3], str[3]);
770 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
771 }
772
773 /* Generate the variable & register declarations for the ARB_vertex_program output target */
774 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
775 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
776 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
777 const struct shader_arb_ctx_priv *ctx)
778 {
779 DWORD i;
780 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
781 const struct wined3d_shader_lconst *lconst;
782 unsigned max_constantsF;
783 DWORD map;
784
785 /* In pixel shaders, all private constants are program local, we don't need anything
786 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
787 * If we need a private constant the GL implementation will squeeze it in somewhere
788 *
789 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
790 * immediate values. The posFixup is loaded using program.env for now, so always
791 * subtract one from the number of constants. If the shader uses indirect addressing,
792 * account for the helper const too because we have to declare all available d3d constants
793 * and don't know which are actually used.
794 */
795 if (pshader)
796 {
797 max_constantsF = gl_info->limits.arb_ps_native_constants;
798 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
799 if (max_constantsF < 24)
800 max_constantsF = gl_info->limits.arb_ps_float_constants;
801 }
802 else
803 {
804 const struct arb_vshader_private *shader_data = shader->backend_data;
805 max_constantsF = gl_info->limits.arb_vs_native_constants;
806 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
807 * Also prevents max_constantsF from becoming less than 0 and
808 * wrapping . */
809 if (max_constantsF < 96)
810 max_constantsF = gl_info->limits.arb_vs_float_constants;
811
812 if (reg_maps->usesrelconstF)
813 {
814 DWORD highest_constf = 0, clip_limit;
815
816 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
817 max_constantsF -= count_bits(reg_maps->integer_constants);
818 max_constantsF -= gl_info->reserved_arb_constants;
819
820 for (i = 0; i < shader->limits.constant_float; ++i)
821 {
822 DWORD idx = i >> 5;
823 DWORD shift = i & 0x1f;
824 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
825 }
826
827 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
828 {
829 if(ctx->cur_vs_args->super.clip_enabled)
830 clip_limit = gl_info->limits.clipplanes;
831 else
832 clip_limit = 0;
833 }
834 else
835 {
836 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
837 clip_limit = min(count_bits(mask), 4);
838 }
839 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
840 max_constantsF -= *num_clipplanes;
841 if(*num_clipplanes < clip_limit)
842 {
843 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
844 }
845 }
846 else
847 {
848 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
849 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
850 }
851 }
852
853 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
854 {
855 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
856 }
857
858 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
859 {
860 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
861 }
862
863 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
864 {
865 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
866 {
867 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
868 }
869 }
870
871 if (!shader->load_local_constsF)
872 {
873 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
874 {
875 const float *value;
876 value = (const float *)lconst->value;
877 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
878 shader_arb_append_imm_vec4(buffer, value);
879 shader_addline(buffer, ";\n");
880 }
881 }
882
883 /* After subtracting privately used constants from the hardware limit(they are loaded as
884 * local constants), make sure the shader doesn't violate the env constant limit
885 */
886 if(pshader)
887 {
888 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
889 }
890 else
891 {
892 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
893 }
894
895 /* Avoid declaring more constants than needed */
896 max_constantsF = min(max_constantsF, shader->limits.constant_float);
897
898 /* we use the array-based constants array if the local constants are marked for loading,
899 * because then we use indirect addressing, or when the local constant list is empty,
900 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
901 * local constants do not declare the loaded constants as an array because ARB compilers usually
902 * do not optimize unused constants away
903 */
904 if (reg_maps->usesrelconstF)
905 {
906 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
907 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
908 max_constantsF, max_constantsF - 1);
909 } else {
910 for(i = 0; i < max_constantsF; i++) {
911 DWORD idx, mask;
912 idx = i >> 5;
913 mask = 1 << (i & 0x1f);
914 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
915 {
916 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
917 }
918 }
919 }
920 }
921
922 static const char * const shift_tab[] = {
923 "dummy", /* 0 (none) */
924 "coefmul.x", /* 1 (x2) */
925 "coefmul.y", /* 2 (x4) */
926 "coefmul.z", /* 3 (x8) */
927 "coefmul.w", /* 4 (x16) */
928 "dummy", /* 5 (x32) */
929 "dummy", /* 6 (x64) */
930 "dummy", /* 7 (x128) */
931 "dummy", /* 8 (d256) */
932 "dummy", /* 9 (d128) */
933 "dummy", /* 10 (d64) */
934 "dummy", /* 11 (d32) */
935 "coefdiv.w", /* 12 (d16) */
936 "coefdiv.z", /* 13 (d8) */
937 "coefdiv.y", /* 14 (d4) */
938 "coefdiv.x" /* 15 (d2) */
939 };
940
941 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
942 const struct wined3d_shader_dst_param *dst, char *write_mask)
943 {
944 char *ptr = write_mask;
945
946 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
947 {
948 *ptr++ = '.';
949 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
950 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
951 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
952 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
953 }
954
955 *ptr = '\0';
956 }
957
958 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
959 {
960 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
961 * but addressed as "rgba". To fix this we need to swap the register's x
962 * and z components. */
963 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
964 char *ptr = swizzle_str;
965
966 /* swizzle bits fields: wwzzyyxx */
967 DWORD swizzle = param->swizzle;
968 DWORD swizzle_x = swizzle & 0x03;
969 DWORD swizzle_y = (swizzle >> 2) & 0x03;
970 DWORD swizzle_z = (swizzle >> 4) & 0x03;
971 DWORD swizzle_w = (swizzle >> 6) & 0x03;
972
973 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
974 * generate a swizzle string. Unless we need to our own swizzling. */
975 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
976 {
977 *ptr++ = '.';
978 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
979 *ptr++ = swizzle_chars[swizzle_x];
980 } else {
981 *ptr++ = swizzle_chars[swizzle_x];
982 *ptr++ = swizzle_chars[swizzle_y];
983 *ptr++ = swizzle_chars[swizzle_z];
984 *ptr++ = swizzle_chars[swizzle_w];
985 }
986 }
987
988 *ptr = '\0';
989 }
990
991 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
992 {
993 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
994 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
995
996 if (!strcmp(priv->addr_reg, src)) return;
997
998 strcpy(priv->addr_reg, src);
999 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1000 }
1001
1002 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1003 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1004
1005 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1006 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1007 {
1008 /* oPos, oFog and oPts in D3D */
1009 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1010 const struct wined3d_shader *shader = ins->ctx->shader;
1011 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1012 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1013 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1014
1015 *is_color = FALSE;
1016
1017 switch (reg->type)
1018 {
1019 case WINED3DSPR_TEMP:
1020 sprintf(register_name, "R%u", reg->idx[0].offset);
1021 break;
1022
1023 case WINED3DSPR_INPUT:
1024 if (pshader)
1025 {
1026 if (reg_maps->shader_version.major < 3)
1027 {
1028 if (!reg->idx[0].offset)
1029 strcpy(register_name, "fragment.color.primary");
1030 else
1031 strcpy(register_name, "fragment.color.secondary");
1032 }
1033 else
1034 {
1035 if (reg->idx[0].rel_addr)
1036 {
1037 char rel_reg[50];
1038 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1039
1040 if (!strcmp(rel_reg, "**aL_emul**"))
1041 {
1042 DWORD idx = ctx->aL + reg->idx[0].offset;
1043 if(idx < MAX_REG_INPUT)
1044 {
1045 strcpy(register_name, ctx->ps_input[idx]);
1046 }
1047 else
1048 {
1049 ERR("Pixel shader input register out of bounds: %u\n", idx);
1050 sprintf(register_name, "out_of_bounds_%u", idx);
1051 }
1052 }
1053 else if (reg_maps->input_registers & 0x0300)
1054 {
1055 /* There are two ways basically:
1056 *
1057 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1058 * That means trouble if the loop also contains a breakc or if the control values
1059 * aren't local constants.
1060 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1061 * source dynamically. The trouble is that we cannot simply read aL.y because it
1062 * is an ADDRESS register. We could however push it, load .zw with a value and use
1063 * ADAC to load the condition code register and pop it again afterwards
1064 */
1065 FIXME("Relative input register addressing with more than 8 registers\n");
1066
1067 /* This is better than nothing for now */
1068 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1069 }
1070 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1071 {
1072 /* This is problematic because we'd have to consult the ctx->ps_input strings
1073 * for where to find the varying. Some may be "0.0", others can be texcoords or
1074 * colors. This needs either a pipeline replacement to make the vertex shader feed
1075 * proper varyings, or loop unrolling
1076 *
1077 * For now use the texcoords and hope for the best
1078 */
1079 FIXME("Non-vertex shader varying input with indirect addressing\n");
1080 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1081 }
1082 else
1083 {
1084 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1085 * pulls GL_NV_fragment_program2 in
1086 */
1087 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1088 }
1089 }
1090 else
1091 {
1092 if (reg->idx[0].offset < MAX_REG_INPUT)
1093 {
1094 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1095 }
1096 else
1097 {
1098 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1099 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1100 }
1101 }
1102 }
1103 }
1104 else
1105 {
1106 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1107 *is_color = TRUE;
1108 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1109 }
1110 break;
1111
1112 case WINED3DSPR_CONST:
1113 if (!pshader && reg->idx[0].rel_addr)
1114 {
1115 const struct arb_vshader_private *shader_data = shader->backend_data;
1116 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1117 BOOL aL = FALSE;
1118 char rel_reg[50];
1119 if (reg_maps->shader_version.major < 2)
1120 {
1121 sprintf(rel_reg, "A0.x");
1122 }
1123 else
1124 {
1125 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1126 if (ctx->target_version == ARB)
1127 {
1128 if (!strcmp(rel_reg, "**aL_emul**"))
1129 {
1130 aL = TRUE;
1131 } else {
1132 shader_arb_request_a0(ins, rel_reg);
1133 sprintf(rel_reg, "A0.x");
1134 }
1135 }
1136 }
1137 if (aL)
1138 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1139 else if (reg->idx[0].offset >= rel_offset)
1140 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1141 else
1142 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1143 }
1144 else
1145 {
1146 if (reg_maps->usesrelconstF)
1147 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1148 else
1149 sprintf(register_name, "C%u", reg->idx[0].offset);
1150 }
1151 break;
1152
1153 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1154 if (pshader)
1155 {
1156 if (reg_maps->shader_version.major == 1
1157 && reg_maps->shader_version.minor <= 3)
1158 /* In ps <= 1.3, Tx is a temporary register as destination
1159 * to all instructions, and as source to most instructions.
1160 * For some instructions it is the texcoord input. Those
1161 * instructions know about the special use. */
1162 sprintf(register_name, "T%u", reg->idx[0].offset);
1163 else
1164 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1165 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1166 }
1167 else
1168 {
1169 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1170 sprintf(register_name, "A%u", reg->idx[0].offset);
1171 else
1172 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1173 }
1174 break;
1175
1176 case WINED3DSPR_COLOROUT:
1177 if (ctx->ps_post_process && !reg->idx[0].offset)
1178 {
1179 strcpy(register_name, "TMP_COLOR");
1180 }
1181 else
1182 {
1183 if (ctx->cur_ps_args->super.srgb_correction)
1184 FIXME("sRGB correction on higher render targets.\n");
1185 if (reg_maps->rt_mask > 1)
1186 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1187 else
1188 strcpy(register_name, "result.color");
1189 }
1190 break;
1191
1192 case WINED3DSPR_RASTOUT:
1193 if (reg->idx[0].offset == 1)
1194 sprintf(register_name, "%s", ctx->fog_output);
1195 else
1196 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1197 break;
1198
1199 case WINED3DSPR_DEPTHOUT:
1200 strcpy(register_name, "result.depth");
1201 break;
1202
1203 case WINED3DSPR_ATTROUT:
1204 /* case WINED3DSPR_OUTPUT: */
1205 if (pshader)
1206 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1207 else
1208 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1209 break;
1210
1211 case WINED3DSPR_TEXCRDOUT:
1212 if (pshader)
1213 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1214 else if (reg_maps->shader_version.major < 3)
1215 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1216 else
1217 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1218 break;
1219
1220 case WINED3DSPR_LOOP:
1221 if(ctx->target_version >= NV2)
1222 {
1223 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1224 if(pshader) sprintf(register_name, "A0.x");
1225 else sprintf(register_name, "aL.y");
1226 }
1227 else
1228 {
1229 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1230 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1231 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1232 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1233 * indexing
1234 */
1235 sprintf(register_name, "**aL_emul**");
1236 }
1237
1238 break;
1239
1240 case WINED3DSPR_CONSTINT:
1241 sprintf(register_name, "I%u", reg->idx[0].offset);
1242 break;
1243
1244 case WINED3DSPR_MISCTYPE:
1245 if (!reg->idx[0].offset)
1246 sprintf(register_name, "vpos");
1247 else if (reg->idx[0].offset == 1)
1248 sprintf(register_name, "fragment.facing.x");
1249 else
1250 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1251 break;
1252
1253 default:
1254 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1255 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1256 break;
1257 }
1258 }
1259
1260 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1261 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1262 {
1263 char register_name[255];
1264 char write_mask[6];
1265 BOOL is_color;
1266
1267 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1268 strcpy(str, register_name);
1269
1270 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1271 strcat(str, write_mask);
1272 }
1273
1274 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1275 {
1276 switch(channel_source)
1277 {
1278 case CHANNEL_SOURCE_ZERO: return "0";
1279 case CHANNEL_SOURCE_ONE: return "1";
1280 case CHANNEL_SOURCE_X: return "x";
1281 case CHANNEL_SOURCE_Y: return "y";
1282 case CHANNEL_SOURCE_Z: return "z";
1283 case CHANNEL_SOURCE_W: return "w";
1284 default:
1285 FIXME("Unhandled channel source %#x\n", channel_source);
1286 return "undefined";
1287 }
1288 }
1289
1290 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1291 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1292 {
1293 DWORD mask;
1294
1295 if (is_complex_fixup(fixup))
1296 {
1297 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1298 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1299 return;
1300 }
1301
1302 mask = 0;
1303 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1304 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1305 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1306 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1307 mask &= dst_mask;
1308
1309 if (mask)
1310 {
1311 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1312 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1313 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1314 }
1315
1316 mask = 0;
1317 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1318 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1319 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1320 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1321 mask &= dst_mask;
1322
1323 if (mask)
1324 {
1325 char reg_mask[6];
1326 char *ptr = reg_mask;
1327
1328 if (mask != WINED3DSP_WRITEMASK_ALL)
1329 {
1330 *ptr++ = '.';
1331 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1332 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1333 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1334 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1335 }
1336 *ptr = '\0';
1337
1338 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1339 }
1340 }
1341
1342 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1343 {
1344 DWORD mod;
1345 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1346 if (!ins->dst_count) return "";
1347
1348 mod = ins->dst[0].modifiers;
1349
1350 /* Silently ignore PARTIALPRECISION if its not supported */
1351 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1352
1353 if(mod & WINED3DSPDM_MSAMPCENTROID)
1354 {
1355 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1356 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1357 }
1358
1359 switch(mod)
1360 {
1361 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1362 return "H_SAT";
1363
1364 case WINED3DSPDM_SATURATE:
1365 return "_SAT";
1366
1367 case WINED3DSPDM_PARTIALPRECISION:
1368 return "H";
1369
1370 case 0:
1371 return "";
1372
1373 default:
1374 FIXME("Unknown modifiers 0x%08x\n", mod);
1375 return "";
1376 }
1377 }
1378
1379 #define TEX_PROJ 0x1
1380 #define TEX_BIAS 0x2
1381 #define TEX_LOD 0x4
1382 #define TEX_DERIV 0x10
1383
1384 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1385 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1386 {
1387 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1388 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1389 const char *tex_type;
1390 BOOL np2_fixup = FALSE;
1391 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1392 const char *mod;
1393 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1394 const struct wined3d_shader *shader;
1395 const struct wined3d_device *device;
1396 const struct wined3d_gl_info *gl_info;
1397
1398 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1399 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1400
1401 switch(sampler_type) {
1402 case WINED3DSTT_1D:
1403 tex_type = "1D";
1404 break;
1405
1406 case WINED3DSTT_2D:
1407 shader = ins->ctx->shader;
1408 device = shader->device;
1409 gl_info = &device->adapter->gl_info;
1410
1411 if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
1412 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1413 tex_type = "RECT";
1414 else
1415 tex_type = "2D";
1416 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1417 {
1418 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1419 {
1420 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1421 else np2_fixup = TRUE;
1422 }
1423 }
1424 break;
1425
1426 case WINED3DSTT_VOLUME:
1427 tex_type = "3D";
1428 break;
1429
1430 case WINED3DSTT_CUBE:
1431 tex_type = "CUBE";
1432 break;
1433
1434 default:
1435 ERR("Unexpected texture type %d\n", sampler_type);
1436 tex_type = "";
1437 }
1438
1439 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1440 * so don't use shader_arb_get_modifier
1441 */
1442 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1443 else mod = "";
1444
1445 /* Fragment samplers always have indentity mapping */
1446 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1447 {
1448 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1449 }
1450
1451 if (flags & TEX_DERIV)
1452 {
1453 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1454 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1455 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1456 dsx, dsy,sampler_idx, tex_type);
1457 }
1458 else if(flags & TEX_LOD)
1459 {
1460 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1461 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1462 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1463 sampler_idx, tex_type);
1464 }
1465 else if (flags & TEX_BIAS)
1466 {
1467 /* Shouldn't be possible, but let's check for it */
1468 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1469 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1470 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1471 }
1472 else if (flags & TEX_PROJ)
1473 {
1474 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1475 }
1476 else
1477 {
1478 if (np2_fixup)
1479 {
1480 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1481 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1482 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1483
1484 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1485 }
1486 else
1487 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1488 }
1489
1490 if (pshader)
1491 {
1492 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1493 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1494 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1495 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1496 }
1497 }
1498
1499 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1500 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1501 {
1502 /* Generate a line that does the input modifier computation and return the input register to use */
1503 BOOL is_color = FALSE, insert_line;
1504 char regstr[256];
1505 char swzstr[20];
1506 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1507 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1508 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1509 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1510
1511 /* Assume a new line will be added */
1512 insert_line = TRUE;
1513
1514 /* Get register name */
1515 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1516 shader_arb_get_swizzle(src, is_color, swzstr);
1517
1518 switch (src->modifiers)
1519 {
1520 case WINED3DSPSM_NONE:
1521 sprintf(outregstr, "%s%s", regstr, swzstr);
1522 insert_line = FALSE;
1523 break;
1524 case WINED3DSPSM_NEG:
1525 sprintf(outregstr, "-%s%s", regstr, swzstr);
1526 insert_line = FALSE;
1527 break;
1528 case WINED3DSPSM_BIAS:
1529 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1530 break;
1531 case WINED3DSPSM_BIASNEG:
1532 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1533 break;
1534 case WINED3DSPSM_SIGN:
1535 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1536 break;
1537 case WINED3DSPSM_SIGNNEG:
1538 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1539 break;
1540 case WINED3DSPSM_COMP:
1541 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1542 break;
1543 case WINED3DSPSM_X2:
1544 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1545 break;
1546 case WINED3DSPSM_X2NEG:
1547 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1548 break;
1549 case WINED3DSPSM_DZ:
1550 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1551 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1552 break;
1553 case WINED3DSPSM_DW:
1554 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1555 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1556 break;
1557 case WINED3DSPSM_ABS:
1558 if(ctx->target_version >= NV2) {
1559 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1560 insert_line = FALSE;
1561 } else {
1562 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1563 }
1564 break;
1565 case WINED3DSPSM_ABSNEG:
1566 if(ctx->target_version >= NV2) {
1567 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1568 } else {
1569 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1570 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1571 }
1572 insert_line = FALSE;
1573 break;
1574 default:
1575 sprintf(outregstr, "%s%s", regstr, swzstr);
1576 insert_line = FALSE;
1577 }
1578
1579 /* Return modified or original register, with swizzle */
1580 if (insert_line)
1581 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1582 }
1583
1584 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1585 {
1586 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1587 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1588 DWORD sampler_code = dst->reg.idx[0].offset;
1589 char dst_name[50];
1590 char src_name[2][50];
1591
1592 shader_arb_get_dst_param(ins, dst, dst_name);
1593
1594 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1595 *
1596 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1597 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1598 * temps is done.
1599 */
1600 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1601 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1602 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1603 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1604 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1605
1606 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1607 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1608 }
1609
1610 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1611 {
1612 *extra_char = ' ';
1613 switch(mod)
1614 {
1615 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1616 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1617 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1618 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1619 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1620 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1621 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1622 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1623 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1624 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1625 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1626 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1627 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1628 }
1629 FIXME("Unknown modifier %u\n", mod);
1630 return mod;
1631 }
1632
1633 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1634 {
1635 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1636 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1637 char dst_name[50];
1638 char src_name[3][50];
1639 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1640 ins->ctx->reg_maps->shader_version.minor);
1641
1642 shader_arb_get_dst_param(ins, dst, dst_name);
1643 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1644
1645 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1646 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1647 {
1648 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1649 }
1650 else
1651 {
1652 struct wined3d_shader_src_param src0_copy = ins->src[0];
1653 char extra_neg;
1654
1655 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1656 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1657
1658 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1659 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1660 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1661 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1662 dst_name, src_name[1], src_name[2]);
1663 }
1664 }
1665
1666 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1667 {
1668 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1669 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1670 char dst_name[50];
1671 char src_name[3][50];
1672
1673 shader_arb_get_dst_param(ins, dst, dst_name);
1674
1675 /* Generate input register names (with modifiers) */
1676 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1677 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1678 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1679
1680 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1681 dst_name, src_name[0], src_name[2], src_name[1]);
1682 }
1683
1684 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1685 * dst = dot2(src0, src1) + src2 */
1686 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1687 {
1688 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1689 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1690 char dst_name[50];
1691 char src_name[3][50];
1692 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1693
1694 shader_arb_get_dst_param(ins, dst, dst_name);
1695 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1696 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1697
1698 if(ctx->target_version >= NV3)
1699 {
1700 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1701 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1702 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1703 dst_name, src_name[0], src_name[1], src_name[2]);
1704 }
1705 else if(ctx->target_version >= NV2)
1706 {
1707 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1708 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1709 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1710 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1711 *
1712 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1713 *
1714 * .xyxy and other swizzles that we could get with this are not valid in
1715 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1716 */
1717 struct wined3d_shader_src_param tmp_param = ins->src[1];
1718 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1719 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1720
1721 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1722
1723 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1724 dst_name, src_name[2], src_name[0], src_name[1]);
1725 }
1726 else
1727 {
1728 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1729 /* 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]
1730 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1731 */
1732 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1733 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1734 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1735 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1736 }
1737 }
1738
1739 /* Map the opcode 1-to-1 to the GL code */
1740 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1741 {
1742 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1743 const char *instruction;
1744 char arguments[256], dst_str[50];
1745 unsigned int i;
1746 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1747
1748 switch (ins->handler_idx)
1749 {
1750 case WINED3DSIH_ABS: instruction = "ABS"; break;
1751 case WINED3DSIH_ADD: instruction = "ADD"; break;
1752 case WINED3DSIH_CRS: instruction = "XPD"; break;
1753 case WINED3DSIH_DP3: instruction = "DP3"; break;
1754 case WINED3DSIH_DP4: instruction = "DP4"; break;
1755 case WINED3DSIH_DST: instruction = "DST"; break;
1756 case WINED3DSIH_FRC: instruction = "FRC"; break;
1757 case WINED3DSIH_LIT: instruction = "LIT"; break;
1758 case WINED3DSIH_LRP: instruction = "LRP"; break;
1759 case WINED3DSIH_MAD: instruction = "MAD"; break;
1760 case WINED3DSIH_MAX: instruction = "MAX"; break;
1761 case WINED3DSIH_MIN: instruction = "MIN"; break;
1762 case WINED3DSIH_MOV: instruction = "MOV"; break;
1763 case WINED3DSIH_MUL: instruction = "MUL"; break;
1764 case WINED3DSIH_SGE: instruction = "SGE"; break;
1765 case WINED3DSIH_SLT: instruction = "SLT"; break;
1766 case WINED3DSIH_SUB: instruction = "SUB"; break;
1767 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1768 case WINED3DSIH_DSX: instruction = "DDX"; break;
1769 default: instruction = "";
1770 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1771 break;
1772 }
1773
1774 /* Note that shader_arb_add_dst_param() adds spaces. */
1775 arguments[0] = '\0';
1776 shader_arb_get_dst_param(ins, dst, dst_str);
1777 for (i = 0; i < ins->src_count; ++i)
1778 {
1779 char operand[100];
1780 strcat(arguments, ", ");
1781 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1782 strcat(arguments, operand);
1783 }
1784 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1785 }
1786
1787 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1788
1789 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1790 {
1791 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1792 }
1793
1794 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1795 {
1796 const struct wined3d_shader *shader = ins->ctx->shader;
1797 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1798 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1799 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1800 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1801 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1802 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1803
1804 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1805 char src0_param[256];
1806
1807 if (ins->handler_idx == WINED3DSIH_MOVA)
1808 {
1809 const struct arb_vshader_private *shader_data = shader->backend_data;
1810 char write_mask[6];
1811 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1812
1813 if(ctx->target_version >= NV2) {
1814 shader_hw_map2gl(ins);
1815 return;
1816 }
1817 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1818 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1819
1820 /* This implements the mova formula used in GLSL. The first two instructions
1821 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1822 * in this case:
1823 * mova A0.x, 0.0
1824 *
1825 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1826 *
1827 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1828 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1829 */
1830 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1831 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1832
1833 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1834 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1835 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1836 if (shader_data->rel_offset)
1837 {
1838 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1839 }
1840 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1841
1842 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1843 }
1844 else if (reg_maps->shader_version.major == 1
1845 && !shader_is_pshader_version(reg_maps->shader_version.type)
1846 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1847 {
1848 const struct arb_vshader_private *shader_data = shader->backend_data;
1849 src0_param[0] = '\0';
1850
1851 if (shader_data->rel_offset && ctx->target_version == ARB)
1852 {
1853 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1854 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1855 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1856 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1857 }
1858 else
1859 {
1860 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1861 * with more than one component. Thus replicate the first source argument over all
1862 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1863 struct wined3d_shader_src_param tmp_src = ins->src[0];
1864 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1865 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1866 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1867 }
1868 }
1869 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1870 {
1871 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1872 {
1873 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1874 return;
1875 }
1876 shader_hw_map2gl(ins);
1877 }
1878 else
1879 {
1880 shader_hw_map2gl(ins);
1881 }
1882 }
1883
1884 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1885 {
1886 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1887 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1888 char reg_dest[40];
1889
1890 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1891 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1892 */
1893 shader_arb_get_dst_param(ins, dst, reg_dest);
1894
1895 if (ins->ctx->reg_maps->shader_version.major >= 2)
1896 {
1897 const char *kilsrc = "TA";
1898 BOOL is_color;
1899
1900 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1901 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1902 {
1903 kilsrc = reg_dest;
1904 }
1905 else
1906 {
1907 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1908 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1909 * masked out components to 0(won't kill)
1910 */
1911 char x = '0', y = '0', z = '0', w = '0';
1912 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1913 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1914 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1915 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1916 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1917 }
1918 shader_addline(buffer, "KIL %s;\n", kilsrc);
1919 }
1920 else
1921 {
1922 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1923 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1924 *
1925 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1926 * or pass in any temporary register(in shader phase 2)
1927 */
1928 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1929 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1930 else
1931 shader_arb_get_dst_param(ins, dst, reg_dest);
1932 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1933 shader_addline(buffer, "KIL TA;\n");
1934 }
1935 }
1936
1937 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1938 {
1939 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1940 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1941 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1942 ins->ctx->reg_maps->shader_version.minor);
1943 struct wined3d_shader_src_param src;
1944
1945 char reg_dest[40];
1946 char reg_coord[40];
1947 DWORD reg_sampler_code;
1948 WORD myflags = 0;
1949 BOOL swizzle_coord = FALSE;
1950
1951 /* All versions have a destination register */
1952 shader_arb_get_dst_param(ins, dst, reg_dest);
1953
1954 /* 1.0-1.4: Use destination register number as texture code.
1955 2.0+: Use provided sampler number as texure code. */
1956 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1957 reg_sampler_code = dst->reg.idx[0].offset;
1958 else
1959 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1960
1961 /* 1.0-1.3: Use the texcoord varying.
1962 1.4+: Use provided coordinate source register. */
1963 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1964 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1965 else {
1966 /* TEX is the only instruction that can handle DW and DZ natively */
1967 src = ins->src[0];
1968 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1969 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1970 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1971 }
1972
1973 /* projection flag:
1974 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1975 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1976 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1977 */
1978 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1979 {
1980 DWORD flags = 0;
1981 if (reg_sampler_code < MAX_TEXTURES)
1982 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1983 if (flags & WINED3D_PSARGS_PROJECTED)
1984 {
1985 myflags |= TEX_PROJ;
1986 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1987 swizzle_coord = TRUE;
1988 }
1989 }
1990 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1991 {
1992 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1993 if (src_mod == WINED3DSPSM_DZ)
1994 {
1995 swizzle_coord = TRUE;
1996 myflags |= TEX_PROJ;
1997 } else if(src_mod == WINED3DSPSM_DW) {
1998 myflags |= TEX_PROJ;
1999 }
2000 } else {
2001 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2002 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2003 }
2004
2005 if (swizzle_coord)
2006 {
2007 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2008 * reg_coord is a read-only varying register, so we need a temp reg */
2009 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2010 strcpy(reg_coord, "TA");
2011 }
2012
2013 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2014 }
2015
2016 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2017 {
2018 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2019 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2020 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2021 ins->ctx->reg_maps->shader_version.minor);
2022 char dst_str[50];
2023
2024 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2025 {
2026 DWORD reg = dst->reg.idx[0].offset;
2027
2028 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2029 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2030 } else {
2031 char reg_src[40];
2032
2033 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2034 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2035 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2036 }
2037 }
2038
2039 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2040 {
2041 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2042 DWORD flags = 0;
2043
2044 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2045 char dst_str[50];
2046 char src_str[50];
2047
2048 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2049 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2050 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2051 /* Move .x first in case src_str is "TA" */
2052 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2053 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2054 if (reg1 < MAX_TEXTURES)
2055 {
2056 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2057 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2058 }
2059 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2060 }
2061
2062 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2063 {
2064 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2065
2066 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2067 char dst_str[50];
2068 char src_str[50];
2069
2070 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2071 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2072 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2073 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2074 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2075 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2076 }
2077
2078 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2079 {
2080 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2081 char dst_str[50];
2082 char src_str[50];
2083
2084 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2085 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2086 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2087 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2088 }
2089
2090 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2091 {
2092 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2093 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2094 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2095 char reg_coord[40], dst_reg[50], src_reg[50];
2096 DWORD reg_dest_code;
2097
2098 /* All versions have a destination register. The Tx where the texture coordinates come
2099 * from is the varying incarnation of the texture register
2100 */
2101 reg_dest_code = dst->reg.idx[0].offset;
2102 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2103 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2104 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2105
2106 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2107 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2108 *
2109 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2110 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2111 *
2112 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2113 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2114 * extension.
2115 */
2116 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2117 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2118 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2119 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2120
2121 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2122 * so we can't let the GL handle this.
2123 */
2124 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2125 & WINED3D_PSARGS_PROJECTED)
2126 {
2127 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2128 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2129 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2130 } else {
2131 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2132 }
2133
2134 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2135
2136 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2137 {
2138 /* No src swizzles are allowed, so this is ok */
2139 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2140 src_reg, reg_dest_code, reg_dest_code);
2141 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2142 }
2143 }
2144
2145 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2146 {
2147 DWORD reg = ins->dst[0].reg.idx[0].offset;
2148 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2149 char src0_name[50], dst_name[50];
2150 BOOL is_color;
2151 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2152
2153 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2154 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2155 * T<reg+1> register. Use this register to store the calculated vector
2156 */
2157 tmp_reg.idx[0].offset = reg + 1;
2158 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2159 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2160 }
2161
2162 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2163 {
2164 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2165 DWORD flags;
2166 DWORD reg = ins->dst[0].reg.idx[0].offset;
2167 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2168 char dst_str[50];
2169 char src0_name[50];
2170 char dst_reg[50];
2171 BOOL is_color;
2172
2173 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2174 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2175
2176 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2177 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2178 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2179 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2180 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2181 }
2182
2183 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2184 {
2185 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2186 DWORD reg = ins->dst[0].reg.idx[0].offset;
2187 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2188 char src0_name[50], dst_name[50];
2189 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2190 BOOL is_color;
2191
2192 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2193 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2194 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2195 */
2196 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2197 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2198
2199 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2200 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2201 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2202 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2203 }
2204
2205 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2206 {
2207 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2208 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2209 DWORD flags;
2210 DWORD reg = ins->dst[0].reg.idx[0].offset;
2211 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2212 char dst_str[50];
2213 char src0_name[50], dst_name[50];
2214 BOOL is_color;
2215
2216 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2217 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2218 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2219
2220 /* Sample the texture using the calculated coordinates */
2221 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2222 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2223 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2224 tex_mx->current_row = 0;
2225 }
2226
2227 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2228 {
2229 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2230 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2231 DWORD flags;
2232 DWORD reg = ins->dst[0].reg.idx[0].offset;
2233 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2234 char dst_str[50];
2235 char src0_name[50];
2236 char dst_reg[50];
2237 BOOL is_color;
2238
2239 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2240 * components for temporary data storage
2241 */
2242 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2243 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2244 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2245
2246 /* Construct the eye-ray vector from w coordinates */
2247 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2248 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2249 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2250
2251 /* Calculate reflection vector
2252 */
2253 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2254 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2255 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2256 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2257 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2258 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2259 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2260
2261 /* Sample the texture using the calculated coordinates */
2262 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2263 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2264 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2265 tex_mx->current_row = 0;
2266 }
2267
2268 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2269 {
2270 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2271 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2272 DWORD flags;
2273 DWORD reg = ins->dst[0].reg.idx[0].offset;
2274 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2275 char dst_str[50];
2276 char src0_name[50];
2277 char src1_name[50];
2278 char dst_reg[50];
2279 BOOL is_color;
2280
2281 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2282 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2283 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2284 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2285 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2286
2287 /* Calculate reflection vector.
2288 *
2289 * dot(N, E)
2290 * dst_reg.xyz = 2 * --------- * N - E
2291 * dot(N, N)
2292 *
2293 * Which normalizes the normal vector
2294 */
2295 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2296 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2297 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2298 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2299 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2300 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2301
2302 /* Sample the texture using the calculated coordinates */
2303 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2304 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2305 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2306 tex_mx->current_row = 0;
2307 }
2308
2309 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2310 {
2311 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2312 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2313 char dst_name[50];
2314 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2315 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2316
2317 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2318 * which is essentially an input, is the destination register because it is the first
2319 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2320 * here(writemasks/swizzles are not valid on texdepth)
2321 */
2322 shader_arb_get_dst_param(ins, dst, dst_name);
2323
2324 /* According to the msdn, the source register(must be r5) is unusable after
2325 * the texdepth instruction, so we're free to modify it
2326 */
2327 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2328
2329 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2330 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2331 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2332 */
2333 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2334 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2335 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2336 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2337 }
2338
2339 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2340 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2341 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2342 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2343 {
2344 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2345 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2346 char src0[50];
2347 char dst_str[50];
2348
2349 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2350 shader_addline(buffer, "MOV TB, 0.0;\n");
2351 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2352
2353 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2354 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2355 }
2356
2357 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2358 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2359 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2360 {
2361 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2362 char src0[50];
2363 char dst_str[50];
2364 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2365
2366 /* Handle output register */
2367 shader_arb_get_dst_param(ins, dst, dst_str);
2368 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2369 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2370 }
2371
2372 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2373 * Perform the 3rd row of a 3x3 matrix multiply */
2374 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2375 {
2376 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2377 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2378 char dst_str[50], dst_name[50];
2379 char src0[50];
2380 BOOL is_color;
2381
2382 shader_arb_get_dst_param(ins, dst, dst_str);
2383 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2384 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2385 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2386 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2387 }
2388
2389 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2390 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2391 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2392 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2393 */
2394 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2395 {
2396 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2397 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2398 char src0[50], dst_name[50];
2399 BOOL is_color;
2400 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2401 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2402
2403 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2404 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2405 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2406
2407 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2408 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2409 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2410 */
2411 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2412 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2413 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2414 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2415 }
2416
2417 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2418 Vertex/Pixel shaders to ARB_vertex_program codes */
2419 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2420 {
2421 int i;
2422 int nComponents = 0;
2423 struct wined3d_shader_dst_param tmp_dst = {{0}};
2424 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2425 struct wined3d_shader_instruction tmp_ins;
2426
2427 memset(&tmp_ins, 0, sizeof(tmp_ins));
2428
2429 /* Set constants for the temporary argument */
2430 tmp_ins.ctx = ins->ctx;
2431 tmp_ins.dst_count = 1;
2432 tmp_ins.dst = &tmp_dst;
2433 tmp_ins.src_count = 2;
2434 tmp_ins.src = tmp_src;
2435
2436 switch(ins->handler_idx)
2437 {
2438 case WINED3DSIH_M4x4:
2439 nComponents = 4;
2440 tmp_ins.handler_idx = WINED3DSIH_DP4;
2441 break;
2442 case WINED3DSIH_M4x3:
2443 nComponents = 3;
2444 tmp_ins.handler_idx = WINED3DSIH_DP4;
2445 break;
2446 case WINED3DSIH_M3x4:
2447 nComponents = 4;
2448 tmp_ins.handler_idx = WINED3DSIH_DP3;
2449 break;
2450 case WINED3DSIH_M3x3:
2451 nComponents = 3;
2452 tmp_ins.handler_idx = WINED3DSIH_DP3;
2453 break;
2454 case WINED3DSIH_M3x2:
2455 nComponents = 2;
2456 tmp_ins.handler_idx = WINED3DSIH_DP3;
2457 break;
2458 default:
2459 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2460 break;
2461 }
2462
2463 tmp_dst = ins->dst[0];
2464 tmp_src[0] = ins->src[0];
2465 tmp_src[1] = ins->src[1];
2466 for (i = 0; i < nComponents; ++i)
2467 {
2468 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2469 shader_hw_map2gl(&tmp_ins);
2470 ++tmp_src[1].reg.idx[0].offset;
2471 }
2472 }
2473
2474 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2475 {
2476 *need_abs = FALSE;
2477
2478 switch(mod)
2479 {
2480 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2481 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2482 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2483 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2484 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2485 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2486 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2487 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2488 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2489 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2490 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2491 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2492 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2493 }
2494 FIXME("Unknown modifier %u\n", mod);
2495 return mod;
2496 }
2497
2498 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2499 {
2500 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2501 const char *instruction;
2502 struct wined3d_shader_src_param src0_copy = ins->src[0];
2503 BOOL need_abs = FALSE;
2504
2505 char dst[50];
2506 char src[50];
2507
2508 switch(ins->handler_idx)
2509 {
2510 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2511 case WINED3DSIH_RCP: instruction = "RCP"; break;
2512 case WINED3DSIH_EXPP:
2513 if (ins->ctx->reg_maps->shader_version.major < 2)
2514 {
2515 instruction = "EXP";
2516 break;
2517 }
2518 /* Drop through. */
2519 case WINED3DSIH_EXP:
2520 instruction = "EX2";
2521 break;
2522 case WINED3DSIH_LOG:
2523 case WINED3DSIH_LOGP:
2524 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2525 * instruction, but notice that the output of those instructions is
2526 * different. */
2527 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2528 instruction = "LG2";
2529 break;
2530 default: instruction = "";
2531 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2532 break;
2533 }
2534
2535 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2536 * .w is used. */
2537 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2538
2539 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2540 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2541
2542 if(need_abs)
2543 {
2544 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2545 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2546 }
2547 else
2548 {
2549 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2550 }
2551
2552 }
2553
2554 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2555 {
2556 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2557 char dst_name[50];
2558 char src_name[50];
2559 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2560 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2561 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2562
2563 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2564 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2565
2566 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2567 * otherwise NRM or RSQ would return NaN */
2568 if(pshader && priv->target_version >= NV3)
2569 {
2570 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2571 *
2572 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2573 */
2574 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2575 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2576 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2577 }
2578 else if(priv->target_version >= NV2)
2579 {
2580 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2581 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2582 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2583 src_name);
2584 }
2585 else
2586 {
2587 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2588
2589 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2590 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2591 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2592 */
2593 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2594 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2595
2596 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2597 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2598 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2599 src_name);
2600 }
2601 }
2602
2603 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2604 {
2605 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2606 char dst_name[50];
2607 char src_name[3][50];
2608
2609 /* ARB_fragment_program has a convenient LRP instruction */
2610 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2611 shader_hw_map2gl(ins);
2612 return;
2613 }
2614
2615 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2616 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2617 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2618 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2619
2620 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2621 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2622 dst_name, src_name[0], src_name[2]);
2623 }
2624
2625 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2626 {
2627 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2628 * must contain fixed constants. So we need a separate function to filter those constants and
2629 * can't use map2gl
2630 */
2631 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2632 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2633 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2634 char dst_name[50];
2635 char src_name0[50], src_name1[50], src_name2[50];
2636 BOOL is_color;
2637
2638 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2639 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2640 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2641 /* No modifiers are supported on SCS */
2642 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2643
2644 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2645 {
2646 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2647 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2648 }
2649 } else if(priv->target_version >= NV2) {
2650 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2651
2652 /* Sincos writemask must be .x, .y or .xy */
2653 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2654 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2655 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2656 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2657 } else {
2658 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2659 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2660 *
2661 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2662 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2663 *
2664 * The constants we get are:
2665 *
2666 * +1 +1, -1 -1 +1 +1 -1 -1
2667 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2668 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2669 *
2670 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2671 *
2672 * (x/2)^2 = x^2 / 4
2673 * (x/2)^3 = x^3 / 8
2674 * (x/2)^4 = x^4 / 16
2675 * (x/2)^5 = x^5 / 32
2676 * etc
2677 *
2678 * To get the final result:
2679 * sin(x) = 2 * sin(x/2) * cos(x/2)
2680 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2681 * (from sin(x+y) and cos(x+y) rules)
2682 *
2683 * As per MSDN, dst.z is undefined after the operation, and so is
2684 * dst.x and dst.y if they're masked out by the writemask. Ie
2685 * sincos dst.y, src1, c0, c1
2686 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2687 * vsa.exe also stops with an error if the dest register is the same register as the source
2688 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2689 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2690 */
2691 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2692 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2693 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2694
2695 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2696 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2697 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2698 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2699 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2700 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2701
2702 /* sin(x/2)
2703 *
2704 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2705 * properly merge that with MULs in the code above?
2706 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2707 * we can merge the sine and cosine MAD rows to calculate them together.
2708 */
2709 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2710 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2711 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2712 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2713
2714 /* cos(x/2) */
2715 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2716 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2717 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2718
2719 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2720 /* cos x */
2721 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2722 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2723 }
2724 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2725 /* sin x */
2726 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2727 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2728 }
2729 }
2730 }
2731
2732 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2733 {
2734 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2735 char dst_name[50];
2736 char src_name[50];
2737 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2738
2739 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2740 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2741
2742 /* SGN is only valid in vertex shaders */
2743 if(ctx->target_version >= NV2) {
2744 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2745 return;
2746 }
2747
2748 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2749 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2750 */
2751 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2752 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2753 } else {
2754 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2755 * Then use TA, and calculate the final result
2756 *
2757 * Not reading from TA? Store the first result in TA to avoid overwriting the
2758 * destination if src reg = dst reg
2759 */
2760 if(strstr(src_name, "TA"))
2761 {
2762 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2763 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2764 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2765 }
2766 else
2767 {
2768 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2769 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2770 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2771 }
2772 }
2773 }
2774
2775 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2776 {
2777 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2778 char src[50];
2779 char dst[50];
2780 char dst_name[50];
2781 BOOL is_color;
2782
2783 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2784 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2785 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2786
2787 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2788 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2789 }
2790
2791 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2792 {
2793 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2794 char src0[50], src1[50], dst[50];
2795 struct wined3d_shader_src_param src0_copy = ins->src[0];
2796 BOOL need_abs = FALSE;
2797 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2798 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2799
2800 /* POW operates on the absolute value of the input */
2801 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2802
2803 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2804 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2805 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2806
2807 if (need_abs)
2808 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2809 else
2810 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2811
2812 if (priv->target_version >= NV2)
2813 {
2814 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2815 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2816 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2817 }
2818 else
2819 {
2820 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2821 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2822
2823 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2824 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2825 /* Possibly add flt_eps to avoid getting float special values */
2826 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2827 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2828 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2829 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2830 }
2831 }
2832
2833 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2834 {
2835 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2836 char src_name[50];
2837 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2838
2839 /* src0 is aL */
2840 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2841
2842 if(vshader)
2843 {
2844 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2845 struct list *e = list_head(&priv->control_frames);
2846 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2847
2848 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2849 /* The constant loader makes sure to load -1 into iX.w */
2850 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2851 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2852 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2853 }
2854 else
2855 {
2856 shader_addline(buffer, "LOOP %s;\n", src_name);
2857 }
2858 }
2859
2860 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2861 {
2862 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2863 char src_name[50];
2864 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2865
2866 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2867
2868 /* The constant loader makes sure to load -1 into iX.w */
2869 if(vshader)
2870 {
2871 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2872 struct list *e = list_head(&priv->control_frames);
2873 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2874
2875 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2876
2877 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2878 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2879 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2880 }
2881 else
2882 {
2883 shader_addline(buffer, "REP %s;\n", src_name);
2884 }
2885 }
2886
2887 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2888 {
2889 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2890 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2891
2892 if(vshader)
2893 {
2894 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2895 struct list *e = list_head(&priv->control_frames);
2896 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2897
2898 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2899 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2900 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2901
2902 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2903 }
2904 else
2905 {
2906 shader_addline(buffer, "ENDLOOP;\n");
2907 }
2908 }
2909
2910 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2911 {
2912 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2913 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2914
2915 if(vshader)
2916 {
2917 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2918 struct list *e = list_head(&priv->control_frames);
2919 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2920
2921 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2922 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2923 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2924
2925 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2926 }
2927 else
2928 {
2929 shader_addline(buffer, "ENDREP;\n");
2930 }
2931 }
2932
2933 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2934 {
2935 struct control_frame *control_frame;
2936
2937 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2938 {
2939 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2940 }
2941 ERR("Could not find loop for break\n");
2942 return NULL;
2943 }
2944
2945 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2946 {
2947 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2948 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2949 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2950
2951 if(vshader)
2952 {
2953 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2954 }
2955 else
2956 {
2957 shader_addline(buffer, "BRK;\n");
2958 }
2959 }
2960
2961 static const char *get_compare(enum wined3d_shader_rel_op op)
2962 {
2963 switch (op)
2964 {
2965 case WINED3D_SHADER_REL_OP_GT: return "GT";
2966 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2967 case WINED3D_SHADER_REL_OP_GE: return "GE";
2968 case WINED3D_SHADER_REL_OP_LT: return "LT";
2969 case WINED3D_SHADER_REL_OP_NE: return "NE";
2970 case WINED3D_SHADER_REL_OP_LE: return "LE";
2971 default:
2972 FIXME("Unrecognized operator %#x.\n", op);
2973 return "(\?\?)";
2974 }
2975 }
2976
2977 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
2978 {
2979 switch (op)
2980 {
2981 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
2982 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
2983 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
2984 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
2985 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
2986 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
2987 default:
2988 FIXME("Unrecognized operator %#x.\n", op);
2989 return -1;
2990 }
2991 }
2992
2993 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2994 {
2995 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2996 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2997 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2998 char src_name0[50];
2999 char src_name1[50];
3000 const char *comp = get_compare(ins->flags);
3001
3002 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3003 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3004
3005 if(vshader)
3006 {
3007 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3008 * away the subtraction result
3009 */
3010 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3011 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3012 }
3013 else
3014 {
3015 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3016 shader_addline(buffer, "BRK (%s.x);\n", comp);
3017 }
3018 }
3019
3020 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3021 {
3022 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3023 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3024 struct list *e = list_head(&priv->control_frames);
3025 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3026 const char *comp;
3027 char src_name0[50];
3028 char src_name1[50];
3029 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3030
3031 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3032 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3033
3034 if(vshader)
3035 {
3036 /* Invert the flag. We jump to the else label if the condition is NOT true */
3037 comp = get_compare(invert_compare(ins->flags));
3038 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3039 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3040 }
3041 else
3042 {
3043 comp = get_compare(ins->flags);
3044 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3045 shader_addline(buffer, "IF %s.x;\n", comp);
3046 }
3047 }
3048
3049 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3050 {
3051 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3052 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3053 struct list *e = list_head(&priv->control_frames);
3054 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3055 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3056
3057 if(vshader)
3058 {
3059 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3060 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3061 control_frame->had_else = TRUE;
3062 }
3063 else
3064 {
3065 shader_addline(buffer, "ELSE;\n");
3066 }
3067 }
3068
3069 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3070 {
3071 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3072 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3073 struct list *e = list_head(&priv->control_frames);
3074 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3075 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3076
3077 if(vshader)
3078 {
3079 if(control_frame->had_else)
3080 {
3081 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3082 }
3083 else
3084 {
3085 shader_addline(buffer, "#No else branch. else is endif\n");
3086 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3087 }
3088 }
3089 else
3090 {
3091 shader_addline(buffer, "ENDIF;\n");
3092 }
3093 }
3094
3095 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3096 {
3097 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3098 char reg_dest[40];
3099 char reg_src[3][40];
3100 WORD flags = TEX_DERIV;
3101
3102 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3103 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3104 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3105 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3106
3107 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3108 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3109
3110 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3111 }
3112
3113 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3114 {
3115 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3116 char reg_dest[40];
3117 char reg_coord[40];
3118 WORD flags = TEX_LOD;
3119
3120 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3121 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3122
3123 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3124 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3125
3126 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3127 }
3128
3129 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3130 {
3131 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3132 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3133
3134 priv->in_main_func = FALSE;
3135 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3136 * subroutine, don't generate a label that will make GL complain
3137 */
3138 if(priv->target_version == ARB) return;
3139
3140 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3141 }
3142
3143 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3144 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3145 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3146 struct wined3d_shader_buffer *buffer)
3147 {
3148 unsigned int i;
3149
3150 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3151 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3152 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3153 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3154 */
3155 if (args->super.fog_src == VS_FOG_Z)
3156 {
3157 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3158 }
3159 else
3160 {
3161 if (!reg_maps->fog)
3162 {
3163 /* posFixup.x is always 1.0, so we can safely use it */
3164 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3165 }
3166 else
3167 {
3168 /* Clamp fogcoord */
3169 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3170 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3171
3172 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3173 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3174 }
3175 }
3176
3177 /* Clipplanes are always stored without y inversion */
3178 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3179 {
3180 if (args->super.clip_enabled)
3181 {
3182 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3183 {
3184 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3185 }
3186 }
3187 }
3188 else if (args->clip.boolclip.clip_texcoord)
3189 {
3190 unsigned int cur_clip = 0;
3191 char component[4] = {'x', 'y', 'z', 'w'};
3192 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3193
3194 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3195 {
3196 if (args->clip.boolclip.clipplane_mask & (1 << i))
3197 {
3198 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3199 component[cur_clip++], i);
3200 }
3201 }
3202 switch (cur_clip)
3203 {
3204 case 0:
3205 shader_addline(buffer, "MOV TA, %s;\n", zero);
3206 break;
3207 case 1:
3208 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3209 break;
3210 case 2:
3211 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3212 break;
3213 case 3:
3214 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3215 break;
3216 }
3217 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3218 args->clip.boolclip.clip_texcoord - 1);
3219 }
3220
3221 /* Write the final position.
3222 *
3223 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3224 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3225 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3226 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3227 */
3228 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3229 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3230 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3231
3232 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3233 * and the glsl equivalent
3234 */
3235 if (need_helper_const(shader_data, reg_maps, gl_info))
3236 {
3237 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3238 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3239 }
3240 else
3241 {
3242 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3243 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3244 }
3245
3246 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3247
3248 priv_ctx->footer_written = TRUE;
3249 }
3250
3251 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3252 {
3253 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3254 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3255 const struct wined3d_shader *shader = ins->ctx->shader;
3256 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3257
3258 if(priv->target_version == ARB) return;
3259
3260 if(vshader)
3261 {
3262 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3263 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3264 }
3265
3266 shader_addline(buffer, "RET;\n");
3267 }
3268
3269 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3270 {
3271 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3272 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3273 }
3274
3275 /* Context activation is done by the caller. */
3276 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3277 {
3278 GLuint program_id = 0;
3279 GLint pos;
3280
3281 const char *blt_vprogram =
3282 "!!ARBvp1.0\n"
3283 "PARAM c[1] = { { 1, 0.5 } };\n"
3284 "MOV result.position, vertex.position;\n"
3285 "MOV result.color, c[0].x;\n"
3286 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3287 "END\n";
3288
3289 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3290 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3291 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3292 strlen(blt_vprogram), blt_vprogram));
3293 checkGLcall("glProgramStringARB()");
3294
3295 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3296 if (pos != -1)
3297 {
3298 FIXME("Vertex program error at position %d: %s\n\n", pos,
3299 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3300 shader_arb_dump_program_source(blt_vprogram);
3301 }
3302 else
3303 {
3304 GLint native;
3305
3306 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3307 checkGLcall("glGetProgramivARB()");
3308 if (!native) WARN("Program exceeds native resource limits.\n");
3309 }
3310
3311 return program_id;
3312 }
3313
3314 /* Context activation is done by the caller. */
3315 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3316 enum tex_types tex_type, BOOL masked)
3317 {
3318 GLuint program_id = 0;
3319 const char *fprogram;
3320 GLint pos;
3321
3322 static const char * const blt_fprograms_full[tex_type_count] =
3323 {
3324 /* tex_1d */
3325 NULL,
3326 /* tex_2d */
3327 "!!ARBfp1.0\n"
3328 "TEMP R0;\n"
3329 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3330 "MOV result.depth.z, R0.x;\n"
3331 "END\n",
3332 /* tex_3d */
3333 NULL,
3334 /* tex_cube */
3335 "!!ARBfp1.0\n"
3336 "TEMP R0;\n"
3337 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3338 "MOV result.depth.z, R0.x;\n"
3339 "END\n",
3340 /* tex_rect */
3341 "!!ARBfp1.0\n"
3342 "TEMP R0;\n"
3343 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3344 "MOV result.depth.z, R0.x;\n"
3345 "END\n",
3346 };
3347
3348 static const char * const blt_fprograms_masked[tex_type_count] =
3349 {
3350 /* tex_1d */
3351 NULL,
3352 /* tex_2d */
3353 "!!ARBfp1.0\n"
3354 "PARAM mask = program.local[0];\n"
3355 "TEMP R0;\n"
3356 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3357 "MUL R0.x, R0.x, R0.y;\n"
3358 "KIL -R0.x;\n"
3359 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3360 "MOV result.depth.z, R0.x;\n"
3361 "END\n",
3362 /* tex_3d */
3363 NULL,
3364 /* tex_cube */
3365 "!!ARBfp1.0\n"
3366 "PARAM mask = program.local[0];\n"
3367 "TEMP R0;\n"
3368 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3369 "MUL R0.x, R0.x, R0.y;\n"
3370 "KIL -R0.x;\n"
3371 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3372 "MOV result.depth.z, R0.x;\n"
3373 "END\n",
3374 /* tex_rect */
3375 "!!ARBfp1.0\n"
3376 "PARAM mask = program.local[0];\n"
3377 "TEMP R0;\n"
3378 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3379 "MUL R0.x, R0.x, R0.y;\n"
3380 "KIL -R0.x;\n"
3381 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3382 "MOV result.depth.z, R0.x;\n"
3383 "END\n",
3384 };
3385
3386 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3387 if (!fprogram)
3388 {
3389 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3390 tex_type = tex_2d;
3391 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3392 }
3393
3394 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3395 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3396 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3397 checkGLcall("glProgramStringARB()");
3398
3399 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3400 if (pos != -1)
3401 {
3402 FIXME("Fragment program error at position %d: %s\n\n", pos,
3403 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3404 shader_arb_dump_program_source(fprogram);
3405 }
3406 else
3407 {
3408 GLint native;
3409
3410 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3411 checkGLcall("glGetProgramivARB()");
3412 if (!native) WARN("Program exceeds native resource limits.\n");
3413 }
3414
3415 return program_id;
3416 }
3417
3418 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3419 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3420 {
3421 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3422
3423 if(condcode)
3424 {
3425 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3426 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3427 /* Calculate the > 0.0031308 case */
3428 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3429 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3430 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3431 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3432 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3433 /* Calculate the < case */
3434 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3435 }
3436 else
3437 {
3438 /* Calculate the > 0.0031308 case */
3439 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3440 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3441 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3442 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3443 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3444 /* Calculate the < case */
3445 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3446 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3447 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3448 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3449 /* Store the components > 0.0031308 in the destination */
3450 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3451 /* Add the components that are < 0.0031308 */
3452 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3453 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3454 * result.color writes(.rgb first, then .a), or handle overwriting already written
3455 * components. The assembler uses a temporary register in this case, which is usually
3456 * not allocated from one of our registers that were used earlier.
3457 */
3458 }
3459 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3460 }
3461
3462 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3463 {
3464 const struct wined3d_shader_lconst *constant;
3465
3466 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3467 {
3468 if (constant->idx == idx)
3469 {
3470 return constant->value;
3471 }
3472 }
3473 return NULL;
3474 }
3475
3476 static void init_ps_input(const struct wined3d_shader *shader,
3477 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3478 {
3479 static const char * const texcoords[8] =
3480 {
3481 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3482 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3483 };
3484 unsigned int i;
3485 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3486 const char *semantic_name;
3487 DWORD semantic_idx;
3488
3489 switch(args->super.vp_mode)
3490 {
3491 case pretransformed:
3492 case fixedfunction:
3493 /* The pixelshader has to collect the varyings on its own. In any case properly load
3494 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3495 * other attribs to 0.0.
3496 *
3497 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3498 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3499 * load the texcoord attrib pointers to match the pixel shader signature
3500 */
3501 for(i = 0; i < MAX_REG_INPUT; i++)
3502 {
3503 semantic_name = sig[i].semantic_name;
3504 semantic_idx = sig[i].semantic_idx;
3505 if (!semantic_name) continue;
3506
3507 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3508 {
3509 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3510 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3511 else priv->ps_input[i] = "0.0";
3512 }
3513 else if(args->super.vp_mode == fixedfunction)
3514 {
3515 priv->ps_input[i] = "0.0";
3516 }
3517 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3518 {
3519 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3520 else priv->ps_input[i] = "0.0";
3521 }
3522 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3523 {
3524 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3525 else priv->ps_input[i] = "0.0";
3526 }
3527 else
3528 {
3529 priv->ps_input[i] = "0.0";
3530 }
3531
3532 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3533 }
3534 break;
3535
3536 case vertexshader:
3537 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3538 * fragment.color
3539 */
3540 for(i = 0; i < 8; i++)
3541 {
3542 priv->ps_input[i] = texcoords[i];
3543 }
3544 priv->ps_input[8] = "fragment.color.primary";
3545 priv->ps_input[9] = "fragment.color.secondary";
3546 break;
3547 }
3548 }
3549
3550 static void arbfp_add_linear_fog(struct wined3d_shader_buffer *buffer,
3551 const char *fragcolor, const char *tmp)
3552 {
3553 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3554 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3555 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3556 }
3557
3558 /* Context activation is done by the caller. */
3559 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3560 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3561 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3562 {
3563 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3564 const DWORD *function = shader->function;
3565 GLuint retval;
3566 char fragcolor[16];
3567 DWORD next_local = 0;
3568 struct shader_arb_ctx_priv priv_ctx;
3569 BOOL dcl_td = FALSE;
3570 BOOL want_nv_prog = FALSE;
3571 struct arb_pshader_private *shader_priv = shader->backend_data;
3572 GLint errPos;
3573 DWORD map;
3574 BOOL custom_linear_fog = FALSE;
3575
3576 char srgbtmp[4][4];
3577 char ftoa_tmp[17];
3578 unsigned int i, found = 0;
3579
3580 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3581 {
3582 if (!(map & 1)
3583 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3584 || (reg_maps->shader_version.major < 2 && !i))
3585 continue;
3586
3587 sprintf(srgbtmp[found], "R%u", i);
3588 ++found;
3589 if (found == 4) break;
3590 }
3591
3592 switch(found) {
3593 case 0:
3594 sprintf(srgbtmp[0], "TA");
3595 sprintf(srgbtmp[1], "TB");
3596 sprintf(srgbtmp[2], "TC");
3597 sprintf(srgbtmp[3], "TD");
3598 dcl_td = TRUE;
3599 break;
3600 case 1:
3601 sprintf(srgbtmp[1], "TA");
3602 sprintf(srgbtmp[2], "TB");
3603 sprintf(srgbtmp[3], "TC");
3604 break;
3605 case 2:
3606 sprintf(srgbtmp[2], "TA");
3607 sprintf(srgbtmp[3], "TB");
3608 break;
3609 case 3:
3610 sprintf(srgbtmp[3], "TA");
3611 break;
3612 case 4:
3613 break;
3614 }
3615
3616 /* Create the hw ARB shader */
3617 memset(&priv_ctx, 0, sizeof(priv_ctx));
3618 priv_ctx.cur_ps_args = args;
3619 priv_ctx.compiled_fprog = compiled;
3620 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3621 init_ps_input(shader, args, &priv_ctx);
3622 list_init(&priv_ctx.control_frames);
3623 priv_ctx.ps_post_process = args->super.srgb_correction;
3624
3625 /* Avoid enabling NV_fragment_program* if we do not need it.
3626 *
3627 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3628 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3629 * is faster than what we gain from using higher native instructions. There are some things though
3630 * that cannot be emulated. In that case enable the extensions.
3631 * If the extension is enabled, instruction handlers that support both ways will use it.
3632 *
3633 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3634 * So enable the best we can get.
3635 */
3636 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3637 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3638 {
3639 want_nv_prog = TRUE;
3640 }
3641
3642 shader_addline(buffer, "!!ARBfp1.0\n");
3643 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3644 {
3645 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3646 priv_ctx.target_version = NV3;
3647 }
3648 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3649 {
3650 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3651 priv_ctx.target_version = NV2;
3652 } else {
3653 if(want_nv_prog)
3654 {
3655 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3656 * limits properly
3657 */
3658 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3659 ERR("Try GLSL\n");
3660 }
3661 priv_ctx.target_version = ARB;
3662 }
3663
3664 if (reg_maps->rt_mask > 1)
3665 {
3666 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3667 }
3668
3669 if (reg_maps->shader_version.major < 3)
3670 {
3671 switch (args->super.fog)
3672 {
3673 case WINED3D_FFP_PS_FOG_OFF:
3674 break;
3675 case WINED3D_FFP_PS_FOG_LINEAR:
3676 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3677 {
3678 custom_linear_fog = TRUE;
3679 priv_ctx.ps_post_process = TRUE;
3680 break;
3681 }
3682 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3683 break;
3684 case WINED3D_FFP_PS_FOG_EXP:
3685 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3686 break;
3687 case WINED3D_FFP_PS_FOG_EXP2:
3688 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3689 break;
3690 }
3691 }
3692
3693 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3694 * unused temps away(but occupies them for the whole shader if they're used once). Always
3695 * declaring them avoids tricky bookkeeping work
3696 */
3697 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3698 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3699 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3700 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3701 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3702 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3703 wined3d_ftoa(eps, ftoa_tmp);
3704 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3705
3706 if (reg_maps->shader_version.major < 2)
3707 {
3708 strcpy(fragcolor, "R0");
3709 }
3710 else
3711 {
3712 if (priv_ctx.ps_post_process)
3713 {
3714 if (shader->u.ps.color0_mov)
3715 {
3716 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3717 }
3718 else
3719 {
3720 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3721 strcpy(fragcolor, "TMP_COLOR");
3722 }
3723 } else {
3724 strcpy(fragcolor, "result.color");
3725 }
3726 }
3727
3728 if (args->super.srgb_correction)
3729 {
3730 shader_addline(buffer, "PARAM srgb_consts0 = ");
3731 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3732 shader_addline(buffer, ";\n");
3733 shader_addline(buffer, "PARAM srgb_consts1 = ");
3734 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3735 shader_addline(buffer, ";\n");
3736 }
3737
3738 /* Base Declarations */
3739 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3740
3741 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3742 {
3743 unsigned char bump_const;
3744
3745 if (!(map & 1)) continue;
3746
3747 bump_const = compiled->numbumpenvmatconsts;
3748 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3749 compiled->bumpenvmatconst[bump_const].texunit = i;
3750 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3751 compiled->luminanceconst[bump_const].texunit = i;
3752
3753 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3754 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3755 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3756 * textures due to conditional NP2 restrictions)
3757 *
3758 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3759 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3760 * their location is shader dependent anyway and they cannot be loaded globally.
3761 */
3762 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3763 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3764 i, compiled->bumpenvmatconst[bump_const].const_num);
3765 compiled->numbumpenvmatconsts = bump_const + 1;
3766
3767 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3768
3769 compiled->luminanceconst[bump_const].const_num = next_local++;
3770 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3771 i, compiled->luminanceconst[bump_const].const_num);
3772 }
3773
3774 for(i = 0; i < MAX_CONST_I; i++)
3775 {
3776 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3777 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3778 {
3779 const DWORD *control_values = find_loop_control_values(shader, i);
3780
3781 if(control_values)
3782 {
3783 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3784 control_values[0], control_values[1], control_values[2]);
3785 }
3786 else
3787 {
3788 compiled->int_consts[i] = next_local;
3789 compiled->num_int_consts++;
3790 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3791 }
3792 }
3793 }
3794
3795 if(reg_maps->vpos || reg_maps->usesdsy)
3796 {
3797 compiled->ycorrection = next_local;
3798 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3799
3800 if(reg_maps->vpos)
3801 {
3802 shader_addline(buffer, "TEMP vpos;\n");
3803 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3804 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3805 * ycorrection.z: 1.0
3806 * ycorrection.w: 0.0
3807 */
3808 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3809 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3810 }
3811 }
3812 else
3813 {
3814 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3815 }
3816
3817 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3818 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3819 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3820 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3821 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3822 * shader compilation errors and the subsequent errors when drawing with this shader. */
3823 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3824 unsigned char cur_fixup_sampler = 0;
3825
3826 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3827 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3828 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3829
3830 fixup->offset = next_local;
3831 fixup->super.active = 0;
3832
3833 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3834 if (!(map & (1 << i))) continue;
3835
3836 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3837 fixup->super.active |= (1 << i);
3838 fixup->super.idx[i] = cur_fixup_sampler++;
3839 } else {
3840 FIXME("No free constant found to load NP2 fixup data into shader. "
3841 "Sampling from this texture will probably look wrong.\n");
3842 break;
3843 }
3844 }
3845
3846 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3847 if (fixup->super.num_consts) {
3848 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3849 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3850 }
3851 }
3852
3853 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3854 {
3855 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3856 }
3857
3858 /* Base Shader Body */
3859 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3860
3861 if(args->super.srgb_correction) {
3862 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3863 priv_ctx.target_version >= NV2);
3864 }
3865
3866 if (custom_linear_fog)
3867 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3868
3869 if(strcmp(fragcolor, "result.color")) {
3870 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3871 }
3872 shader_addline(buffer, "END\n");
3873
3874 /* TODO: change to resource.glObjectHandle or something like that */
3875 GL_EXTCALL(glGenProgramsARB(1, &retval));
3876
3877 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3878 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3879
3880 TRACE("Created hw pixel shader, prg=%d\n", retval);
3881 /* Create the program and check for errors */
3882 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3883 buffer->content_size, buffer->buffer));
3884 checkGLcall("glProgramStringARB()");
3885
3886 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3887 if (errPos != -1)
3888 {
3889 FIXME("HW PixelShader Error at position %d: %s\n\n",
3890 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3891 shader_arb_dump_program_source(buffer->buffer);
3892 retval = 0;
3893 }
3894 else
3895 {
3896 GLint native;
3897
3898 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3899 checkGLcall("glGetProgramivARB()");
3900 if (!native) WARN("Program exceeds native resource limits.\n");
3901 }
3902
3903 return retval;
3904 }
3905
3906 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3907 {
3908 unsigned int i;
3909 int ret;
3910
3911 for(i = 0; i < MAX_REG_INPUT; i++)
3912 {
3913 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3914 {
3915 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3916 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3917 continue;
3918 }
3919
3920 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3921 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3922 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3923 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3924 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3925 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3926 }
3927 return 0;
3928 }
3929
3930 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3931 {
3932 struct wined3d_shader_signature_element *new;
3933 int i;
3934 char *name;
3935
3936 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3937 for(i = 0; i < MAX_REG_INPUT; i++)
3938 {
3939 if (!sig[i].semantic_name) continue;
3940
3941 new[i] = sig[i];
3942 /* Clone the semantic string */
3943 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3944 strcpy(name, sig[i].semantic_name);
3945 new[i].semantic_name = name;
3946 }
3947 return new;
3948 }
3949
3950 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3951 {
3952 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3953 struct ps_signature *found_sig;
3954
3955 if (entry)
3956 {
3957 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3958 TRACE("Found existing signature %u\n", found_sig->idx);
3959 return found_sig->idx;
3960 }
3961 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
3962 found_sig->sig = clone_sig(sig);
3963 found_sig->idx = priv->ps_sig_number++;
3964 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3965 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3966 {
3967 ERR("Failed to insert program entry.\n");
3968 }
3969 return found_sig->idx;
3970 }
3971
3972 static void init_output_registers(const struct wined3d_shader *shader,
3973 const struct wined3d_shader_signature_element *ps_input_sig,
3974 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3975 {
3976 unsigned int i, j;
3977 static const char * const texcoords[8] =
3978 {
3979 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3980 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3981 };
3982 const char *semantic_name;
3983 DWORD semantic_idx, reg_idx;
3984
3985 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3986 * and varying 9 to result.color.secondary
3987 */
3988 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3989 {
3990 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3991 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3992 "result.color.primary", "result.color.secondary"
3993 };
3994
3995 if (!ps_input_sig)
3996 {
3997 TRACE("Pixel shader uses builtin varyings\n");
3998 /* Map builtins to builtins */
3999 for(i = 0; i < 8; i++)
4000 {
4001 priv_ctx->texcrd_output[i] = texcoords[i];
4002 }
4003 priv_ctx->color_output[0] = "result.color.primary";
4004 priv_ctx->color_output[1] = "result.color.secondary";
4005 priv_ctx->fog_output = "TMP_FOGCOORD";
4006
4007 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4008 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4009 {
4010 semantic_name = shader->output_signature[i].semantic_name;
4011 if (!semantic_name) continue;
4012
4013 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4014 {
4015 TRACE("o%u is TMP_OUT\n", i);
4016 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4017 else priv_ctx->vs_output[i] = "TA";
4018 }
4019 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4020 {
4021 TRACE("o%u is result.pointsize\n", i);
4022 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4023 else priv_ctx->vs_output[i] = "TA";
4024 }
4025 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4026 {
4027 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4028 if (!shader->output_signature[i].semantic_idx)
4029 priv_ctx->vs_output[i] = "result.color.primary";
4030 else if (shader->output_signature[i].semantic_idx == 1)
4031 priv_ctx->vs_output[i] = "result.color.secondary";
4032 else priv_ctx->vs_output[i] = "TA";
4033 }
4034 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4035 {
4036 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4037 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4038 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4039 }
4040 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4041 {
4042 TRACE("o%u is result.fogcoord\n", i);
4043 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4044 else priv_ctx->vs_output[i] = "result.fogcoord";
4045 }
4046 else
4047 {
4048 priv_ctx->vs_output[i] = "TA";
4049 }
4050 }
4051 return;
4052 }
4053
4054 TRACE("Pixel shader uses declared varyings\n");
4055
4056 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4057 for(i = 0; i < 8; i++)
4058 {
4059 priv_ctx->texcrd_output[i] = "TA";
4060 }
4061 priv_ctx->color_output[0] = "TA";
4062 priv_ctx->color_output[1] = "TA";
4063 priv_ctx->fog_output = "TA";
4064
4065 for(i = 0; i < MAX_REG_INPUT; i++)
4066 {
4067 semantic_name = ps_input_sig[i].semantic_name;
4068 semantic_idx = ps_input_sig[i].semantic_idx;
4069 reg_idx = ps_input_sig[i].register_idx;
4070 if (!semantic_name) continue;
4071
4072 /* If a declared input register is not written by builtin arguments, don't write to it.
4073 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4074 *
4075 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4076 * to TMP_OUT in any case
4077 */
4078 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4079 {
4080 if (semantic_idx < 8)
4081 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4082 }
4083 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4084 {
4085 if (semantic_idx < 2)
4086 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4087 }
4088 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4089 {
4090 if (!semantic_idx)
4091 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4092 }
4093 else
4094 {
4095 continue;
4096 }
4097
4098 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4099 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4100 {
4101 compiled->need_color_unclamp = TRUE;
4102 }
4103 }
4104
4105 /* Map declared to declared */
4106 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4107 {
4108 /* Write unread output to TA to throw them away */
4109 priv_ctx->vs_output[i] = "TA";
4110 semantic_name = shader->output_signature[i].semantic_name;
4111 if (!semantic_name) continue;
4112
4113 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4114 && !shader->output_signature[i].semantic_idx)
4115 {
4116 priv_ctx->vs_output[i] = "TMP_OUT";
4117 continue;
4118 }
4119 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4120 && !shader->output_signature[i].semantic_idx)
4121 {
4122 priv_ctx->vs_output[i] = "result.pointsize";
4123 continue;
4124 }
4125
4126 for(j = 0; j < MAX_REG_INPUT; j++)
4127 {
4128 if (!ps_input_sig[j].semantic_name) continue;
4129
4130 if (!strcmp(ps_input_sig[j].semantic_name, semantic_name)
4131 && ps_input_sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4132 {
4133 priv_ctx->vs_output[i] = decl_idx_to_string[ps_input_sig[j].register_idx];
4134
4135 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4136 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4137 {
4138 compiled->need_color_unclamp = TRUE;
4139 }
4140 }
4141 }
4142 }
4143 }
4144
4145 /* Context activation is done by the caller. */
4146 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4147 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4148 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4149 const struct wined3d_shader_signature_element *ps_input_sig)
4150 {
4151 const struct arb_vshader_private *shader_data = shader->backend_data;
4152 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4153 struct shader_arb_priv *priv = shader->device->shader_priv;
4154 const DWORD *function = shader->function;
4155 GLuint ret;
4156 DWORD next_local = 0;
4157 struct shader_arb_ctx_priv priv_ctx;
4158 unsigned int i;
4159 GLint errPos;
4160
4161 memset(&priv_ctx, 0, sizeof(priv_ctx));
4162 priv_ctx.cur_vs_args = args;
4163 list_init(&priv_ctx.control_frames);
4164 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4165
4166 /* Create the hw ARB shader */
4167 shader_addline(buffer, "!!ARBvp1.0\n");
4168
4169 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4170 * mesurable performance penalty, and we can always make use of it for clipplanes.
4171 */
4172 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4173 {
4174 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4175 priv_ctx.target_version = NV3;
4176 shader_addline(buffer, "ADDRESS aL;\n");
4177 }
4178 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4179 {
4180 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4181 priv_ctx.target_version = NV2;
4182 shader_addline(buffer, "ADDRESS aL;\n");
4183 } else {
4184 priv_ctx.target_version = ARB;
4185 }
4186
4187 shader_addline(buffer, "TEMP TMP_OUT;\n");
4188 if (reg_maps->fog)
4189 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4190 if (need_helper_const(shader_data, reg_maps, gl_info))
4191 {
4192 char ftoa_tmp[17];
4193 wined3d_ftoa(eps, ftoa_tmp);
4194 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4195 }
4196 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4197 {
4198 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4199 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4200 }
4201
4202 shader_addline(buffer, "TEMP TA;\n");
4203 shader_addline(buffer, "TEMP TB;\n");
4204
4205 /* Base Declarations */
4206 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4207 &priv_ctx.vs_clipplanes, &priv_ctx);
4208
4209 for(i = 0; i < MAX_CONST_I; i++)
4210 {
4211 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4212 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4213 {
4214 const DWORD *control_values = find_loop_control_values(shader, i);
4215
4216 if(control_values)
4217 {
4218 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4219 control_values[0], control_values[1], control_values[2]);
4220 }
4221 else
4222 {
4223 compiled->int_consts[i] = next_local;
4224 compiled->num_int_consts++;
4225 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4226 }
4227 }
4228 }
4229
4230 /* We need a constant to fixup the final position */
4231 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4232 compiled->pos_fixup = next_local++;
4233
4234 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4235 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4236 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4237 * a replacement shader depend on the texcoord.w being set properly.
4238 *
4239 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4240 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4241 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4242 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4243 * this can eat a number of instructions, so skip it unless this cap is set as well
4244 */
4245 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4246 {
4247 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4248 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4249
4250 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4251 {
4252 int i;
4253 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4254 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4255 {
4256 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4257 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4258 }
4259 }
4260 }
4261
4262 /* The shader starts with the main function */
4263 priv_ctx.in_main_func = TRUE;
4264 /* Base Shader Body */
4265 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4266
4267 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4268 shader_data, args, reg_maps, gl_info, buffer);
4269
4270 shader_addline(buffer, "END\n");
4271
4272 /* TODO: change to resource.glObjectHandle or something like that */
4273 GL_EXTCALL(glGenProgramsARB(1, &ret));
4274
4275 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4276 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4277
4278 TRACE("Created hw vertex shader, prg=%d\n", ret);
4279 /* Create the program and check for errors */
4280 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4281 buffer->content_size, buffer->buffer));
4282 checkGLcall("glProgramStringARB()");
4283
4284 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4285 if (errPos != -1)
4286 {
4287 FIXME("HW VertexShader Error at position %d: %s\n\n",
4288 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4289 shader_arb_dump_program_source(buffer->buffer);
4290 ret = -1;
4291 }
4292 else
4293 {
4294 GLint native;
4295
4296 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4297 checkGLcall("glGetProgramivARB()");
4298 if (!native) WARN("Program exceeds native resource limits.\n");
4299 }
4300
4301 return ret;
4302 }
4303
4304 /* Context activation is done by the caller. */
4305 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4306 const struct arb_ps_compile_args *args)
4307 {
4308 struct wined3d_device *device = shader->device;
4309 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4310 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4311 UINT i;
4312 DWORD new_size;
4313 struct arb_ps_compiled_shader *new_array;
4314 struct wined3d_shader_buffer buffer;
4315 struct arb_pshader_private *shader_data;
4316 GLuint ret;
4317
4318 if (!shader->backend_data)
4319 {
4320 struct shader_arb_priv *priv = device->shader_priv;
4321
4322 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4323 shader_data = shader->backend_data;
4324 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4325
4326 if (shader->reg_maps.shader_version.major < 3)
4327 shader_data->input_signature_idx = ~0U;
4328 else
4329 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4330
4331 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4332
4333 if (!d3d_info->vs_clipping)
4334 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4335 d3d_info->limits.ffp_blend_stages - 1);
4336 else
4337 shader_data->clipplane_emulation = ~0U;
4338 }
4339 shader_data = shader->backend_data;
4340
4341 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4342 * so a linear search is more performant than a hashmap or a binary search
4343 * (cache coherency etc)
4344 */
4345 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4346 {
4347 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4348 return &shader_data->gl_shaders[i];
4349 }
4350
4351 TRACE("No matching GL shader found, compiling a new shader\n");
4352 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4353 if (shader_data->num_gl_shaders)
4354 {
4355 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4356 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4357 new_size * sizeof(*shader_data->gl_shaders));
4358 } else {
4359 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4360 new_size = 1;
4361 }
4362
4363 if(!new_array) {
4364 ERR("Out of memory\n");
4365 return 0;
4366 }
4367 shader_data->gl_shaders = new_array;
4368 shader_data->shader_array_size = new_size;
4369 }
4370
4371 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4372
4373 pixelshader_update_samplers(shader, args->super.tex_types);
4374
4375 if (!shader_buffer_init(&buffer))
4376 {
4377 ERR("Failed to initialize shader buffer.\n");
4378 return 0;
4379 }
4380
4381 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4382 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4383 shader_buffer_free(&buffer);
4384 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4385
4386 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4387 }
4388
4389 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4390 const DWORD use_map, BOOL skip_int) {
4391 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4392 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4393 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4394 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4395 if(stored->ps_signature != new->ps_signature) return FALSE;
4396 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4397 if(skip_int) return TRUE;
4398
4399 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4400 }
4401
4402 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4403 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4404 const struct wined3d_shader_signature_element *ps_input_sig)
4405 {
4406 UINT i;
4407 DWORD new_size;
4408 struct arb_vs_compiled_shader *new_array;
4409 struct wined3d_shader_buffer buffer;
4410 struct arb_vshader_private *shader_data;
4411 GLuint ret;
4412
4413 if (!shader->backend_data)
4414 {
4415 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4416
4417 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4418 shader_data = shader->backend_data;
4419
4420 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4421 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4422 {
4423 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4424 {
4425 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4426 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4427 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4428 }
4429 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4430 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4431 else if (reg_maps->max_rel_offset > 63)
4432 shader_data->rel_offset = reg_maps->min_rel_offset;
4433 }
4434 }
4435 shader_data = shader->backend_data;
4436
4437 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4438 * so a linear search is more performant than a hashmap or a binary search
4439 * (cache coherency etc)
4440 */
4441 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4442 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4443 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4444 {
4445 return &shader_data->gl_shaders[i];
4446 }
4447 }
4448
4449 TRACE("No matching GL shader found, compiling a new shader\n");
4450
4451 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4452 if (shader_data->num_gl_shaders)
4453 {
4454 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4455 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4456 new_size * sizeof(*shader_data->gl_shaders));
4457 } else {
4458 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4459 new_size = 1;
4460 }
4461
4462 if(!new_array) {
4463 ERR("Out of memory\n");
4464 return 0;
4465 }
4466 shader_data->gl_shaders = new_array;
4467 shader_data->shader_array_size = new_size;
4468 }
4469
4470 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4471
4472 if (!shader_buffer_init(&buffer))
4473 {
4474 ERR("Failed to initialize shader buffer.\n");
4475 return 0;
4476 }
4477
4478 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4479 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4480 ps_input_sig);
4481 shader_buffer_free(&buffer);
4482 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4483
4484 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4485 }
4486
4487 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4488 const struct wined3d_context *context, const struct wined3d_shader *shader,
4489 struct arb_ps_compile_args *args)
4490 {
4491 const struct wined3d_gl_info *gl_info = context->gl_info;
4492 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4493 int i;
4494 WORD int_skip;
4495
4496 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, gl_info);
4497
4498 /* This forces all local boolean constants to 1 to make them stateblock independent */
4499 args->bools = shader->reg_maps.local_bool_consts;
4500
4501 for(i = 0; i < MAX_CONST_B; i++)
4502 {
4503 if (state->ps_consts_b[i])
4504 args->bools |= ( 1 << i);
4505 }
4506
4507 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4508 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4509 * duplicate the shader than have a no-op KIL instruction in every shader
4510 */
4511 if (!d3d_info->vs_clipping && use_vs(state)
4512 && state->render_states[WINED3D_RS_CLIPPING]
4513 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4514 args->clip = 1;
4515 else
4516 args->clip = 0;
4517
4518 /* Skip if unused or local, or supported natively */
4519 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4520 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4521 {
4522 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4523 return;
4524 }
4525
4526 for(i = 0; i < MAX_CONST_I; i++)
4527 {
4528 if(int_skip & (1 << i))
4529 {
4530 args->loop_ctrl[i][0] = 0;
4531 args->loop_ctrl[i][1] = 0;
4532 args->loop_ctrl[i][2] = 0;
4533 }
4534 else
4535 {
4536 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4537 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4538 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4539 }
4540 }
4541 }
4542
4543 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4544 const struct wined3d_context *context, const struct wined3d_shader *shader,
4545 struct arb_vs_compile_args *args)
4546 {
4547 const struct wined3d_device *device = shader->device;
4548 const struct wined3d_adapter *adapter = device->adapter;
4549 const struct wined3d_gl_info *gl_info = context->gl_info;
4550 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4551 int i;
4552 WORD int_skip;
4553
4554 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super);
4555
4556 args->clip.boolclip_compare = 0;
4557 if (use_ps(state))
4558 {
4559 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4560 const struct arb_pshader_private *shader_priv = ps->backend_data;
4561 args->ps_signature = shader_priv->input_signature_idx;
4562
4563 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4564 }
4565 else
4566 {
4567 args->ps_signature = ~0;
4568 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4569 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4570 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4571 }
4572
4573 if (args->clip.boolclip.clip_texcoord)
4574 {
4575 if (state->render_states[WINED3D_RS_CLIPPING])
4576 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4577 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4578 }
4579
4580 /* This forces all local boolean constants to 1 to make them stateblock independent */
4581 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4582 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4583 for(i = 0; i < MAX_CONST_B; i++)
4584 {
4585 if (state->vs_consts_b[i])
4586 args->clip.boolclip.bools |= ( 1 << i);
4587 }
4588
4589 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4590 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4591 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4592 args->vertex.samplers[3] = 0;
4593
4594 /* Skip if unused or local */
4595 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4596 /* This is about flow control, not clipping. */
4597 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4598 {
4599 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4600 return;
4601 }
4602
4603 for(i = 0; i < MAX_CONST_I; i++)
4604 {
4605 if(int_skip & (1 << i))
4606 {
4607 args->loop_ctrl[i][0] = 0;
4608 args->loop_ctrl[i][1] = 0;
4609 args->loop_ctrl[i][2] = 0;
4610 }
4611 else
4612 {
4613 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4614 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4615 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4616 }
4617 }
4618 }
4619
4620 /* Context activation is done by the caller. */
4621 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4622 const struct wined3d_state *state)
4623 {
4624 struct shader_arb_priv *priv = shader_priv;
4625 const struct wined3d_gl_info *gl_info = context->gl_info;
4626 int i;
4627
4628 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4629 if (use_ps(state))
4630 {
4631 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4632 struct arb_ps_compile_args compile_args;
4633 struct arb_ps_compiled_shader *compiled;
4634
4635 TRACE("Using pixel shader %p.\n", ps);
4636 find_arb_ps_compile_args(state, context, ps, &compile_args);
4637 compiled = find_arb_pshader(ps, &compile_args);
4638 priv->current_fprogram_id = compiled->prgId;
4639 priv->compiled_fprog = compiled;
4640
4641 /* Bind the fragment program */
4642 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4643 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4644
4645 if (!priv->use_arbfp_fixed_func)
4646 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4647
4648 /* Enable OpenGL fragment programs. */
4649 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4650 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4651
4652 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4653
4654 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4655 * a 1.x and newer shader, reload the first 8 constants
4656 */
4657 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4658 {
4659 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4660 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4661 for(i = 0; i < 8; i++)
4662 {
4663 priv->pshader_const_dirty[i] = 1;
4664 }
4665 /* Also takes care of loading local constants */
4666 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4667 }
4668 else
4669 {
4670 UINT rt_height = state->fb->render_targets[0]->resource.height;
4671 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4672 }
4673
4674 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4675 if (compiled->np2fixup_info.super.active)
4676 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4677
4678 if (ps->load_local_constsF)
4679 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4680 }
4681 else
4682 {
4683 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4684 {
4685 /* Disable only if we're not using arbfp fixed function fragment
4686 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4687 * enabled, and the fixed function pipeline will bind the fixed
4688 * function replacement shader. */
4689 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4690 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4691 priv->current_fprogram_id = 0;
4692 }
4693 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4694 }
4695
4696 if (use_vs(state))
4697 {
4698 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4699 struct arb_vs_compile_args compile_args;
4700 struct arb_vs_compiled_shader *compiled;
4701 const struct wined3d_shader_signature_element *ps_input_sig;
4702
4703 TRACE("Using vertex shader %p\n", vs);
4704 find_arb_vs_compile_args(state, context, vs, &compile_args);
4705
4706 /* Instead of searching for the signature in the signature list, read the one from the
4707 * current pixel shader. It's maybe not the shader where the signature came from, but it
4708 * is the same signature and faster to find. */
4709 if (compile_args.ps_signature == ~0U)
4710 ps_input_sig = NULL;
4711 else
4712 ps_input_sig = state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4713
4714 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4715 &compile_args, ps_input_sig);
4716 priv->current_vprogram_id = compiled->prgId;
4717 priv->compiled_vprog = compiled;
4718
4719 /* Bind the vertex program */
4720 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4721 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4722
4723 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4724
4725 /* Enable OpenGL vertex programs */
4726 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4727 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4728 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4729 shader_arb_vs_local_constants(compiled, context, state);
4730
4731 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4732 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4733
4734 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4735 {
4736 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4737 checkGLcall("glClampColorARB");
4738 } else {
4739 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4740 }
4741 }
4742
4743 if (vs->load_local_constsF)
4744 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4745 }
4746 else
4747 {
4748 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4749 {
4750 priv->current_vprogram_id = 0;
4751 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4752 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4753 }
4754 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4755 }
4756 }
4757
4758
4759 /* Context activation is done by the caller. */
4760 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4761 {
4762 const struct wined3d_gl_info *gl_info = context->gl_info;
4763 struct shader_arb_priv *priv = shader_priv;
4764
4765 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4766 {
4767 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4768 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4769 priv->current_fprogram_id = 0;
4770 }
4771 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4772
4773 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4774 {
4775 priv->current_vprogram_id = 0;
4776 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4777 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4778 }
4779 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4780
4781 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4782 {
4783 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4784 checkGLcall("glClampColorARB");
4785 priv->last_vs_color_unclamp = FALSE;
4786 }
4787
4788 context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
4789 | (1 << WINED3D_SHADER_TYPE_VERTEX)
4790 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
4791 }
4792
4793 /* Context activation is done by the caller. */
4794 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4795 enum tex_types tex_type, const SIZE *ds_mask_size)
4796 {
4797 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4798 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4799 struct shader_arb_priv *priv = shader_priv;
4800 GLuint *blt_fprogram;
4801
4802 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4803 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4804 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4805
4806 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4807 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4808 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4809 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4810 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4811 }
4812
4813 /* Context activation is done by the caller. */
4814 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4815 {
4816 struct shader_arb_priv *priv = shader_priv;
4817
4818 if (priv->current_vprogram_id) {
4819 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4820 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4821
4822 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4823 }
4824 else
4825 {
4826 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4827 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4828 }
4829
4830 if (priv->current_fprogram_id) {
4831 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4832 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4833
4834 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4835 }
4836 else if(!priv->use_arbfp_fixed_func)
4837 {
4838 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4839 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4840 }
4841 }
4842
4843 static void shader_arb_destroy(struct wined3d_shader *shader)
4844 {
4845 struct wined3d_device *device = shader->device;
4846 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4847
4848 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4849 {
4850 struct arb_pshader_private *shader_data = shader->backend_data;
4851 UINT i;
4852
4853 if(!shader_data) return; /* This can happen if a shader was never compiled */
4854
4855 if (shader_data->num_gl_shaders)
4856 {
4857 struct wined3d_context *context = context_acquire(device, NULL);
4858
4859 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4860 {
4861 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4862 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4863 }
4864
4865 context_release(context);
4866 }
4867
4868 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4869 HeapFree(GetProcessHeap(), 0, shader_data);
4870 shader->backend_data = NULL;
4871 }
4872 else
4873 {
4874 struct arb_vshader_private *shader_data = shader->backend_data;
4875 UINT i;
4876
4877 if(!shader_data) return; /* This can happen if a shader was never compiled */
4878
4879 if (shader_data->num_gl_shaders)
4880 {
4881 struct wined3d_context *context = context_acquire(device, NULL);
4882
4883 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4884 {
4885 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4886 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4887 }
4888
4889 context_release(context);
4890 }
4891
4892 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4893 HeapFree(GetProcessHeap(), 0, shader_data);
4894 shader->backend_data = NULL;
4895 }
4896 }
4897
4898 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4899 {
4900 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4901 return compare_sig(key, e->sig);
4902 }
4903
4904 static const struct wine_rb_functions sig_tree_functions =
4905 {
4906 wined3d_rb_alloc,
4907 wined3d_rb_realloc,
4908 wined3d_rb_free,
4909 sig_tree_compare
4910 };
4911
4912 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4913 const struct fragment_pipeline *fragment_pipe)
4914 {
4915 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4916 struct fragment_caps fragment_caps;
4917 void *vertex_priv, *fragment_priv;
4918 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4919
4920 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4921 {
4922 ERR("Failed to initialize vertex pipe.\n");
4923 HeapFree(GetProcessHeap(), 0, priv);
4924 return E_FAIL;
4925 }
4926
4927 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4928 {
4929 ERR("Failed to initialize fragment pipe.\n");
4930 vertex_pipe->vp_free(device);
4931 HeapFree(GetProcessHeap(), 0, priv);
4932 return E_FAIL;
4933 }
4934
4935 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4936 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4937 if (!priv->vshader_const_dirty)
4938 goto fail;
4939 memset(priv->vshader_const_dirty, 1,
4940 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4941
4942 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4943 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4944 if (!priv->pshader_const_dirty)
4945 goto fail;
4946 memset(priv->pshader_const_dirty, 1,
4947 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4948
4949 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4950 {
4951 ERR("RB tree init failed\n");
4952 goto fail;
4953 }
4954
4955 priv->vertex_pipe = vertex_pipe;
4956 priv->fragment_pipe = fragment_pipe;
4957 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4958 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4959
4960 device->vertex_priv = vertex_priv;
4961 device->fragment_priv = fragment_priv;
4962 device->shader_priv = priv;
4963
4964 return WINED3D_OK;
4965
4966 fail:
4967 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4968 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4969 fragment_pipe->free_private(device);
4970 vertex_pipe->vp_free(device);
4971 HeapFree(GetProcessHeap(), 0, priv);
4972 return E_OUTOFMEMORY;
4973 }
4974
4975 static void release_signature(struct wine_rb_entry *entry, void *context)
4976 {
4977 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4978 int i;
4979 for(i = 0; i < MAX_REG_INPUT; i++)
4980 {
4981 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4982 }
4983 HeapFree(GetProcessHeap(), 0, sig->sig);
4984 HeapFree(GetProcessHeap(), 0, sig);
4985 }
4986
4987 /* Context activation is done by the caller. */
4988 static void shader_arb_free(struct wined3d_device *device)
4989 {
4990 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4991 struct shader_arb_priv *priv = device->shader_priv;
4992 int i;
4993
4994 if (priv->depth_blt_vprogram_id)
4995 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4996
4997 for (i = 0; i < tex_type_count; ++i)
4998 {
4999 if (priv->depth_blt_fprogram_id_full[i])
5000 {
5001 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
5002 }
5003 if (priv->depth_blt_fprogram_id_masked[i])
5004 {
5005 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
5006 }
5007 }
5008
5009 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
5010 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
5011 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
5012 priv->fragment_pipe->free_private(device);
5013 priv->vertex_pipe->vp_free(device);
5014 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5015 }
5016
5017 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
5018 {
5019 return TRUE;
5020 }
5021
5022 static void shader_arb_free_context_data(struct wined3d_context *context)
5023 {
5024 struct shader_arb_priv *priv;
5025
5026 if (!context->swapchain)
5027 return;
5028
5029 priv = context->swapchain->device->shader_priv;
5030 if (priv->last_context == context)
5031 priv->last_context = NULL;
5032 }
5033
5034 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5035 {
5036 if (gl_info->supported[ARB_VERTEX_PROGRAM])
5037 {
5038 DWORD vs_consts;
5039 UINT vs_version;
5040
5041 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5042 * for vertex programs. If the native limit is less than that it's
5043 * not very useful, and e.g. Mesa swrast returns 0, probably to
5044 * indicate it's a software implementation. */
5045 if (gl_info->limits.arb_vs_native_constants < 96)
5046 vs_consts = gl_info->limits.arb_vs_float_constants;
5047 else
5048 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5049
5050 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5051 {
5052 vs_version = 3;
5053 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5054 }
5055 else if (vs_consts >= 256)
5056 {
5057 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5058 vs_version = 2;
5059 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5060 }
5061 else
5062 {
5063 vs_version = 1;
5064 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5065 }
5066 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5067 caps->vs_uniform_count = vs_consts;
5068 }
5069 else
5070 {
5071 caps->vs_version = 0;
5072 caps->vs_uniform_count = 0;
5073 }
5074
5075 caps->gs_version = 0;
5076
5077 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5078 {
5079 DWORD ps_consts;
5080 UINT ps_version;
5081
5082 /* Similar as above for vertex programs, but the minimum for fragment
5083 * programs is 24. */
5084 if (gl_info->limits.arb_ps_native_constants < 24)
5085 ps_consts = gl_info->limits.arb_ps_float_constants;
5086 else
5087 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5088
5089 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5090 {
5091 ps_version = 3;
5092 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5093 }
5094 else if (ps_consts >= 32)
5095 {
5096 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5097 ps_version = 2;
5098 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5099 }
5100 else
5101 {
5102 ps_version = 1;
5103 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5104 }
5105 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5106 caps->ps_uniform_count = ps_consts;
5107 caps->ps_1x_max_value = 8.0f;
5108 }
5109 else
5110 {
5111 caps->ps_version = 0;
5112 caps->ps_uniform_count = 0;
5113 caps->ps_1x_max_value = 0.0f;
5114 }
5115
5116 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5117 if (use_nv_clip(gl_info))
5118 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5119 }
5120
5121 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5122 {
5123 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5124 {
5125 TRACE("Checking support for color_fixup:\n");
5126 dump_color_fixup_desc(fixup);
5127 }
5128
5129 /* We support everything except complex conversions. */
5130 if (!is_complex_fixup(fixup))
5131 {
5132 TRACE("[OK]\n");
5133 return TRUE;
5134 }
5135
5136 TRACE("[FAILED]\n");
5137 return FALSE;
5138 }
5139
5140 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5141 DWORD shift;
5142 char write_mask[20], regstr[50];
5143 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5144 BOOL is_color = FALSE;
5145 const struct wined3d_shader_dst_param *dst;
5146
5147 if (!ins->dst_count) return;
5148
5149 dst = &ins->dst[0];
5150 shift = dst->shift;
5151 if (!shift) return; /* Saturate alone is handled by the instructions */
5152
5153 shader_arb_get_write_mask(ins, dst, write_mask);
5154 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5155
5156 /* Generate a line that does the output modifier computation
5157 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5158 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5159 */
5160 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5161 regstr, write_mask, regstr, shift_tab[shift]);
5162 }
5163
5164 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5165 {
5166 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5167 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5168 /* WINED3DSIH_AND */ NULL,
5169 /* WINED3DSIH_BEM */ pshader_hw_bem,
5170 /* WINED3DSIH_BREAK */ shader_hw_break,
5171 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5172 /* WINED3DSIH_BREAKP */ NULL,
5173 /* WINED3DSIH_CALL */ shader_hw_call,
5174 /* WINED3DSIH_CALLNZ */ NULL,
5175 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5176 /* WINED3DSIH_CND */ pshader_hw_cnd,
5177 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5178 /* WINED3DSIH_CUT */ NULL,
5179 /* WINED3DSIH_DCL */ shader_hw_nop,
5180 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5181 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5182 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5183 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5184 /* WINED3DSIH_DEF */ shader_hw_nop,
5185 /* WINED3DSIH_DEFB */ shader_hw_nop,
5186 /* WINED3DSIH_DEFI */ shader_hw_nop,
5187 /* WINED3DSIH_DIV */ NULL,
5188 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5189 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5190 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5191 /* WINED3DSIH_DST */ shader_hw_map2gl,
5192 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5193 /* WINED3DSIH_DSY */ shader_hw_dsy,
5194 /* WINED3DSIH_ELSE */ shader_hw_else,
5195 /* WINED3DSIH_EMIT */ NULL,
5196 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5197 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5198 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5199 /* WINED3DSIH_EQ */ NULL,
5200 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5201 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5202 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5203 /* WINED3DSIH_FTOI */ NULL,
5204 /* WINED3DSIH_GE */ NULL,
5205 /* WINED3DSIH_IADD */ NULL,
5206 /* WINED3DSIH_IEQ */ NULL,
5207 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5208 /* WINED3DSIH_IFC */ shader_hw_ifc,
5209 /* WINED3DSIH_IGE */ NULL,
5210 /* WINED3DSIH_IMUL */ NULL,
5211 /* WINED3DSIH_ITOF */ NULL,
5212 /* WINED3DSIH_LABEL */ shader_hw_label,
5213 /* WINED3DSIH_LD */ NULL,
5214 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5215 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5216 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5217 /* WINED3DSIH_LOOP */ shader_hw_loop,
5218 /* WINED3DSIH_LRP */ shader_hw_lrp,
5219 /* WINED3DSIH_LT */ NULL,
5220 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5221 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5222 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5223 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5224 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5225 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5226 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5227 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5228 /* WINED3DSIH_MOV */ shader_hw_mov,
5229 /* WINED3DSIH_MOVA */ shader_hw_mov,
5230 /* WINED3DSIH_MOVC */ NULL,
5231 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5232 /* WINED3DSIH_NOP */ shader_hw_nop,
5233 /* WINED3DSIH_NRM */ shader_hw_nrm,
5234 /* WINED3DSIH_PHASE */ shader_hw_nop,
5235 /* WINED3DSIH_POW */ shader_hw_pow,
5236 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5237 /* WINED3DSIH_REP */ shader_hw_rep,
5238 /* WINED3DSIH_RET */ shader_hw_ret,
5239 /* WINED3DSIH_ROUND_NI */ NULL,
5240 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5241 /* WINED3DSIH_SAMPLE */ NULL,
5242 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5243 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5244 /* WINED3DSIH_SETP */ NULL,
5245 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5246 /* WINED3DSIH_SGN */ shader_hw_sgn,
5247 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5248 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5249 /* WINED3DSIH_SQRT */ NULL,
5250 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5251 /* WINED3DSIH_TEX */ pshader_hw_tex,
5252 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5253 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5254 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5255 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5256 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5257 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5258 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5259 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5260 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5261 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5262 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5263 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5264 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5265 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5266 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5267 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5268 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5269 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5270 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5271 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5272 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5273 /* WINED3DSIH_UDIV */ NULL,
5274 /* WINED3DSIH_USHR */ NULL,
5275 /* WINED3DSIH_UTOF */ NULL,
5276 /* WINED3DSIH_XOR */ NULL,
5277 };
5278
5279 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5280 const struct wined3d_shader *shader, DWORD idx)
5281 {
5282 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5283 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5284 const struct wined3d_shader_lconst *constant;
5285 WORD bools = 0;
5286 WORD flag = (1 << idx);
5287 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5288
5289 if (reg_maps->local_bool_consts & flag)
5290 {
5291 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5292 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5293 {
5294 if (constant->idx == idx)
5295 {
5296 return constant->value[0];
5297 }
5298 }
5299 ERR("Local constant not found\n");
5300 return FALSE;
5301 }
5302 else
5303 {
5304 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5305 else bools = priv->cur_ps_args->bools;
5306 return bools & flag;
5307 }
5308 }
5309
5310 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5311 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5312 {
5313 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5314 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5315
5316 /* Integer constants can either be a local constant, or they can be stored in the shader
5317 * type specific compile args. */
5318 if (reg_maps->local_int_consts & (1 << idx))
5319 {
5320 const struct wined3d_shader_lconst *constant;
5321
5322 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5323 {
5324 if (constant->idx == idx)
5325 {
5326 loop_control->count = constant->value[0];
5327 loop_control->start = constant->value[1];
5328 /* Step is signed. */
5329 loop_control->step = (int)constant->value[2];
5330 return;
5331 }
5332 }
5333 /* If this happens the flag was set incorrectly */
5334 ERR("Local constant not found\n");
5335 loop_control->count = 0;
5336 loop_control->start = 0;
5337 loop_control->step = 0;
5338 return;
5339 }
5340
5341 switch (reg_maps->shader_version.type)
5342 {
5343 case WINED3D_SHADER_TYPE_VERTEX:
5344 /* Count and aL start value are unsigned */
5345 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5346 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5347 /* Step is signed. */
5348 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5349 break;
5350
5351 case WINED3D_SHADER_TYPE_PIXEL:
5352 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5353 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5354 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5355 break;
5356
5357 default:
5358 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5359 break;
5360 }
5361 }
5362
5363 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5364 {
5365 unsigned int i;
5366 struct wined3d_shader_dst_param *dst_param = NULL;
5367 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5368 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5369 if(!rec)
5370 {
5371 ERR("Out of memory\n");
5372 return;
5373 }
5374
5375 rec->ins = *ins;
5376 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5377 if(!dst_param) goto free;
5378 *dst_param = *ins->dst;
5379 if (ins->dst->reg.idx[0].rel_addr)
5380 {
5381 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5382 if (!rel_addr)
5383 goto free;
5384 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5385 dst_param->reg.idx[0].rel_addr = rel_addr;
5386 }
5387 rec->ins.dst = dst_param;
5388
5389 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5390 if (!src_param)
5391 goto free;
5392 for (i = 0; i < ins->src_count; ++i)
5393 {
5394 src_param[i] = ins->src[i];
5395 if (ins->src[i].reg.idx[0].rel_addr)
5396 {
5397 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5398 if (!rel_addr)
5399 goto free;
5400 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5401 src_param[i].reg.idx[0].rel_addr = rel_addr;
5402 }
5403 }
5404 rec->ins.src = src_param;
5405 list_add_tail(list, &rec->entry);
5406 return;
5407
5408 free:
5409 ERR("Out of memory\n");
5410 if(dst_param)
5411 {
5412 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5413 HeapFree(GetProcessHeap(), 0, dst_param);
5414 }
5415 if(src_param)
5416 {
5417 for(i = 0; i < ins->src_count; i++)
5418 {
5419 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5420 }
5421 HeapFree(GetProcessHeap(), 0, src_param);
5422 }
5423 HeapFree(GetProcessHeap(), 0, rec);
5424 }
5425
5426 static void free_recorded_instruction(struct list *list)
5427 {
5428 struct recorded_instruction *rec_ins, *entry2;
5429 unsigned int i;
5430
5431 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5432 {
5433 list_remove(&rec_ins->entry);
5434 if (rec_ins->ins.dst)
5435 {
5436 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5437 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5438 }
5439 if (rec_ins->ins.src)
5440 {
5441 for (i = 0; i < rec_ins->ins.src_count; ++i)
5442 {
5443 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5444 }
5445 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5446 }
5447 HeapFree(GetProcessHeap(), 0, rec_ins);
5448 }
5449 }
5450
5451 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5452 {
5453 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5454 struct control_frame *control_frame;
5455
5456 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5457 {
5458 struct list *e = list_head(&priv->control_frames);
5459 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5460 list_remove(&control_frame->entry);
5461 HeapFree(GetProcessHeap(), 0, control_frame);
5462 priv->loop_depth--;
5463 }
5464 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5465 {
5466 /* Non-ifc ENDIFs were already handled previously. */
5467 struct list *e = list_head(&priv->control_frames);
5468 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5469 list_remove(&control_frame->entry);
5470 HeapFree(GetProcessHeap(), 0, control_frame);
5471 }
5472 }
5473
5474 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5475 SHADER_HANDLER hw_fct;
5476 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5477 const struct wined3d_shader *shader = ins->ctx->shader;
5478 struct control_frame *control_frame;
5479 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5480 BOOL bool_const;
5481
5482 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5483 {
5484 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5485 list_add_head(&priv->control_frames, &control_frame->entry);
5486
5487 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5488 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5489
5490 if(priv->target_version >= NV2)
5491 {
5492 control_frame->no.loop = priv->num_loops++;
5493 priv->loop_depth++;
5494 }
5495 else
5496 {
5497 /* Don't bother recording when we're in a not used if branch */
5498 if(priv->muted)
5499 {
5500 return;
5501 }
5502
5503 if(!priv->recording)
5504 {
5505 list_init(&priv->record);
5506 priv->recording = TRUE;
5507 control_frame->outer_loop = TRUE;
5508 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5509 return; /* Instruction is handled */
5510 }
5511 /* Record this loop in the outer loop's recording */
5512 }
5513 }
5514 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5515 {
5516 if(priv->target_version >= NV2)
5517 {
5518 /* Nothing to do. The control frame is popped after the HW instr handler */
5519 }
5520 else
5521 {
5522 struct list *e = list_head(&priv->control_frames);
5523 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5524 list_remove(&control_frame->entry);
5525
5526 if(control_frame->outer_loop)
5527 {
5528 unsigned int iteration;
5529 int aL = 0;
5530 struct list copy;
5531
5532 /* Turn off recording before playback */
5533 priv->recording = FALSE;
5534
5535 /* Move the recorded instructions to a separate list and get them out of the private data
5536 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5537 * be recorded again, thus priv->record might be overwritten
5538 */
5539 list_init(&copy);
5540 list_move_tail(&copy, &priv->record);
5541 list_init(&priv->record);
5542
5543 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5544 {
5545 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5546 control_frame->loop_control.count, control_frame->loop_control.start,
5547 control_frame->loop_control.step);
5548 aL = control_frame->loop_control.start;
5549 }
5550 else
5551 {
5552 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5553 }
5554
5555 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5556 {
5557 struct recorded_instruction *rec_ins;
5558 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5559 {
5560 priv->aL = aL;
5561 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5562 }
5563 else
5564 {
5565 shader_addline(buffer, "#Iteration %u\n", iteration);
5566 }
5567
5568 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5569 {
5570 shader_arb_handle_instruction(&rec_ins->ins);
5571 }
5572
5573 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5574 {
5575 aL += control_frame->loop_control.step;
5576 }
5577 }
5578 shader_addline(buffer, "#end loop/rep\n");
5579
5580 free_recorded_instruction(&copy);
5581 HeapFree(GetProcessHeap(), 0, control_frame);
5582 return; /* Instruction is handled */
5583 }
5584 else
5585 {
5586 /* This is a nested loop. Proceed to the normal recording function */
5587 HeapFree(GetProcessHeap(), 0, control_frame);
5588 }
5589 }
5590 }
5591
5592 if(priv->recording)
5593 {
5594 record_instruction(&priv->record, ins);
5595 return;
5596 }
5597
5598 /* boolean if */
5599 if(ins->handler_idx == WINED3DSIH_IF)
5600 {
5601 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5602 list_add_head(&priv->control_frames, &control_frame->entry);
5603 control_frame->type = IF;
5604
5605 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5606 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5607 bool_const = !bool_const;
5608 if (!priv->muted && !bool_const)
5609 {
5610 shader_addline(buffer, "#if(FALSE){\n");
5611 priv->muted = TRUE;
5612 control_frame->muting = TRUE;
5613 }
5614 else shader_addline(buffer, "#if(TRUE) {\n");
5615
5616 return; /* Instruction is handled */
5617 }
5618 else if(ins->handler_idx == WINED3DSIH_IFC)
5619 {
5620 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5621 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5622 control_frame->type = IFC;
5623 control_frame->no.ifc = priv->num_ifcs++;
5624 list_add_head(&priv->control_frames, &control_frame->entry);
5625 }
5626 else if(ins->handler_idx == WINED3DSIH_ELSE)
5627 {
5628 struct list *e = list_head(&priv->control_frames);
5629 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5630
5631 if(control_frame->type == IF)
5632 {
5633 shader_addline(buffer, "#} else {\n");
5634 if(!priv->muted && !control_frame->muting)
5635 {
5636 priv->muted = TRUE;
5637 control_frame->muting = TRUE;
5638 }
5639 else if(control_frame->muting) priv->muted = FALSE;
5640 return; /* Instruction is handled. */
5641 }
5642 /* In case of an ifc, generate a HW shader instruction */
5643 if (control_frame->type != IFC)
5644 ERR("Control frame does not match.\n");
5645 }
5646 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5647 {
5648 struct list *e = list_head(&priv->control_frames);
5649 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5650
5651 if(control_frame->type == IF)
5652 {
5653 shader_addline(buffer, "#} endif\n");
5654 if(control_frame->muting) priv->muted = FALSE;
5655 list_remove(&control_frame->entry);
5656 HeapFree(GetProcessHeap(), 0, control_frame);
5657 return; /* Instruction is handled */
5658 }
5659 /* In case of an ifc, generate a HW shader instruction */
5660 if (control_frame->type != IFC)
5661 ERR("Control frame does not match.\n");
5662 }
5663
5664 if(priv->muted)
5665 {
5666 pop_control_frame(ins);
5667 return;
5668 }
5669
5670 /* Select handler */
5671 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5672
5673 /* Unhandled opcode */
5674 if (!hw_fct)
5675 {
5676 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5677 return;
5678 }
5679 hw_fct(ins);
5680
5681 pop_control_frame(ins);
5682
5683 shader_arb_add_instruction_modifiers(ins);
5684 }
5685
5686 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5687 {
5688 struct shader_arb_priv *priv = shader_priv;
5689
5690 return priv->ffp_proj_control;
5691 }
5692
5693 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5694 {
5695 shader_arb_handle_instruction,
5696 shader_arb_select,
5697 shader_arb_disable,
5698 shader_arb_select_depth_blt,
5699 shader_arb_deselect_depth_blt,
5700 shader_arb_update_float_vertex_constants,
5701 shader_arb_update_float_pixel_constants,
5702 shader_arb_load_constants,
5703 shader_arb_destroy,
5704 shader_arb_alloc,
5705 shader_arb_free,
5706 shader_arb_allocate_context_data,
5707 shader_arb_free_context_data,
5708 shader_arb_get_caps,
5709 shader_arb_color_fixup_supported,
5710 shader_arb_has_ffp_proj_control,
5711 };
5712
5713 /* ARB_fragment_program fixed function pipeline replacement definitions */
5714 #define ARB_FFP_CONST_TFACTOR 0
5715 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5716 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5717 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5718 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5719
5720 struct arbfp_ffp_desc
5721 {
5722 struct ffp_frag_desc parent;
5723 GLuint shader;
5724 };
5725
5726 /* Context activation is done by the caller. */
5727 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5728 {
5729 if (enable)
5730 {
5731 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5732 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5733 }
5734 else
5735 {
5736 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5737 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5738 }
5739 }
5740
5741 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5742 {
5743 struct shader_arb_priv *priv;
5744
5745 /* Share private data between the shader backend and the pipeline
5746 * replacement, if both are the arb implementation. This is needed to
5747 * figure out whether ARBfp should be disabled if no pixel shader is bound
5748 * or not. */
5749 if (shader_backend == &arb_program_shader_backend)
5750 priv = shader_priv;
5751 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5752 return NULL;
5753
5754 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5755 {
5756 ERR("Failed to initialize rbtree.\n");
5757 if (priv != shader_priv)
5758 HeapFree(GetProcessHeap(), 0, priv);
5759 return NULL;
5760 }
5761 priv->use_arbfp_fixed_func = TRUE;
5762
5763 return priv;
5764 }
5765
5766 /* Context activation is done by the caller. */
5767 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5768 {
5769 const struct wined3d_gl_info *gl_info = context;
5770 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5771
5772 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5773 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5774 HeapFree(GetProcessHeap(), 0, entry_arb);
5775 }
5776
5777 /* Context activation is done by the caller. */
5778 static void arbfp_free(struct wined3d_device *device)
5779 {
5780 struct shader_arb_priv *priv = device->fragment_priv;
5781
5782 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5783 priv->use_arbfp_fixed_func = FALSE;
5784
5785 if (device->shader_backend != &arb_program_shader_backend)
5786 {
5787 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5788 }
5789 }
5790
5791 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5792 {
5793 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5794 | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
5795 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5796 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5797 WINED3DTEXOPCAPS_SELECTARG1 |
5798 WINED3DTEXOPCAPS_SELECTARG2 |
5799 WINED3DTEXOPCAPS_MODULATE4X |
5800 WINED3DTEXOPCAPS_MODULATE2X |
5801 WINED3DTEXOPCAPS_MODULATE |
5802 WINED3DTEXOPCAPS_ADDSIGNED2X |
5803 WINED3DTEXOPCAPS_ADDSIGNED |
5804 WINED3DTEXOPCAPS_ADD |
5805 WINED3DTEXOPCAPS_SUBTRACT |
5806 WINED3DTEXOPCAPS_ADDSMOOTH |
5807 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5808 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5809 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5810 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5811 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5812 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5813 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5814 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5815 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5816 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5817 WINED3DTEXOPCAPS_MULTIPLYADD |
5818 WINED3DTEXOPCAPS_LERP |
5819 WINED3DTEXOPCAPS_BUMPENVMAP |
5820 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5821
5822 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5823
5824 caps->MaxTextureBlendStages = 8;
5825 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5826 }
5827
5828 static void state_texfactor_arbfp(struct wined3d_context *context,
5829 const struct wined3d_state *state, DWORD state_id)
5830 {
5831 struct wined3d_device *device = context->swapchain->device;
5832 const struct wined3d_gl_info *gl_info = context->gl_info;
5833 float col[4];
5834
5835 /* Don't load the parameter if we're using an arbfp pixel shader,
5836 * otherwise we'll overwrite application provided constants. */
5837 if (device->shader_backend == &arb_program_shader_backend)
5838 {
5839 struct shader_arb_priv *priv;
5840
5841 if (use_ps(state)) return;
5842
5843 priv = device->shader_priv;
5844 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5845 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5846 }
5847
5848 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5849 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5850 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5851 }
5852
5853 static void state_arb_specularenable(struct wined3d_context *context,
5854 const struct wined3d_state *state, DWORD state_id)
5855 {
5856 struct wined3d_device *device = context->swapchain->device;
5857 const struct wined3d_gl_info *gl_info = context->gl_info;
5858 float col[4];
5859
5860 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5861 * application provided constants
5862 */
5863 if (device->shader_backend == &arb_program_shader_backend)
5864 {
5865 struct shader_arb_priv *priv;
5866
5867 if (use_ps(state)) return;
5868
5869 priv = device->shader_priv;
5870 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5871 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5872 }
5873
5874 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5875 {
5876 /* The specular color has no alpha */
5877 col[0] = 1.0f; col[1] = 1.0f;
5878 col[2] = 1.0f; col[3] = 0.0f;
5879 } else {
5880 col[0] = 0.0f; col[1] = 0.0f;
5881 col[2] = 0.0f; col[3] = 0.0f;
5882 }
5883 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5884 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5885 }
5886
5887 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5888 {
5889 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5890 struct wined3d_device *device = context->swapchain->device;
5891 const struct wined3d_gl_info *gl_info = context->gl_info;
5892 float mat[2][2];
5893
5894 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5895
5896 if (device->shader_backend == &arb_program_shader_backend)
5897 {
5898 struct shader_arb_priv *priv = device->shader_priv;
5899
5900 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5901 if (use_ps(state))
5902 return;
5903
5904 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5905 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5906 }
5907
5908 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5909 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5910 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5911 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5912
5913 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5914 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5915 }
5916
5917 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5918 const struct wined3d_state *state, DWORD state_id)
5919 {
5920 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5921 struct wined3d_device *device = context->swapchain->device;
5922 const struct wined3d_gl_info *gl_info = context->gl_info;
5923 float param[4];
5924
5925 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5926
5927 if (device->shader_backend == &arb_program_shader_backend)
5928 {
5929 struct shader_arb_priv *priv = device->shader_priv;
5930
5931 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5932 if (use_ps(state))
5933 return;
5934
5935 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5936 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5937 }
5938
5939 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5940 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5941 param[2] = 0.0f;
5942 param[3] = 0.0f;
5943
5944 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5945 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5946 }
5947
5948 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5949 {
5950 const char *ret;
5951
5952 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5953
5954 switch(arg & WINED3DTA_SELECTMASK) {
5955 case WINED3DTA_DIFFUSE:
5956 ret = "fragment.color.primary"; break;
5957
5958 case WINED3DTA_CURRENT:
5959 if (!stage) ret = "fragment.color.primary";
5960 else ret = "ret";
5961 break;
5962
5963 case WINED3DTA_TEXTURE:
5964 switch(stage) {
5965 case 0: ret = "tex0"; break;
5966 case 1: ret = "tex1"; break;
5967 case 2: ret = "tex2"; break;
5968 case 3: ret = "tex3"; break;
5969 case 4: ret = "tex4"; break;
5970 case 5: ret = "tex5"; break;
5971 case 6: ret = "tex6"; break;
5972 case 7: ret = "tex7"; break;
5973 default: ret = "unknown texture";
5974 }
5975 break;
5976
5977 case WINED3DTA_TFACTOR:
5978 ret = "tfactor"; break;
5979
5980 case WINED3DTA_SPECULAR:
5981 ret = "fragment.color.secondary"; break;
5982
5983 case WINED3DTA_TEMP:
5984 ret = "tempreg"; break;
5985
5986 case WINED3DTA_CONSTANT:
5987 FIXME("Implement perstage constants\n");
5988 switch(stage) {
5989 case 0: ret = "const0"; break;
5990 case 1: ret = "const1"; break;
5991 case 2: ret = "const2"; break;
5992 case 3: ret = "const3"; break;
5993 case 4: ret = "const4"; break;
5994 case 5: ret = "const5"; break;
5995 case 6: ret = "const6"; break;
5996 case 7: ret = "const7"; break;
5997 default: ret = "unknown constant";
5998 }
5999 break;
6000
6001 default:
6002 return "unknown";
6003 }
6004
6005 if(arg & WINED3DTA_COMPLEMENT) {
6006 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6007 if(argnum == 0) ret = "arg0";
6008 if(argnum == 1) ret = "arg1";
6009 if(argnum == 2) ret = "arg2";
6010 }
6011 if(arg & WINED3DTA_ALPHAREPLICATE) {
6012 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6013 if(argnum == 0) ret = "arg0";
6014 if(argnum == 1) ret = "arg1";
6015 if(argnum == 2) ret = "arg2";
6016 }
6017 return ret;
6018 }
6019
6020 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
6021 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6022 {
6023 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6024 unsigned int mul = 1;
6025
6026 if(color && alpha) dstmask = "";
6027 else if(color) dstmask = ".xyz";
6028 else dstmask = ".w";
6029
6030 if(dst == tempreg) dstreg = "tempreg";
6031 else dstreg = "ret";
6032
6033 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6034 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6035 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6036
6037 switch (op)
6038 {
6039 case WINED3D_TOP_DISABLE:
6040 if (!stage)
6041 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
6042 break;
6043
6044 case WINED3D_TOP_SELECT_ARG2:
6045 arg1 = arg2;
6046 /* FALLTHROUGH */
6047 case WINED3D_TOP_SELECT_ARG1:
6048 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6049 break;
6050
6051 case WINED3D_TOP_MODULATE_4X:
6052 mul = 2;
6053 /* FALLTHROUGH */
6054 case WINED3D_TOP_MODULATE_2X:
6055 mul *= 2;
6056 /* FALLTHROUGH */
6057 case WINED3D_TOP_MODULATE:
6058 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6059 break;
6060
6061 case WINED3D_TOP_ADD_SIGNED_2X:
6062 mul = 2;
6063 /* FALLTHROUGH */
6064 case WINED3D_TOP_ADD_SIGNED:
6065 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6066 arg2 = "arg2";
6067 /* FALLTHROUGH */
6068 case WINED3D_TOP_ADD:
6069 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6070 break;
6071
6072 case WINED3D_TOP_SUBTRACT:
6073 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6074 break;
6075
6076 case WINED3D_TOP_ADD_SMOOTH:
6077 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6078 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6079 break;
6080
6081 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6082 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6083 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6084 break;
6085 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6086 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6087 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6088 break;
6089 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6090 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6091 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6092 break;
6093 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6094 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6095 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6096 break;
6097
6098 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6099 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6100 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6101 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6102 break;
6103
6104 /* D3DTOP_PREMODULATE ???? */
6105
6106 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6107 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6108 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6109 break;
6110 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6111 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6112 break;
6113 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6114 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6115 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6116 break;
6117 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6118 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6119 break;
6120
6121 case WINED3D_TOP_DOTPRODUCT3:
6122 mul = 4;
6123 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6124 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6125 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6126 break;
6127
6128 case WINED3D_TOP_MULTIPLY_ADD:
6129 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6130 break;
6131
6132 case WINED3D_TOP_LERP:
6133 /* The msdn is not quite right here */
6134 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6135 break;
6136
6137 case WINED3D_TOP_BUMPENVMAP:
6138 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6139 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6140 break;
6141
6142 default:
6143 FIXME("Unhandled texture op %08x\n", op);
6144 }
6145
6146 if (mul == 2)
6147 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6148 else if (mul == 4)
6149 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6150 }
6151
6152 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6153 {
6154 unsigned int stage;
6155 struct wined3d_shader_buffer buffer;
6156 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6157 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6158 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6159 UINT lowest_disabled_stage;
6160 const char *textype;
6161 const char *instr;
6162 char colorcor_dst[8];
6163 GLuint ret;
6164 DWORD arg0, arg1, arg2;
6165 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6166 BOOL op_equal;
6167 const char *final_combiner_src = "ret";
6168 GLint pos;
6169 BOOL custom_linear_fog = FALSE;
6170
6171 /* Find out which textures are read */
6172 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6173 {
6174 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6175 break;
6176 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6177 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6178 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6179 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6180 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6181 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6182
6183 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6184 tex_read[stage] = TRUE;
6185 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6186 tex_read[stage] = TRUE;
6187 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6188 {
6189 bump_used[stage] = TRUE;
6190 tex_read[stage] = TRUE;
6191 }
6192 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6193 {
6194 bump_used[stage] = TRUE;
6195 tex_read[stage] = TRUE;
6196 luminance_used[stage] = TRUE;
6197 }
6198 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6199 {
6200 tfactor_used = TRUE;
6201 }
6202
6203 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6204 tfactor_used = TRUE;
6205 }
6206
6207 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6208 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6209 tempreg_used = TRUE;
6210 }
6211
6212 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6213 continue;
6214 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6215 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6216 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6217 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6218 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6219 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6220
6221 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6222 tempreg_used = TRUE;
6223 }
6224 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6225 tfactor_used = TRUE;
6226 }
6227 }
6228 lowest_disabled_stage = stage;
6229
6230 /* Shader header */
6231 if (!shader_buffer_init(&buffer))
6232 {
6233 ERR("Failed to initialize shader buffer.\n");
6234 return 0;
6235 }
6236
6237 shader_addline(&buffer, "!!ARBfp1.0\n");
6238
6239 switch (settings->fog)
6240 {
6241 case WINED3D_FFP_PS_FOG_OFF: break;
6242 case WINED3D_FFP_PS_FOG_LINEAR:
6243 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6244 {
6245 custom_linear_fog = TRUE;
6246 break;
6247 }
6248 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6249 break;
6250
6251 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6252 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6253 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6254 }
6255
6256 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6257 shader_addline(&buffer, "TEMP TMP;\n");
6258 shader_addline(&buffer, "TEMP ret;\n");
6259 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6260 shader_addline(&buffer, "TEMP arg0;\n");
6261 shader_addline(&buffer, "TEMP arg1;\n");
6262 shader_addline(&buffer, "TEMP arg2;\n");
6263 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6264 if(!tex_read[stage]) continue;
6265 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6266 if(!bump_used[stage]) continue;
6267 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6268 if(!luminance_used[stage]) continue;
6269 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6270 }
6271 if(tfactor_used) {
6272 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6273 }
6274 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6275
6276 if (settings->sRGB_write)
6277 {
6278 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6279 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6280 shader_addline(&buffer, ";\n");
6281 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6282 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6283 shader_addline(&buffer, ";\n");
6284 }
6285
6286 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6287 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6288
6289 /* Generate texture sampling instructions) */
6290 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6291 {
6292 if (!tex_read[stage])
6293 continue;
6294
6295 switch(settings->op[stage].tex_type) {
6296 case tex_1d: textype = "1D"; break;
6297 case tex_2d: textype = "2D"; break;
6298 case tex_3d: textype = "3D"; break;
6299 case tex_cube: textype = "CUBE"; break;
6300 case tex_rect: textype = "RECT"; break;
6301 default: textype = "unexpected_textype"; break;
6302 }
6303
6304 if(settings->op[stage].projected == proj_none) {
6305 instr = "TEX";
6306 } else if(settings->op[stage].projected == proj_count4 ||
6307 settings->op[stage].projected == proj_count3) {
6308 instr = "TXP";
6309 } else {
6310 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6311 instr = "TXP";
6312 }
6313
6314 if (stage > 0
6315 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6316 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6317 {
6318 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6319 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6320 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6321 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6322
6323 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6324 * so multiply the displacement with the dividing parameter before passing it to TXP
6325 */
6326 if (settings->op[stage].projected != proj_none) {
6327 if(settings->op[stage].projected == proj_count4) {
6328 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6329 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6330 } else {
6331 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6332 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6333 }
6334 } else {
6335 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6336 }
6337
6338 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6339 instr, stage, stage, textype);
6340 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6341 {
6342 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6343 stage - 1, stage - 1, stage - 1);
6344 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6345 }
6346 } else if(settings->op[stage].projected == proj_count3) {
6347 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6348 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6349 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6350 instr, stage, stage, textype);
6351 } else {
6352 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6353 instr, stage, stage, stage, textype);
6354 }
6355
6356 sprintf(colorcor_dst, "tex%u", stage);
6357 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6358 settings->op[stage].color_fixup);
6359 }
6360
6361 /* Generate the main shader */
6362 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6363 {
6364 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6365 {
6366 if (!stage)
6367 final_combiner_src = "fragment.color.primary";
6368 break;
6369 }
6370
6371 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6372 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6373 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6374 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6375 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6376 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6377 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6378 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6379 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6380 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6381 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6382 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6383 else
6384 op_equal = settings->op[stage].aop == settings->op[stage].cop
6385 && settings->op[stage].carg0 == settings->op[stage].aarg0
6386 && settings->op[stage].carg1 == settings->op[stage].aarg1
6387 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6388
6389 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6390 {
6391 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6392 settings->op[stage].cop, settings->op[stage].carg0,
6393 settings->op[stage].carg1, settings->op[stage].carg2);
6394 if (!stage)
6395 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6396 }
6397 else if (op_equal)
6398 {
6399 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6400 settings->op[stage].cop, settings->op[stage].carg0,
6401 settings->op[stage].carg1, settings->op[stage].carg2);
6402 } else {
6403 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6404 settings->op[stage].cop, settings->op[stage].carg0,
6405 settings->op[stage].carg1, settings->op[stage].carg2);
6406 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6407 settings->op[stage].aop, settings->op[stage].aarg0,
6408 settings->op[stage].aarg1, settings->op[stage].aarg2);
6409 }
6410 }
6411
6412 if (settings->sRGB_write || custom_linear_fog)
6413 {
6414 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6415 if (settings->sRGB_write)
6416 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6417 if (custom_linear_fog)
6418 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6419 shader_addline(&buffer, "MOV result.color, ret;\n");
6420 }
6421 else
6422 {
6423 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
6424 final_combiner_src);
6425 }
6426
6427 /* Footer */
6428 shader_addline(&buffer, "END\n");
6429
6430 /* Generate the shader */
6431 GL_EXTCALL(glGenProgramsARB(1, &ret));
6432 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6433 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6434 strlen(buffer.buffer), buffer.buffer));
6435 checkGLcall("glProgramStringARB()");
6436
6437 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6438 if (pos != -1)
6439 {
6440 FIXME("Fragment program error at position %d: %s\n\n", pos,
6441 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6442 shader_arb_dump_program_source(buffer.buffer);
6443 }
6444 else
6445 {
6446 GLint native;
6447
6448 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6449 checkGLcall("glGetProgramivARB()");
6450 if (!native) WARN("Program exceeds native resource limits.\n");
6451 }
6452
6453 shader_buffer_free(&buffer);
6454 return ret;
6455 }
6456
6457 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6458 {
6459 const struct wined3d_device *device = context->swapchain->device;
6460 const struct wined3d_gl_info *gl_info = context->gl_info;
6461 struct shader_arb_priv *priv = device->fragment_priv;
6462 BOOL use_pshader = use_ps(state);
6463 struct ffp_frag_settings settings;
6464 const struct arbfp_ffp_desc *desc;
6465 unsigned int i;
6466
6467 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6468
6469 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6470 {
6471 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6472 {
6473 /* Reload fixed function constants since they collide with the
6474 * pixel shader constants. */
6475 for (i = 0; i < MAX_TEXTURES; ++i)
6476 {
6477 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6478 }
6479 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6480 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6481 }
6482 else if (use_pshader)
6483 {
6484 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6485 }
6486 return;
6487 }
6488
6489 if (!use_pshader)
6490 {
6491 /* Find or create a shader implementing the fixed function pipeline
6492 * settings, then activate it. */
6493 gen_ffp_frag_op(context, state, &settings, FALSE);
6494 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6495 if(!desc) {
6496 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6497 if (!new_desc)
6498 {
6499 ERR("Out of memory\n");
6500 return;
6501 }
6502
6503 new_desc->parent.settings = settings;
6504 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6505 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6506 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6507 desc = new_desc;
6508 }
6509
6510 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6511 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6512 * deactivate it.
6513 */
6514 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6515 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6516 priv->current_fprogram_id = desc->shader;
6517
6518 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6519 {
6520 /* Reload fixed function constants since they collide with the
6521 * pixel shader constants. */
6522 for (i = 0; i < MAX_TEXTURES; ++i)
6523 {
6524 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6525 }
6526 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6527 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6528 }
6529 context->last_was_pshader = FALSE;
6530 } else {
6531 context->last_was_pshader = TRUE;
6532 }
6533
6534 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6535 }
6536
6537 /* We can't link the fog states to the fragment state directly since the
6538 * vertex pipeline links them to FOGENABLE. A different linking in different
6539 * pipeline parts can't be expressed in the combined state table, so we need
6540 * to handle that with a forwarding function. The other invisible side effect
6541 * is that changing the fog start and fog end (which links to FOGENABLE in
6542 * vertex) results in the fragment_prog_arbfp function being called because
6543 * FOGENABLE is dirty, which calls this function here. */
6544 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6545 {
6546 enum fogsource new_source;
6547 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6548 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6549
6550 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6551
6552 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6553 fragment_prog_arbfp(context, state, state_id);
6554
6555 if (!state->render_states[WINED3D_RS_FOGENABLE])
6556 return;
6557
6558 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6559 {
6560 if (use_vs(state))
6561 {
6562 new_source = FOGSOURCE_VS;
6563 }
6564 else
6565 {
6566 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6567 new_source = FOGSOURCE_COORD;
6568 else
6569 new_source = FOGSOURCE_FFP;
6570 }
6571 }
6572 else
6573 {
6574 new_source = FOGSOURCE_FFP;
6575 }
6576
6577 if (new_source != context->fog_source || fogstart == fogend)
6578 {
6579 context->fog_source = new_source;
6580 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6581 }
6582 }
6583
6584 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6585 {
6586 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6587 fragment_prog_arbfp(context, state, state_id);
6588 }
6589
6590 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6591 {
6592 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6654 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6655 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6656 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6657 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6659 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6660 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6661 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6662 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6663 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6664 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6665 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6666 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6667 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6668 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6669 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6670 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6671 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6672 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6673 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6674 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6675 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6676 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6677 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6678 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6679 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6680 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6681 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6682 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6683 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6684 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6689 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6690 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6691 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6714 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6715 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6718 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6720 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6722 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6731 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6732 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6733 };
6734
6735 const struct fragment_pipeline arbfp_fragment_pipeline = {
6736 arbfp_enable,
6737 arbfp_get_caps,
6738 arbfp_alloc,
6739 arbfp_free,
6740 shader_arb_color_fixup_supported,
6741 arbfp_fragmentstate_template,
6742 };
6743
6744 struct arbfp_blit_type
6745 {
6746 enum complex_fixup fixup;
6747 GLenum textype;
6748 };
6749
6750 struct arbfp_blit_desc
6751 {
6752 GLenum shader;
6753 struct arbfp_blit_type type;
6754 struct wine_rb_entry entry;
6755 };
6756
6757 struct arbfp_blit_priv
6758 {
6759 struct wine_rb_tree shaders;
6760 GLuint palette_texture;
6761 };
6762
6763 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6764 {
6765 const struct arbfp_blit_type *ka = key;
6766 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6767
6768 if (ka->fixup != kb->fixup)
6769 return ka->fixup < kb->fixup ? -1 : 1;
6770 if (ka->textype != kb->textype)
6771 return ka->textype < kb->textype ? -1 : 1;
6772 return 0;
6773 }
6774
6775 /* Context activation is done by the caller. */
6776 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context)
6777 {
6778 const struct wined3d_gl_info *gl_info = context;
6779 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6780
6781 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6782 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6783 HeapFree(GetProcessHeap(), 0, entry_arb);
6784 }
6785
6786 const struct wine_rb_functions wined3d_arbfp_blit_rb_functions =
6787 {
6788 wined3d_rb_alloc,
6789 wined3d_rb_realloc,
6790 wined3d_rb_free,
6791 arbfp_blit_type_compare,
6792 };
6793
6794 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6795 {
6796 struct arbfp_blit_priv *priv;
6797
6798 if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
6799 return E_OUTOFMEMORY;
6800
6801 if (wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions) == -1)
6802 {
6803 ERR("Failed to initialize rbtree.\n");
6804 HeapFree(GetProcessHeap(), 0, priv);
6805 return E_OUTOFMEMORY;
6806 }
6807
6808 device->blit_priv = priv;
6809
6810 return WINED3D_OK;
6811 }
6812
6813 /* Context activation is done by the caller. */
6814 static void arbfp_blit_free(struct wined3d_device *device)
6815 {
6816 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6817 struct arbfp_blit_priv *priv = device->blit_priv;
6818
6819 wine_rb_destroy(&priv->shaders, arbfp_free_blit_shader, &device->adapter->gl_info);
6820 checkGLcall("Delete blit programs");
6821
6822 if (priv->palette_texture)
6823 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6824
6825 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6826 device->blit_priv = NULL;
6827 }
6828
6829 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6830 GLenum textype, char *luminance)
6831 {
6832 char chroma;
6833 const char *tex, *texinstr;
6834
6835 if (fixup == COMPLEX_FIXUP_UYVY) {
6836 chroma = 'x';
6837 *luminance = 'w';
6838 } else {
6839 chroma = 'w';
6840 *luminance = 'x';
6841 }
6842 switch(textype) {
6843 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6844 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6845 default:
6846 /* This is more tricky than just replacing the texture type - we have to navigate
6847 * properly in the texture to find the correct chroma values
6848 */
6849 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6850 return FALSE;
6851 }
6852
6853 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6854 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6855 * filtering when we sample the texture.
6856 *
6857 * These are the rules for reading the chroma:
6858 *
6859 * Even pixel: Cr
6860 * Even pixel: U
6861 * Odd pixel: V
6862 *
6863 * So we have to get the sampling x position in non-normalized coordinates in integers
6864 */
6865 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6866 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6867 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6868 } else {
6869 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6870 }
6871 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6872 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6873 * 0.5, so add 0.5.
6874 */
6875 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6876 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6877
6878 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6879 * even and odd pixels respectively
6880 */
6881 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6882 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6883
6884 /* Sample Pixel 1 */
6885 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6886
6887 /* Put the value into either of the chroma values */
6888 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6889 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6890 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6891 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6892
6893 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6894 * the pixel right to the current one. Otherwise, sample the left pixel.
6895 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6896 */
6897 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6898 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6899 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6900
6901 /* Put the value into the other chroma */
6902 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6903 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6904 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6905 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6906
6907 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6908 * the current one and lerp the two U and V values
6909 */
6910
6911 /* This gives the correctly filtered luminance value */
6912 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6913
6914 return TRUE;
6915 }
6916
6917 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6918 {
6919 const char *tex;
6920 static const float yv12_coef[]
6921 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
6922
6923 switch(textype) {
6924 case GL_TEXTURE_2D: tex = "2D"; break;
6925 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6926 default:
6927 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6928 return FALSE;
6929 }
6930
6931 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6932 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6933 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6934 * pitch of the luminance plane, the packing into the gl texture is a bit
6935 * unfortunate. If the whole texture is interpreted as luminance data it looks
6936 * approximately like this:
6937 *
6938 * +----------------------------------+----
6939 * | |
6940 * | |
6941 * | |
6942 * | |
6943 * | | 2
6944 * | LUMINANCE | -
6945 * | | 3
6946 * | |
6947 * | |
6948 * | |
6949 * | |
6950 * +----------------+-----------------+----
6951 * | | |
6952 * | V even rows | V odd rows |
6953 * | | | 1
6954 * +----------------+------------------ -
6955 * | | | 3
6956 * | U even rows | U odd rows |
6957 * | | |
6958 * +----------------+-----------------+----
6959 * | | |
6960 * | 0.5 | 0.5 |
6961 *
6962 * So it appears as if there are 4 chroma images, but in fact the odd rows
6963 * in the chroma images are in the same row as the even ones. So its is
6964 * kinda tricky to read
6965 *
6966 * When reading from rectangle textures, keep in mind that the input y coordinates
6967 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6968 */
6969 shader_addline(buffer, "PARAM yv12_coef = ");
6970 shader_arb_append_imm_vec4(buffer, yv12_coef);
6971 shader_addline(buffer, ";\n");
6972
6973 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6974 /* the chroma planes have only half the width */
6975 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6976
6977 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6978 * the coordinate. Also read the right side of the image when reading odd lines
6979 *
6980 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6981 * bleeding
6982 */
6983 if(textype == GL_TEXTURE_2D) {
6984
6985 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6986
6987 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6988
6989 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6990 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6991
6992 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6993 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6994 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6995 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6996 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6997
6998 /* clamp, keep the half pixel origin in mind */
6999 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7000 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7001 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7002 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7003 } else {
7004 /* Read from [size - size+size/4] */
7005 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7006 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7007
7008 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7009 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7010 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7011 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7012 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7013 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7014
7015 /* Make sure to read exactly from the pixel center */
7016 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7017 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7018
7019 /* Clamp */
7020 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7021 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7022 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7023 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7024 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7025 }
7026 /* Read the texture, put the result into the output register */
7027 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7028 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7029
7030 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7031 * No need to clamp because we're just reusing the already clamped value from above
7032 */
7033 if(textype == GL_TEXTURE_2D) {
7034 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7035 } else {
7036 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7037 }
7038 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7039 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7040
7041 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7042 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7043 * values due to filtering
7044 */
7045 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7046 if(textype == GL_TEXTURE_2D) {
7047 /* Multiply the y coordinate by 2/3 and clamp it */
7048 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7049 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7050 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7051 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7052 } else {
7053 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7054 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7055 * is bigger
7056 */
7057 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7058 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7059 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7060 }
7061 *luminance = 'a';
7062
7063 return TRUE;
7064 }
7065
7066 static BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
7067 char *luminance)
7068 {
7069 const char *tex;
7070 static const float nv12_coef[]
7071 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7072
7073 switch (textype)
7074 {
7075 case GL_TEXTURE_2D:
7076 tex = "2D";
7077 break;
7078 case GL_TEXTURE_RECTANGLE_ARB:
7079 tex = "RECT";
7080 break;
7081 default:
7082 FIXME("Implement nv12 correction for non-2d, non-rect textures\n");
7083 return FALSE;
7084 }
7085
7086 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7087 * sized plane where each component is an UV pair. So the effective
7088 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7089 * data it looks approximately like this:
7090 *
7091 * +----------------------------------+----
7092 * | |
7093 * | |
7094 * | |
7095 * | |
7096 * | | 2
7097 * | LUMINANCE | -
7098 * | | 3
7099 * | |
7100 * | |
7101 * | |
7102 * | |
7103 * +----------------------------------+----
7104 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7105 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7106 * | | 1
7107 * | | -
7108 * | | 3
7109 * | |
7110 * | |
7111 * +----------------------------------+----
7112 *
7113 * When reading from rectangle textures, keep in mind that the input y coordinates
7114 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7115
7116 shader_addline(buffer, "PARAM nv12_coef = ");
7117 shader_arb_append_imm_vec4(buffer, nv12_coef);
7118 shader_addline(buffer, ";\n");
7119
7120 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7121 /* We only have half the number of chroma pixels. */
7122 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7123
7124 if (textype == GL_TEXTURE_2D)
7125 {
7126 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7127 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7128
7129 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7130
7131 /* We must not allow filtering horizontally, this would mix U and V.
7132 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7133 * 0.5, so add 0.5. */
7134
7135 /* Convert to non-normalized coordinates so we can find the
7136 * individual pixel. */
7137 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7138 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7139 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7140 * add 0.5 to hit the center of the pixel. */
7141 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7142
7143 /* Convert back to normalized coordinates. */
7144 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7145
7146 /* Clamp, keep the half pixel origin in mind. */
7147 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7148 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7149 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7150 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7151 }
7152 else
7153 {
7154 /* Read from [size - size+size/2] */
7155 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7156
7157 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7158 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7159 * add 0.5 to hit the center of the pixel. */
7160 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7161
7162 /* Clamp */
7163 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7164 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7165 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7166 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7167 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7168 }
7169 /* Read the texture, put the result into the output register. */
7170 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7171 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7172
7173 if (textype == GL_TEXTURE_2D)
7174 {
7175 /* Add 1/size.x */
7176 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7177 }
7178 else
7179 {
7180 /* Add 1 */
7181 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7182 }
7183 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7184 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7185
7186 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7187 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7188 * values due to filtering. */
7189 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7190 if (textype == GL_TEXTURE_2D)
7191 {
7192 /* Multiply the y coordinate by 2/3 and clamp it */
7193 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7194 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7195 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7196 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7197 }
7198 else
7199 {
7200 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7201 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7202 * is bigger
7203 */
7204 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7205 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7206 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7207 }
7208 *luminance = 'a';
7209
7210 return TRUE;
7211 }
7212
7213 /* Context activation is done by the caller. */
7214 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
7215 const struct wined3d_gl_info *gl_info, GLenum textype)
7216 {
7217 GLenum shader;
7218 struct wined3d_shader_buffer buffer;
7219 GLint pos;
7220
7221 /* Shader header */
7222 if (!shader_buffer_init(&buffer))
7223 {
7224 ERR("Failed to initialize shader buffer.\n");
7225 return 0;
7226 }
7227
7228 GL_EXTCALL(glGenProgramsARB(1, &shader));
7229 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7230 if (!shader)
7231 {
7232 shader_buffer_free(&buffer);
7233 return 0;
7234 }
7235
7236 shader_addline(&buffer, "!!ARBfp1.0\n");
7237 shader_addline(&buffer, "TEMP index;\n");
7238
7239 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7240 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7241
7242 /* The alpha-component contains the palette index */
7243 if(textype == GL_TEXTURE_RECTANGLE_ARB)
7244 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
7245 else
7246 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
7247
7248 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7249 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7250
7251 /* Use the alpha-component as an index in the palette to get the final color */
7252 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7253 shader_addline(&buffer, "END\n");
7254
7255 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7256 strlen(buffer.buffer), buffer.buffer));
7257 checkGLcall("glProgramStringARB()");
7258
7259 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7260 if (pos != -1)
7261 {
7262 FIXME("Fragment program error at position %d: %s\n\n", pos,
7263 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7264 shader_arb_dump_program_source(buffer.buffer);
7265 }
7266
7267 shader_buffer_free(&buffer);
7268
7269 return shader;
7270 }
7271
7272 /* Context activation is done by the caller. */
7273 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7274 {
7275 BYTE table[256][4];
7276 struct wined3d_device *device = surface->resource.device;
7277 const struct wined3d_gl_info *gl_info = context->gl_info;
7278 struct arbfp_blit_priv *priv = device->blit_priv;
7279 BOOL colorkey = !!(surface->container->color_key_flags & WINEDDSD_CKSRCBLT);
7280
7281 d3dfmt_p8_init_palette(surface, table, colorkey);
7282
7283 if (!priv->palette_texture)
7284 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7285
7286 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7287 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7288
7289 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7290
7291 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7292 /* Make sure we have discrete color levels. */
7293 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7294 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7295 /* Upload the palette */
7296 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7297 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7298
7299 /* Switch back to unit 0 in which the 2D texture will be stored. */
7300 context_active_texture(context, gl_info, 0);
7301 }
7302
7303 /* Context activation is done by the caller. */
7304 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7305 enum complex_fixup yuv_fixup, GLenum textype)
7306 {
7307 GLenum shader;
7308 struct wined3d_shader_buffer buffer;
7309 char luminance_component;
7310 GLint pos;
7311
7312 /* Shader header */
7313 if (!shader_buffer_init(&buffer))
7314 {
7315 ERR("Failed to initialize shader buffer.\n");
7316 return 0;
7317 }
7318
7319 GL_EXTCALL(glGenProgramsARB(1, &shader));
7320 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7321 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7322 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7323 if (!shader)
7324 {
7325 shader_buffer_free(&buffer);
7326 return 0;
7327 }
7328
7329 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7330 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7331 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7332 * each single pixel it contains, and one U and one V value shared between both
7333 * pixels.
7334 *
7335 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7336 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7337 * take the format into account when generating the read swizzles
7338 *
7339 * Reading the Y value is straightforward - just sample the texture. The hardware
7340 * takes care of filtering in the horizontal and vertical direction.
7341 *
7342 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7343 * because that would mix the U and V values of one pixel or two adjacent pixels.
7344 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7345 * regardless of the filtering setting. Vertical filtering works automatically
7346 * though - the U and V values of two rows are mixed nicely.
7347 *
7348 * Apart of avoiding filtering issues, the code has to know which value it just
7349 * read, and where it can find the other one. To determine this, it checks if
7350 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7351 *
7352 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7353 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7354 *
7355 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7356 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7357 * in an unfiltered situation. Finding the luminance on the other hand requires
7358 * finding out if it is an odd or even pixel. The real drawback of this approach
7359 * is filtering. This would have to be emulated completely in the shader, reading
7360 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7361 * vertically. Beyond that it would require adjustments to the texture handling
7362 * code to deal with the width scaling
7363 */
7364 shader_addline(&buffer, "!!ARBfp1.0\n");
7365 shader_addline(&buffer, "TEMP luminance;\n");
7366 shader_addline(&buffer, "TEMP temp;\n");
7367 shader_addline(&buffer, "TEMP chroma;\n");
7368 shader_addline(&buffer, "TEMP texcrd;\n");
7369 shader_addline(&buffer, "TEMP texcrd2;\n");
7370 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7371 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7372 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7373
7374 switch (yuv_fixup)
7375 {
7376 case COMPLEX_FIXUP_UYVY:
7377 case COMPLEX_FIXUP_YUY2:
7378 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7379 {
7380 shader_buffer_free(&buffer);
7381 return 0;
7382 }
7383 break;
7384
7385 case COMPLEX_FIXUP_YV12:
7386 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7387 {
7388 shader_buffer_free(&buffer);
7389 return 0;
7390 }
7391 break;
7392
7393 case COMPLEX_FIXUP_NV12:
7394 if (!gen_nv12_read(&buffer, textype, &luminance_component))
7395 {
7396 shader_buffer_free(&buffer);
7397 return 0;
7398 }
7399 break;
7400
7401 default:
7402 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7403 shader_buffer_free(&buffer);
7404 return 0;
7405 }
7406
7407 /* Calculate the final result. Formula is taken from
7408 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7409 * ranges from -0.5 to 0.5
7410 */
7411 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7412
7413 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7414 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7415 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7416 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7417 shader_addline(&buffer, "END\n");
7418
7419 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7420 strlen(buffer.buffer), buffer.buffer));
7421 checkGLcall("glProgramStringARB()");
7422
7423 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7424 if (pos != -1)
7425 {
7426 FIXME("Fragment program error at position %d: %s\n\n", pos,
7427 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7428 shader_arb_dump_program_source(buffer.buffer);
7429 }
7430 else
7431 {
7432 GLint native;
7433
7434 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7435 checkGLcall("glGetProgramivARB()");
7436 if (!native) WARN("Program exceeds native resource limits.\n");
7437 }
7438
7439 shader_buffer_free(&buffer);
7440
7441 return shader;
7442 }
7443
7444 /* Context activation is done by the caller. */
7445 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7446 {
7447 GLenum shader;
7448 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7449 struct arbfp_blit_priv *priv = blit_priv;
7450 enum complex_fixup fixup;
7451 const struct wined3d_gl_info *gl_info = context->gl_info;
7452 GLenum textype = surface->container->target;
7453 struct wine_rb_entry *entry;
7454 struct arbfp_blit_type type;
7455 struct arbfp_blit_desc *desc;
7456
7457 if (surface->flags & SFLAG_CONVERTED)
7458 {
7459 gl_info->gl_ops.gl.p_glEnable(textype);
7460 checkGLcall("glEnable(textype)");
7461 return WINED3D_OK;
7462 }
7463
7464 if (!is_complex_fixup(surface->resource.format->color_fixup))
7465 {
7466 TRACE("Fixup:\n");
7467 dump_color_fixup_desc(surface->resource.format->color_fixup);
7468 /* Don't bother setting up a shader for unconverted formats */
7469 gl_info->gl_ops.gl.p_glEnable(textype);
7470 checkGLcall("glEnable(textype)");
7471 return WINED3D_OK;
7472 }
7473
7474 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7475
7476 type.fixup = fixup;
7477 type.textype = textype;
7478 entry = wine_rb_get(&priv->shaders, &type);
7479 if (entry)
7480 {
7481 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7482 shader = desc->shader;
7483 }
7484 else
7485 {
7486 switch (fixup)
7487 {
7488 case COMPLEX_FIXUP_P8:
7489 shader = gen_p8_shader(priv, gl_info, textype);
7490 break;
7491
7492 default:
7493 shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7494 break;
7495 }
7496
7497 if (!shader)
7498 {
7499 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7500 gl_info->gl_ops.gl.p_glEnable(textype);
7501 checkGLcall("glEnable(textype)");
7502 return E_NOTIMPL;
7503 }
7504
7505 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
7506 if (!desc)
7507 goto err_out;
7508
7509 desc->type.textype = textype;
7510 desc->type.fixup = fixup;
7511 desc->shader = shader;
7512 if (wine_rb_put(&priv->shaders, &desc->type, &desc->entry) == -1)
7513 {
7514 err_out:
7515 ERR("Out of memory\n");
7516 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7517 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7518 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7519 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7520 HeapFree(GetProcessHeap(), 0, desc);
7521 return E_OUTOFMEMORY;
7522 }
7523 }
7524
7525 if (fixup == COMPLEX_FIXUP_P8)
7526 upload_palette(surface, context);
7527
7528 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7529 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7530 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7531 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7532 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7533 checkGLcall("glProgramLocalParameter4fvARB");
7534
7535 return WINED3D_OK;
7536 }
7537
7538 /* Context activation is done by the caller. */
7539 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7540 {
7541 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7542 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7543 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7544 checkGLcall("glDisable(GL_TEXTURE_2D)");
7545 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7546 {
7547 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7548 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7549 }
7550 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7551 {
7552 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7553 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7554 }
7555 }
7556
7557 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7558 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7559 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7560 {
7561 enum complex_fixup src_fixup;
7562
7563 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7564 return FALSE;
7565
7566 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7567 {
7568 TRACE("Unsupported blit_op=%d\n", blit_op);
7569 return FALSE;
7570 }
7571
7572 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7573 return FALSE;
7574
7575 src_fixup = get_complex_fixup(src_format->color_fixup);
7576 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7577 {
7578 TRACE("Checking support for fixup:\n");
7579 dump_color_fixup_desc(src_format->color_fixup);
7580 }
7581
7582 if (!is_identity_fixup(dst_format->color_fixup))
7583 {
7584 TRACE("Destination fixups are not supported\n");
7585 return FALSE;
7586 }
7587
7588 if (is_identity_fixup(src_format->color_fixup))
7589 {
7590 TRACE("[OK]\n");
7591 return TRUE;
7592 }
7593
7594 /* We only support YUV conversions. */
7595 if (!is_complex_fixup(src_format->color_fixup))
7596 {
7597 TRACE("[FAILED]\n");
7598 return FALSE;
7599 }
7600
7601 switch(src_fixup)
7602 {
7603 case COMPLEX_FIXUP_YUY2:
7604 case COMPLEX_FIXUP_UYVY:
7605 case COMPLEX_FIXUP_YV12:
7606 case COMPLEX_FIXUP_NV12:
7607 case COMPLEX_FIXUP_P8:
7608 TRACE("[OK]\n");
7609 return TRUE;
7610
7611 default:
7612 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7613 TRACE("[FAILED]\n");
7614 return FALSE;
7615 }
7616 }
7617
7618 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7619 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7620 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7621 {
7622 struct wined3d_context *context;
7623 RECT src_rect = *src_rect_in;
7624 RECT dst_rect = *dst_rect_in;
7625
7626 /* Activate the destination context, set it up for blitting */
7627 context = context_acquire(device, dst_surface);
7628
7629 /* Now load the surface */
7630 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7631 && (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
7632 == WINED3D_LOCATION_DRAWABLE
7633 && !surface_is_offscreen(src_surface))
7634 {
7635 /* Without FBO blits transferring from the drawable to the texture is
7636 * expensive, because we have to flip the data in sysmem. Since we can
7637 * flip in the blitter, we don't actually need that flip anyway. So we
7638 * use the surface's texture as scratch texture, and flip the source
7639 * rectangle instead. */
7640 surface_load_fb_texture(src_surface, FALSE);
7641
7642 src_rect.top = src_surface->resource.height - src_rect.top;
7643 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7644 }
7645 else
7646 wined3d_texture_load(src_surface->container, context, FALSE);
7647
7648 context_apply_blit_state(context, device);
7649
7650 if (!surface_is_offscreen(dst_surface))
7651 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7652
7653 arbfp_blit_set(device->blit_priv, context, src_surface);
7654
7655 /* Draw a textured quad */
7656 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7657
7658 /* Leave the opengl state valid for blitting */
7659 arbfp_blit_unset(context->gl_info);
7660
7661 if (wined3d_settings.strict_draw_ordering
7662 || (dst_surface->swapchain && (dst_surface->swapchain->front_buffer == dst_surface)))
7663 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7664
7665 context_release(context);
7666
7667 surface_validate_location(dst_surface, dst_surface->draw_binding);
7668 surface_invalidate_location(dst_surface, ~dst_surface->draw_binding);
7669
7670 return WINED3D_OK;
7671 }
7672
7673 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7674 const RECT *dst_rect, const struct wined3d_color *color)
7675 {
7676 FIXME("Color filling not implemented by arbfp_blit\n");
7677 return WINED3DERR_INVALIDCALL;
7678 }
7679
7680 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7681 struct wined3d_surface *surface, const RECT *rect, float depth)
7682 {
7683 FIXME("Depth filling not implemented by arbfp_blit.\n");
7684 return WINED3DERR_INVALIDCALL;
7685 }
7686
7687 const struct blit_shader arbfp_blit = {
7688 arbfp_blit_alloc,
7689 arbfp_blit_free,
7690 arbfp_blit_set,
7691 arbfp_blit_unset,
7692 arbfp_blit_supported,
7693 arbfp_blit_color_fill,
7694 arbfp_blit_depth_fill,
7695 };