#define GLINFO_LOCATION (*gl_info)
-/* We have to subtract any other PARAMs that we might use in our shader programs.
- * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
- * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
-#define ARB_SHADER_RESERVED_VS_CONSTS 3
+/* GL locking for state handlers is done by the caller. */
+static BOOL need_mova_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
+{
+ IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
+ if(!This->baseShader.reg_maps.usesmova) return FALSE;
+ return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
+}
-/* The arb shader only loads the bump mapping environment matrix into the shader if it finds
- * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
- */
-#define ARB_SHADER_RESERVED_PS_CONSTS 2
+/* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
+static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
+{
+ return GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
+}
+
+static BOOL need_helper_const(const struct wined3d_gl_info *gl_info)
+{
+ if (!GL_SUPPORT(NV_VERTEX_PROGRAM) /* Need to init colors. */
+ || gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT /* Load the immval offset. */
+ || gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W /* Have to init texcoords. */
+ || (!use_nv_clip(gl_info)) /* Init the clip texcoord */)
+ {
+ return TRUE;
+ }
+ return FALSE;
+}
+
+static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
+{
+ unsigned int ret = 1;
+ /* We use one PARAM for the pos fixup, and in some cases one to load
+ * some immediate values into the shader
+ */
+ if(need_helper_const(gl_info)) ret++;
+ if(need_mova_const(shader, gl_info)) ret++;
+ return ret;
+}
+
+static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
+{
+ return stateblock->lowest_disabled_stage < 7;
+}
/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
* so upload them above that
*/
-#define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
+#define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
/* ARB_program_shader private data */
-struct shader_arb_priv {
+
+struct control_frame
+{
+ struct list entry;
+ enum
+ {
+ IF,
+ IFC,
+ LOOP,
+ REP
+ } type;
+ BOOL muting;
+ BOOL outer_loop;
+ union
+ {
+ unsigned int loop_no;
+ unsigned int ifc_no;
+ };
+ struct wined3d_shader_loop_control loop_control;
+ BOOL had_else;
+};
+
+struct arb_ps_np2fixup_info
+{
+ struct ps_np2fixup_info super;
+ /* For ARB we need a offset value:
+ * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
+ * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
+ * array we need an offset to the index inside the program local parameter array. */
+ UINT offset;
+};
+
+struct arb_ps_compile_args
+{
+ struct ps_compile_args super;
+ DWORD bools; /* WORD is enough, use DWORD for alignment */
+ unsigned char loop_ctrl[MAX_CONST_I][3];
+};
+
+struct stb_const_desc
+{
+ unsigned char texunit;
+ UINT const_num;
+};
+
+struct arb_ps_compiled_shader
+{
+ struct arb_ps_compile_args args;
+ struct arb_ps_np2fixup_info np2fixup_info;
+ struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
+ struct stb_const_desc luminanceconst[MAX_TEXTURES];
+ UINT int_consts[MAX_CONST_I];
+ GLuint prgId;
+ UINT ycorrection;
+ unsigned char numbumpenvmatconsts;
+ char num_int_consts;
+};
+
+struct arb_vs_compile_args
+{
+ struct vs_compile_args super;
+ union
+ {
+ struct
+ {
+ WORD bools;
+ char clip_control[2];
+ } boolclip;
+ DWORD boolclip_compare;
+ };
+ DWORD ps_signature;
+ union
+ {
+ unsigned char vertex_samplers[4];
+ DWORD vertex_samplers_compare;
+ };
+ unsigned char loop_ctrl[MAX_CONST_I][3];
+};
+
+struct arb_vs_compiled_shader
+{
+ struct arb_vs_compile_args args;
+ GLuint prgId;
+ UINT int_consts[MAX_CONST_I];
+ char num_int_consts;
+ char need_color_unclamp;
+ UINT pos_fixup;
+};
+
+struct recorded_instruction
+{
+ struct wined3d_shader_instruction ins;
+ struct list entry;
+};
+
+struct shader_arb_ctx_priv
+{
+ char addr_reg[20];
+ enum
+ {
+ /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
+ ARB,
+ /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
+ NV2,
+ /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
+ NV3
+ } target_version;
+
+ const struct arb_vs_compile_args *cur_vs_args;
+ const struct arb_ps_compile_args *cur_ps_args;
+ const struct arb_ps_compiled_shader *compiled_fprog;
+ const struct arb_vs_compiled_shader *compiled_vprog;
+ struct arb_ps_np2fixup_info *cur_np2fixup_info;
+ struct list control_frames;
+ struct list record;
+ BOOL recording;
+ BOOL muted;
+ unsigned int num_loops, loop_depth, num_ifcs;
+ int aL;
+
+ unsigned int vs_clipplanes;
+ BOOL footer_written;
+ BOOL in_main_func;
+
+ /* For 3.0 vertex shaders */
+ const char *vs_output[MAX_REG_OUTPUT];
+ /* For 2.x and earlier vertex shaders */
+ const char *texcrd_output[8], *color_output[2], *fog_output;
+
+ /* 3.0 pshader input for compatibility with fixed function */
+ const char *ps_input[MAX_REG_INPUT];
+};
+
+struct ps_signature
+{
+ struct wined3d_shader_signature_element *sig;
+ DWORD idx;
+ struct wine_rb_entry entry;
+};
+
+struct arb_pshader_private {
+ struct arb_ps_compiled_shader *gl_shaders;
+ UINT num_gl_shaders, shader_array_size;
+ BOOL has_signature_idx;
+ DWORD input_signature_idx;
+ DWORD clipplane_emulation;
+ BOOL clamp_consts;
+};
+
+struct arb_vshader_private {
+ struct arb_vs_compiled_shader *gl_shaders;
+ UINT num_gl_shaders, shader_array_size;
+};
+
+struct shader_arb_priv
+{
GLuint current_vprogram_id;
GLuint current_fprogram_id;
+ const struct arb_ps_compiled_shader *compiled_fprog;
+ const struct arb_vs_compiled_shader *compiled_vprog;
GLuint depth_blt_vprogram_id;
GLuint depth_blt_fprogram_id[tex_type_count];
BOOL use_arbfp_fixed_func;
- struct hash_table_t *fragment_shaders;
+ struct wine_rb_tree fragment_shaders;
+ BOOL last_ps_const_clamped;
+ BOOL last_vs_color_unclamp;
+
+ struct wine_rb_tree signature_tree;
+ DWORD ps_sig_number;
};
/********************************************************
* ARB_[vertex/fragment]_program helper functions follow
********************************************************/
-/**
- * Loads floating point constants into the currently set ARB_vertex/fragment_program.
+/* Loads floating point constants into the currently set ARB_vertex/fragment_program.
* When constant_list == NULL, it will load all the constants.
- *
+ *
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
-static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
+/* GL locking is done by the caller */
+static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
{
local_constant* lconst;
- DWORD i, j;
+ DWORD i = 0, j;
unsigned int ret;
if (TRACE_ON(d3d_shader)) {
if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
{
float lcl_const[4];
- for(i = 0; i < max_constants; i++) {
+ /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
+ * shaders, the first 8 constants are marked dirty for reload
+ */
+ for(; i < min(8, max_constants); i++) {
if(!dirty_consts[i]) continue;
dirty_consts[i] = 0;
j = 4 * i;
- if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
- else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
+ if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
+ else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
else lcl_const[0] = constants[j + 0];
- if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
- else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
+ if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
+ else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
else lcl_const[1] = constants[j + 1];
- if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
- else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
+ if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
+ else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
else lcl_const[2] = constants[j + 2];
- if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
- else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
+ if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
+ else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
else lcl_const[3] = constants[j + 3];
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
}
- } else {
- if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
- /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
- * or just reloading *all* constants at once
- *
- GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
- */
- for(i = 0; i < max_constants; i++) {
- if(!dirty_consts[i]) continue;
- /* Find the next block of dirty constants */
- dirty_consts[i] = 0;
- j = i;
- for(i++; (i < max_constants) && dirty_consts[i]; i++) {
- dirty_consts[i] = 0;
- }
+ /* If further constants are dirty, reload them without clamping.
+ *
+ * The alternative is not to touch them, but then we cannot reset the dirty constant count
+ * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
+ * above would always re-check the first 8 constants since max_constant remains at the init
+ * value
+ */
+ }
- GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
+ if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
+ /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
+ * or just reloading *all* constants at once
+ *
+ GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
+ */
+ for(; i < max_constants; i++) {
+ if(!dirty_consts[i]) continue;
+
+ /* Find the next block of dirty constants */
+ dirty_consts[i] = 0;
+ j = i;
+ for(i++; (i < max_constants) && dirty_consts[i]; i++) {
+ dirty_consts[i] = 0;
}
- } else {
- for(i = 0; i < max_constants; i++) {
- if(dirty_consts[i]) {
- dirty_consts[i] = 0;
- GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
- }
+
+ GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
+ }
+ } else {
+ for(; i < max_constants; i++) {
+ if(dirty_consts[i]) {
+ dirty_consts[i] = 0;
+ GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
}
}
}
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
- /* not implemented */
+
+ IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
+ const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
+ IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
+ const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+
+ if (!usePixelShader) {
+ /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
+ return;
+ }
+
+ if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
+ const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
+ UINT i;
+ WORD active = fixup->super.active;
+ GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
+
+ for (i = 0; active; active >>= 1, ++i) {
+ const unsigned char idx = fixup->super.idx[i];
+ const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
+ GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
+
+ if (!(active & 1)) continue;
+
+ if (!tex) {
+ FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
+ continue;
+ }
+
+ if (idx % 2) {
+ tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
+ } else {
+ tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
+ }
+ }
+
+ for (i = 0; i < fixup->super.num_consts; ++i) {
+ GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
+ fixup->offset + i, &np2fixup_constants[i * 4]));
+ }
+ }
+}
+
+/* GL locking is done by the caller. */
+static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
+{
+ const struct wined3d_context *context = context_get_current();
+ IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned char i;
+ struct shader_arb_priv *priv = deviceImpl->shader_priv;
+ const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
+
+ for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
+ {
+ int texunit = gl_shader->bumpenvmatconst[i].texunit;
+
+ /* The state manager takes care that this function is always called if the bump env matrix changes */
+ const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
+ GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
+
+ if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
+ {
+ /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
+ * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
+ * don't care about them. The pointers are valid for sure because the stateblock is bigger.
+ * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
+ */
+ const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
+ GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
+ }
+ }
+ checkGLcall("Load bumpmap consts");
+
+ if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
+ {
+ /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
+ * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
+ * ycorrection.z: 1.0
+ * ycorrection.w: 0.0
+ */
+ float val[4];
+ val[0] = context->render_offscreen ? 0.0f
+ : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
+ val[1] = context->render_offscreen ? 1.0f : -1.0f;
+ val[2] = 1.0f;
+ val[3] = 0.0f;
+ GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
+ checkGLcall("y correction loading");
+ }
+
+ if(gl_shader->num_int_consts == 0) return;
+
+ for(i = 0; i < MAX_CONST_I; i++)
+ {
+ if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
+ {
+ float val[4];
+ val[0] = stateBlock->pixelShaderConstantI[4 * i];
+ val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
+ val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
+ val[3] = -1.0f;
+
+ GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
+ }
+ }
+ checkGLcall("Load ps int consts");
+}
+
+/* GL locking is done by the caller. */
+static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
+{
+ IWineD3DStateBlockImpl* stateBlock;
+ const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+ unsigned char i;
+ struct shader_arb_priv *priv = deviceImpl->shader_priv;
+ const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
+
+ /* Upload the position fixup */
+ GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
+
+ if(gl_shader->num_int_consts == 0) return;
+
+ stateBlock = deviceImpl->stateBlock;
+
+ for(i = 0; i < MAX_CONST_I; i++)
+ {
+ if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
+ {
+ float val[4];
+ val[0] = stateBlock->vertexShaderConstantI[4 * i];
+ val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
+ val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
+ val[3] = -1.0f;
+
+ GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
+ }
+ }
+ checkGLcall("Load vs int consts");
}
/**
* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
- *
- * We only support float constants in ARB at the moment, so don't
+ *
+ * We only support float constants in ARB at the moment, so don't
* worry about the Integers or Booleans
*/
-static void shader_arb_load_constants(
- IWineD3DDevice* device,
- char usePixelShader,
- char useVertexShader) {
-
- IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
- IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
- const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
- unsigned char i;
+/* GL locking is done by the caller (state handler) */
+static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
+{
+ IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
+ IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
if (useVertexShader) {
IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
/* Load DirectX 9 float constants for vertex shader */
- deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
- vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
- deviceImpl->highest_dirty_vs_const,
- stateBlock->vertexShaderConstantF,
- deviceImpl->activeContext->vshader_const_dirty);
-
- /* Upload the position fixup */
- GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
+ device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
+ device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
+ shader_arb_vs_local_constants(device);
}
if (usePixelShader) {
-
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
- IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
/* Load DirectX 9 float constants for pixel shader */
- deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
- pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
- deviceImpl->highest_dirty_ps_const,
- stateBlock->pixelShaderConstantF,
- deviceImpl->activeContext->pshader_const_dirty);
-
- for(i = 0; i < psi->numbumpenvmatconsts; i++) {
- /* The state manager takes care that this function is always called if the bump env matrix changes
- */
- const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
- GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
- deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
-
- if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
- {
- /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
- * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
- * don't care about them. The pointers are valid for sure because the stateblock is bigger.
- * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
- */
- const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
- GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
- deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
- }
- }
+ device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
+ device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
+ shader_arb_ps_local_constants(device);
}
}
static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ struct wined3d_context *context = context_get_current();
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
* context. On a context switch the old context will be fully dirtified */
- memset(This->activeContext->vshader_const_dirty + start, 1,
- sizeof(*This->activeContext->vshader_const_dirty) * count);
- This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
+ if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
+
+ memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
+ This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
}
static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ struct wined3d_context *context = context_get_current();
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
* context. On a context switch the old context will be fully dirtified */
- memset(This->activeContext->pshader_const_dirty + start, 1,
- sizeof(*This->activeContext->pshader_const_dirty) * count);
- This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
+ if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
+
+ memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
+ This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
}
static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
- ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.temporary);
+ ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
if(!ret) {
ERR("Out of memory\n");
return NULL;
}
/* Generate the variable & register declarations for the ARB_vertex_program output target */
-static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
- SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
+static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
+ struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
+ DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
- IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
- DWORD i, cur;
+ DWORD i, next_local = 0;
char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
- unsigned max_constantsF = min(This->baseShader.limits.constant_float,
- (pshader ? GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS :
- GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS));
- UINT extra_constants_needed = 0;
+ unsigned max_constantsF;
const local_constant *lconst;
+ DWORD map;
- /* Temporary Output register */
- shader_addline(buffer, "TEMP TMP_OUT;\n");
+ /* In pixel shaders, all private constants are program local, we don't need anything
+ * from program.env. Thus we can advertise the full set of constants in pixel shaders.
+ * If we need a private constant the GL implementation will squeeze it in somewhere
+ *
+ * With vertex shaders we need the posFixup and on some GL implementations 4 helper
+ * immediate values. The posFixup is loaded using program.env for now, so always
+ * subtract one from the number of constants. If the shader uses indirect addressing,
+ * account for the helper const too because we have to declare all availabke d3d constants
+ * and don't know which are actually used.
+ */
+ if(pshader) {
+ max_constantsF = GL_LIMITS(pshader_constantsF);
+ } else {
+ if(This->baseShader.reg_maps.usesrelconstF) {
+ DWORD highest_constf = 0, clip_limit;
+ max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
+ max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
- for(i = 0; i < This->baseShader.limits.temporary; i++) {
- if (reg_maps->temporary[i])
- shader_addline(buffer, "TEMP R%u;\n", i);
- }
+ for(i = 0; i < This->baseShader.limits.constant_float; i++)
+ {
+ DWORD idx = i >> 5;
+ DWORD shift = i & 0x1f;
+ if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
+ }
- for (i = 0; i < This->baseShader.limits.address; i++) {
- if (reg_maps->address[i])
- shader_addline(buffer, "ADDRESS A%d;\n", i);
+ clip_limit = GL_LIMITS(clipplanes);
+ if(ctx->target_version == ARB) clip_limit = min(clip_limit, 4);
+ *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
+ max_constantsF -= *num_clipplanes;
+ if(*num_clipplanes < clip_limit)
+ {
+ WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, GL_LIMITS(clipplanes));
+ }
+ }
+ else
+ {
+ if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
+ else *num_clipplanes = min(GL_LIMITS(clipplanes), 4);
+ max_constantsF = GL_LIMITS(vshader_constantsF);
+ }
}
- for(i = 0; i < This->baseShader.limits.texcoord; i++) {
- if (reg_maps->texcoord[i])
- shader_addline(buffer,"TEMP T%u;\n", i);
+ for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
+ {
+ if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
}
- /* Texture coordinate registers must be pre-loaded */
- for (i = 0; i < This->baseShader.limits.texcoord; i++) {
- if (reg_maps->texcoord[i])
- shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
+ for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
+ {
+ if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
}
- for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
- IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
- if(!reg_maps->bumpmat[i]) continue;
-
- cur = ps->numbumpenvmatconsts;
- ps->bumpenvmatconst[cur].const_num = -1;
- ps->bumpenvmatconst[cur].texunit = i;
- ps->luminanceconst[cur].const_num = -1;
- ps->luminanceconst[cur].texunit = i;
-
- /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
- * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
- * bump mapping.
- */
- if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
- ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
- shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
- i, ps->bumpenvmatconst[cur].const_num);
- extra_constants_needed++;
-
- if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
- ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
- shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
- i, ps->luminanceconst[cur].const_num);
- extra_constants_needed++;
- } else if(reg_maps->luminanceparams) {
- FIXME("No free constant to load the luminance parameters\n");
- }
- } else {
- FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
+ if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
+ {
+ for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
+ {
+ if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
}
-
- ps->numbumpenvmatconsts = cur + 1;
- }
-
- if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
- shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
- srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
- shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
- srgb_sub_high, 0.0, 0.0, 0.0);
}
/* Load local constants using the program-local space,
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
lconst_map[lconst->idx]);
+ next_local = max(next_local, lconst_map[lconst->idx] + 1);
}
}
}
}
}
+
+ return next_local;
}
static const char * const shift_tab[] = {
const struct wined3d_shader_dst_param *dst, char *write_mask)
{
char *ptr = write_mask;
- char vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
- if (vshader && dst->reg.type == WINED3DSPR_ADDR)
- {
- *ptr++ = '.';
- *ptr++ = 'x';
- }
- else if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
+ if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
{
*ptr++ = '.';
if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
*ptr = '\0';
}
-static void shader_arb_get_register_name(IWineD3DBaseShader *iface, WINED3DSHADER_PARAM_REGISTER_TYPE register_type,
- UINT register_idx, BOOL rel_addr, char *register_name, BOOL *is_color)
+static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
+{
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+
+ if(strcmp(priv->addr_reg, src) == 0) return;
+
+ strcpy(priv->addr_reg, src);
+ shader_addline(buffer, "ARL A0.x, %s;\n", src);
+}
+
+static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
+ const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
+
+static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
+ const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
{
/* oPos, oFog and oPts in D3D */
static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
- IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
+ IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
+ struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
*is_color = FALSE;
- switch (register_type)
+ switch (reg->type)
{
case WINED3DSPR_TEMP:
- sprintf(register_name, "R%u", register_idx);
+ sprintf(register_name, "R%u", reg->idx);
break;
case WINED3DSPR_INPUT:
if (pshader)
{
- if (register_idx == 0) strcpy(register_name, "fragment.color.primary");
- else strcpy(register_name, "fragment.color.secondary");
+ if(This->baseShader.reg_maps.shader_version.major < 3)
+ {
+ if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
+ else strcpy(register_name, "fragment.color.secondary");
+ }
+ else
+ {
+ if(reg->rel_addr)
+ {
+ char rel_reg[50];
+ shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
+
+ if(strcmp(rel_reg, "**aL_emul**") == 0)
+ {
+ DWORD idx = ctx->aL + reg->idx;
+ if(idx < MAX_REG_INPUT)
+ {
+ strcpy(register_name, ctx->ps_input[idx]);
+ }
+ else
+ {
+ ERR("Pixel shader input register out of bounds: %u\n", idx);
+ sprintf(register_name, "out_of_bounds_%u", idx);
+ }
+ }
+ else if(This->baseShader.reg_maps.input_registers & 0x0300)
+ {
+ /* There are two ways basically:
+ *
+ * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
+ * That means trouble if the loop also contains a breakc or if the control values
+ * aren't local constants.
+ * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
+ * source dynamically. The trouble is that we cannot simply read aL.y because it
+ * is an ADDRESS register. We could however push it, load .zw with a value and use
+ * ADAC to load the condition code register and pop it again afterwards
+ */
+ FIXME("Relative input register addressing with more than 8 registers\n");
+
+ /* This is better than nothing for now */
+ sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
+ }
+ else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
+ {
+ /* This is problematic because we'd have to consult the ctx->ps_input strings
+ * for where to find the varying. Some may be "0.0", others can be texcoords or
+ * colors. This needs either a pipeline replacement to make the vertex shader feed
+ * proper varyings, or loop unrolling
+ *
+ * For now use the texcoords and hope for the best
+ */
+ FIXME("Non-vertex shader varying input with indirect addressing\n");
+ sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
+ }
+ else
+ {
+ /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
+ * pulls GL_NV_fragment_program2 in
+ */
+ sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
+ }
+ }
+ else
+ {
+ if(reg->idx < MAX_REG_INPUT)
+ {
+ strcpy(register_name, ctx->ps_input[reg->idx]);
+ }
+ else
+ {
+ ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
+ sprintf(register_name, "out_of_bounds_%u", reg->idx);
+ }
+ }
+ }
}
else
{
- if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
- sprintf(register_name, "vertex.attrib[%u]", register_idx);
+ if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
+ sprintf(register_name, "vertex.attrib[%u]", reg->idx);
}
break;
case WINED3DSPR_CONST:
- if (!pshader && rel_addr)
+ if (!pshader && reg->rel_addr)
{
+ BOOL aL = FALSE;
+ char rel_reg[50];
UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
- if (register_idx >= rel_offset)
- sprintf(register_name, "C[A0.x + %u]", register_idx - rel_offset);
+ if(This->baseShader.reg_maps.shader_version.major < 2) {
+ sprintf(rel_reg, "A0.x");
+ } else {
+ shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
+ if(ctx->target_version == ARB) {
+ if(strcmp(rel_reg, "**aL_emul**") == 0) {
+ aL = TRUE;
+ } else {
+ shader_arb_request_a0(ins, rel_reg);
+ sprintf(rel_reg, "A0.x");
+ }
+ }
+ }
+ if(aL)
+ sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
+ else if (reg->idx >= rel_offset)
+ sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
else
- sprintf(register_name, "C[A0.x - %u]", -register_idx + rel_offset);
+ sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
}
else
{
if (This->baseShader.reg_maps.usesrelconstF)
- sprintf(register_name, "C[%u]", register_idx);
+ sprintf(register_name, "C[%u]", reg->idx);
else
- sprintf(register_name, "C%u", register_idx);
+ sprintf(register_name, "C%u", reg->idx);
}
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
- if (pshader) sprintf(register_name, "T%u", register_idx);
- else sprintf(register_name, "A%u", register_idx);
+ if (pshader) {
+ if(This->baseShader.reg_maps.shader_version.major == 1 &&
+ This->baseShader.reg_maps.shader_version.minor <= 3) {
+ /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
+ * and as source to most instructions. For some instructions it is the texcoord
+ * input. Those instructions know about the special use
+ */
+ sprintf(register_name, "T%u", reg->idx);
+ } else {
+ /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
+ sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
+ }
+ }
+ else
+ {
+ if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
+ {
+ sprintf(register_name, "A%u", reg->idx);
+ }
+ else
+ {
+ sprintf(register_name, "A%u_SHADOW", reg->idx);
+ }
+ }
break;
case WINED3DSPR_COLOROUT:
- if (register_idx == 0)
+ if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
{
strcpy(register_name, "TMP_COLOR");
}
else
{
- /* TODO: See GL_ARB_draw_buffers */
- FIXME("Unsupported write to render target %u\n", register_idx);
- sprintf(register_name, "unsupported_register");
+ if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
+ if(This->baseShader.reg_maps.highest_render_target > 0)
+ {
+ sprintf(register_name, "result.color[%u]", reg->idx);
+ }
+ else
+ {
+ strcpy(register_name, "result.color");
+ }
}
break;
case WINED3DSPR_RASTOUT:
- sprintf(register_name, "%s", rastout_reg_names[register_idx]);
+ if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
+ else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
break;
case WINED3DSPR_DEPTHOUT:
break;
case WINED3DSPR_ATTROUT:
- if (pshader) sprintf(register_name, "oD[%u]", register_idx);
- else if (register_idx == 0) strcpy(register_name, "result.color.primary");
- else strcpy(register_name, "result.color.secondary");
+ /* case WINED3DSPR_OUTPUT: */
+ if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
+ else strcpy(register_name, ctx->color_output[reg->idx]);
break;
case WINED3DSPR_TEXCRDOUT:
- if (pshader) sprintf(register_name, "oT[%u]", register_idx);
- else sprintf(register_name, "result.texcoord[%u]", register_idx);
+ if (pshader)
+ {
+ sprintf(register_name, "oT[%u]", reg->idx);
+ }
+ else
+ {
+ if(This->baseShader.reg_maps.shader_version.major < 3)
+ {
+ strcpy(register_name, ctx->texcrd_output[reg->idx]);
+ }
+ else
+ {
+ strcpy(register_name, ctx->vs_output[reg->idx]);
+ }
+ }
+ break;
+
+ case WINED3DSPR_LOOP:
+ if(ctx->target_version >= NV2)
+ {
+ /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
+ if(pshader) sprintf(register_name, "A0.x");
+ else sprintf(register_name, "aL.y");
+ }
+ else
+ {
+ /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
+ * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
+ * thus the result would be something like C[15 + 30], which is not valid in the ARB program
+ * grammar. So return a marker for the emulated aL and intercept it in constant and varying
+ * indexing
+ */
+ sprintf(register_name, "**aL_emul**");
+ }
+
+ break;
+
+ case WINED3DSPR_CONSTINT:
+ sprintf(register_name, "I%u", reg->idx);
+ break;
+
+ case WINED3DSPR_MISCTYPE:
+ if(reg->idx == 0)
+ {
+ sprintf(register_name, "vpos");
+ }
+ else if(reg->idx == 1)
+ {
+ sprintf(register_name, "fragment.facing.x");
+ }
+ else
+ {
+ FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
+ }
break;
default:
- FIXME("Unhandled register type %#x[%u]\n", register_type, register_idx);
- sprintf(register_name, "unrecognized_register[%u]", register_idx);
+ FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
+ sprintf(register_name, "unrecognized_register[%u]", reg->idx);
break;
}
}
char write_mask[6];
BOOL is_color;
- shader_arb_get_register_name(ins->ctx->shader, wined3d_dst->reg.type,
- wined3d_dst->reg.idx, !!wined3d_dst->reg.rel_addr, register_name, &is_color);
+ shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
strcpy(str, register_name);
shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
}
}
-static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
- const char *one, const char *two, struct color_fixup_desc fixup)
+static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
+ DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
{
DWORD mask;
}
}
-static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
- const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
+static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
{
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
- const char *tex_type;
- IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
- IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
+ DWORD mod;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ if (!ins->dst_count) return "";
- switch(sampler_type) {
- case WINED3DSTT_1D:
- tex_type = "1D";
- break;
+ mod = ins->dst[0].modifiers;
- case WINED3DSTT_2D:
- if(device->stateBlock->textures[sampler_idx] &&
+ /* Silently ignore PARTIALPRECISION if its not supported */
+ if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
+
+ if(mod & WINED3DSPDM_MSAMPCENTROID)
+ {
+ FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
+ mod &= ~WINED3DSPDM_MSAMPCENTROID;
+ }
+
+ switch(mod)
+ {
+ case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
+ return "H_SAT";
+
+ case WINED3DSPDM_SATURATE:
+ return "_SAT";
+
+ case WINED3DSPDM_PARTIALPRECISION:
+ return "H";
+
+ case 0:
+ return "";
+
+ default:
+ FIXME("Unknown modifiers 0x%08x\n", mod);
+ return "";
+ }
+}
+
+#define TEX_PROJ 0x1
+#define TEX_BIAS 0x2
+#define TEX_LOD 0x4
+#define TEX_DERIV 0x10
+
+static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
+ const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+ const char *tex_type;
+ BOOL np2_fixup = FALSE;
+ IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ const char *mod;
+ BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
+
+ /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
+ if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
+
+ switch(sampler_type) {
+ case WINED3DSTT_1D:
+ tex_type = "1D";
+ break;
+
+ case WINED3DSTT_2D:
+ if(device->stateBlock->textures[sampler_idx] &&
IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
tex_type = "RECT";
} else {
}
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
{
- const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
- if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
- FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
- }
+ if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
+ {
+ if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
+ else np2_fixup = TRUE;
+ }
}
break;
tex_type = "";
}
- if (bias) {
+ /* TEX, TXL, TXD and TXP do not support the "H" modifier,
+ * so don't use shader_arb_get_modifier
+ */
+ if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
+ else mod = "";
+
+ /* Fragment samplers always have indentity mapping */
+ if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
+ {
+ sampler_idx = priv->cur_vs_args->vertex_samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
+ }
+
+ if (flags & TEX_DERIV)
+ {
+ if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
+ if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
+ shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
+ dsx, dsy,sampler_idx, tex_type);
+ }
+ else if(flags & TEX_LOD)
+ {
+ if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
+ if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
+ shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
+ sampler_idx, tex_type);
+ }
+ else if (flags & TEX_BIAS)
+ {
/* Shouldn't be possible, but let's check for it */
- if(projected) FIXME("Biased and Projected texture sampling\n");
+ if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
/* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
- shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
- } else if (projected) {
- shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
- } else {
- shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
+ shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
+ }
+ else if (flags & TEX_PROJ)
+ {
+ shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
+ }
+ else
+ {
+ if (np2_fixup)
+ {
+ const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
+ shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
+ (idx % 2) ? "zwxy" : "xyzw", coord_reg);
+
+ shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
+ }
+ else
+ shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
}
- if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
+ if (pshader)
{
- IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
- "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
+ "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
}
}
char regstr[256];
char swzstr[20];
int insert_line;
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
/* Assume a new line will be added */
insert_line = 1;
/* Get register name */
- shader_arb_get_register_name(ins->ctx->shader, src->reg.type,
- src->reg.idx, !!src->reg.rel_addr, regstr, &is_color);
+ shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
shader_arb_get_swizzle(src, is_color, swzstr);
switch (src->modifiers)
shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
break;
+ case WINED3DSPSM_ABS:
+ if(ctx->target_version >= NV2) {
+ sprintf(outregstr, "|%s%s|", regstr, swzstr);
+ insert_line = 0;
+ } else {
+ shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
+ }
+ break;
+ case WINED3DSPSM_ABSNEG:
+ if(ctx->target_version >= NV2) {
+ sprintf(outregstr, "-|%s%s|", regstr, swzstr);
+ } else {
+ shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
+ sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
+ }
+ insert_line = 0;
+ break;
default:
sprintf(outregstr, "%s%s", regstr, swzstr);
insert_line = 0;
static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
{
- IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[2][50];
- char dst_wmask[20];
DWORD sampler_code = dst->reg.idx;
- BOOL has_bumpmat = FALSE;
- BOOL is_color;
- int i;
-
- for(i = 0; i < This->numbumpenvmatconsts; i++) {
- if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
- && This->bumpenvmatconst[i].texunit == sampler_code)
- {
- has_bumpmat = TRUE;
- break;
- }
- }
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
- shader_arb_get_write_mask(ins, dst, dst_wmask);
- strcat(dst_name, dst_wmask);
+ shader_arb_get_dst_param(ins, dst, dst_name);
- shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
+ /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
+ *
+ * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
+ * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
+ * temps is done.
+ */
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
+ shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
+ shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
+ shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
+ shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
- if(has_bumpmat) {
- /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
- shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
- shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
- shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
- shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
+ shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
+ shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
+}
- shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
- } else {
- shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
+static DWORD negate_modifiers(DWORD mod, char *extra_char)
+{
+ *extra_char = ' ';
+ switch(mod)
+ {
+ case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
+ case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
+ case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
+ case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
+ case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
+ case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
+ case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
+ case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
+ case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
+ case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
+ case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
+ case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
+ case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
}
+ FIXME("Unknown modifier %u\n", mod);
+ return mod;
}
static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- char dst_wmask[20];
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[3][50];
- BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
- BOOL is_color;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
+ BOOL is_color;
- /* FIXME: support output modifiers */
-
- /* Handle output register */
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
- shader_arb_get_write_mask(ins, dst, dst_wmask);
-
- /* Generate input register names (with modifiers) */
- shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
+ shader_arb_get_dst_param(ins, dst, dst_name);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
- shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
/* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
{
- shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
+ shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
} else {
- shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
- shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
- sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
+ struct wined3d_shader_src_param src0_copy = ins->src[0];
+ char extra_neg;
+
+ /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
+ src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
+
+ shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
+ shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
+ shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
+ /* No modifiers supported on CMP */
+ shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
+
+ /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
+ if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
+ {
+ shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
+ shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
+ }
}
}
static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- char dst_wmask[20];
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[3][50];
- BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
BOOL is_color;
- /* FIXME: support output modifiers */
-
- /* Handle output register */
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
- shader_arb_get_write_mask(ins, dst, dst_wmask);
+ shader_arb_get_dst_param(ins, dst, dst_name);
/* Generate input register names (with modifiers) */
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
- shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
+ /* No modifiers are supported on CMP */
+ shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
src_name[0], src_name[2], src_name[1]);
+
+ if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
+ {
+ shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
+ shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
+ }
}
/** Process the WINED3DSIO_DP2ADD instruction in ARB.
static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- char dst_wmask[20];
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[3][50];
- BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
- BOOL is_color;
-
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
- shader_arb_get_write_mask(ins, dst, dst_wmask);
+ struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
+ shader_arb_get_dst_param(ins, dst, dst_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
- shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
- /* Emulate a DP2 with a DP3 and 0.0 */
- shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
- shader_addline(buffer, "MOV TMP.z, 0.0;\n");
- shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
- shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
+ if(ctx->target_version >= NV3)
+ {
+ /* GL_NV_fragment_program2 has a 1:1 matching instruction */
+ shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
+ shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
+ dst_name, src_name[0], src_name[1], src_name[2]);
+ }
+ else if(ctx->target_version >= NV2)
+ {
+ /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
+ * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
+ * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
+ * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
+ *
+ * Make sure that src1.zw = src1.xy, then we get a classic dp2add
+ *
+ * .xyxy and other swizzles that we could get with this are not valid in
+ * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
+ */
+ struct wined3d_shader_src_param tmp_param = ins->src[1];
+ DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
+ tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
+
+ shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
+
+ shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
+ dst_name, src_name[2], src_name[0], src_name[1]);
+ }
+ else
+ {
+ shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
+ /* 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]
+ * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
+ */
+ shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
+ shader_addline(buffer, "MOV TA.z, 0.0;\n");
+ shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
+ shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
+ }
}
/* Map the opcode 1-to-1 to the GL code */
static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
{
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
const char *instruction;
char arguments[256], dst_str[50];
unsigned int i;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- const char *modifier;
switch (ins->handler_idx)
{
case WINED3DSIH_DP3: instruction = "DP3"; break;
case WINED3DSIH_DP4: instruction = "DP4"; break;
case WINED3DSIH_DST: instruction = "DST"; break;
- case WINED3DSIH_EXP: instruction = "EX2"; break;
- case WINED3DSIH_EXPP: instruction = "EXP"; break;
case WINED3DSIH_FRC: instruction = "FRC"; break;
case WINED3DSIH_LIT: instruction = "LIT"; break;
- case WINED3DSIH_LOG: instruction = "LG2"; break;
- case WINED3DSIH_LOGP: instruction = "LOG"; break;
case WINED3DSIH_LRP: instruction = "LRP"; break;
case WINED3DSIH_MAD: instruction = "MAD"; break;
case WINED3DSIH_MAX: instruction = "MAX"; break;
case WINED3DSIH_MIN: instruction = "MIN"; break;
case WINED3DSIH_MOV: instruction = "MOV"; break;
case WINED3DSIH_MUL: instruction = "MUL"; break;
- case WINED3DSIH_POW: instruction = "POW"; break;
case WINED3DSIH_SGE: instruction = "SGE"; break;
case WINED3DSIH_SLT: instruction = "SLT"; break;
case WINED3DSIH_SUB: instruction = "SUB"; break;
+ case WINED3DSIH_MOVA:instruction = "ARR"; break;
+ case WINED3DSIH_SGN: instruction = "SSG"; break;
+ case WINED3DSIH_DSX: instruction = "DDX"; break;
default: instruction = "";
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
break;
}
- /* All instructions handled by this function have a destination parameter */
- if(dst->modifiers & WINED3DSPDM_SATURATE) modifier = "_SAT";
- else modifier = "";
-
/* Note that shader_arb_add_dst_param() adds spaces. */
arguments[0] = '\0';
shader_arb_get_dst_param(ins, dst, dst_str);
shader_arb_get_src_param(ins, &ins->src[i], i, operand);
strcat(arguments, operand);
}
- shader_addline(buffer, "%s%s %s%s;\n", instruction, modifier, dst_str, arguments);
+ shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
}
static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
{
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
shader_addline(buffer, "NOP;\n");
}
static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
+ struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
- if ((ins->ctx->reg_maps->shader_version.major == 1
- && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
- && ins->dst[0].reg.type == WINED3DSPR_ADDR)
- || ins->handler_idx == WINED3DSIH_MOVA)
- {
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- char src0_param[256];
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char src0_param[256];
+
+ if(ins->handler_idx == WINED3DSIH_MOVA) {
+ char write_mask[6];
+
+ if(ctx->target_version >= NV2) {
+ shader_hw_map2gl(ins);
+ return;
+ }
+ shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
+ shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
+
+ /* This implements the mova formula used in GLSL. The first two instructions
+ * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
+ * in this case:
+ * mova A0.x, 0.0
+ *
+ * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
+ *
+ * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
+ * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
+ */
+ shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
+ shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
- if (ins->handler_idx == WINED3DSIH_MOVA)
- FIXME("mova should round\n");
+ shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
+ shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
+ shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
+ if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
+ {
+ shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
+ }
+ shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
+ ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
+ } else if (ins->ctx->reg_maps->shader_version.major == 1
+ && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
+ && ins->dst[0].reg.type == WINED3DSPR_ADDR)
+ {
src0_param[0] = '\0';
if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
{
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
- shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
- shader_addline(buffer, "ARL A0.x, TMP.x;\n");
+ shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
+ shader_addline(buffer, "ARL A0.x, TA.x;\n");
}
else
{
shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
}
}
+ else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
+ {
+ IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
+ if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
+ {
+ shader_addline(buffer, "#mov handled in srgb write code\n");
+ return;
+ }
+ shader_hw_map2gl(ins);
+ }
else
{
shader_hw_map2gl(ins);
static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
char reg_dest[40];
/* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
if (ins->ctx->reg_maps->shader_version.major >= 2)
{
- /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
- shader_addline(buffer, "KIL %s;\n", reg_dest);
+ const char *kilsrc = "TA";
+ BOOL is_color;
+
+ shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
+ if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
+ {
+ kilsrc = reg_dest;
+ }
+ else
+ {
+ /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
+ * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
+ * masked out components to 0(won't kill)
+ */
+ char x = '0', y = '0', z = '0', w = '0';
+ if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
+ if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
+ if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
+ if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
+ shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
+ }
+ shader_addline(buffer, "KIL %s;\n", kilsrc);
} else {
/* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
* copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
+ *
+ * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
+ * or pass in any temporary register(in shader phase 2)
*/
- shader_addline(buffer, "SWZ TMP, %s, x, y, z, 1;\n", reg_dest);
- shader_addline(buffer, "KIL TMP;\n");
+ if(ins->ctx->reg_maps->shader_version.minor <= 3) {
+ sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
+ } else {
+ shader_arb_get_dst_param(ins, dst, reg_dest);
+ }
+ shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
+ shader_addline(buffer, "KIL TA;\n");
}
}
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- BOOL is_color;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
- BOOL projected = FALSE, bias = FALSE;
+ struct wined3d_shader_src_param src;
char reg_dest[40];
char reg_coord[40];
DWORD reg_sampler_code;
+ DWORD myflags = 0;
/* All versions have a destination register */
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, reg_dest, &is_color);
+ shader_arb_get_dst_param(ins, dst, reg_dest);
+
+ /* 1.0-1.4: Use destination register number as texture code.
+ 2.0+: Use provided sampler number as texure code. */
+ if (shader_version < WINED3D_SHADER_VERSION(2,0))
+ reg_sampler_code = dst->reg.idx;
+ else
+ reg_sampler_code = ins->src[1].reg.idx;
- /* 1.0-1.3: Use destination register as coordinate source.
+ /* 1.0-1.3: Use the texcoord varying.
1.4+: Use provided coordinate source register. */
- if (shader_version < WINED3D_SHADER_VERSION(1,4))
- strcpy(reg_coord, reg_dest);
- else
- shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
-
- /* 1.0-1.4: Use destination register number as texture code.
- 2.0+: Use provided sampler number as texure code. */
- if (shader_version < WINED3D_SHADER_VERSION(2,0))
- reg_sampler_code = dst->reg.idx;
- else
- reg_sampler_code = ins->src[1].reg.idx;
-
- /* projection flag:
- * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
- * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
- * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
- */
- if (shader_version < WINED3D_SHADER_VERSION(1,4))
- {
- DWORD flags = 0;
- if(reg_sampler_code < MAX_TEXTURES) {
- flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
- }
- if (flags & WINED3DTTFF_PROJECTED) {
- projected = TRUE;
- }
- }
- else if (shader_version < WINED3D_SHADER_VERSION(2,0))
- {
- DWORD src_mod = ins->src[0].modifiers;
- if (src_mod == WINED3DSPSM_DZ) {
- projected = TRUE;
- } else if(src_mod == WINED3DSPSM_DW) {
- projected = TRUE;
- }
- } else {
- if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
- if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
- }
- shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
+ if (shader_version < WINED3D_SHADER_VERSION(1,4))
+ sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
+ else {
+ /* TEX is the only instruction that can handle DW and DZ natively */
+ src = ins->src[0];
+ if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
+ if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
+ shader_arb_get_src_param(ins, &src, 0, reg_coord);
+ }
+
+ /* projection flag:
+ * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
+ * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
+ * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
+ */
+ if (shader_version < WINED3D_SHADER_VERSION(1,4))
+ {
+ DWORD flags = 0;
+ if(reg_sampler_code < MAX_TEXTURES) {
+ flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
+ }
+ if (flags & WINED3DTTFF_PROJECTED) {
+ myflags |= TEX_PROJ;
+ }
+ }
+ else if (shader_version < WINED3D_SHADER_VERSION(2,0))
+ {
+ DWORD src_mod = ins->src[0].modifiers;
+ if (src_mod == WINED3DSPSM_DZ) {
+ /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
+ * varying register, so we need a temp reg
+ */
+ shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
+ strcpy(reg_coord, "TA");
+ myflags |= TEX_PROJ;
+ } else if(src_mod == WINED3DSPSM_DW) {
+ myflags |= TEX_PROJ;
+ }
+ } else {
+ if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
+ if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
+ }
+ shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
}
static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
+ char dst_str[50];
- char tmp[20];
- shader_arb_get_write_mask(ins, dst, tmp);
- if (shader_version != WINED3D_SHADER_VERSION(1,4))
+ if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
DWORD reg = dst->reg.idx;
- shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
+
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
+ shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
} else {
char reg_src[40];
shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
- shader_addline(buffer, "MOV R%u%s, %s;\n", dst->reg.idx, tmp, reg_src);
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
+ shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
}
}
static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
{
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg1 = ins->dst[0].reg.idx;
- char dst_str[8];
+ char dst_str[50];
char src_str[50];
- sprintf(dst_str, "T%u", reg1);
+ /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
- shader_addline(buffer, "MOV TMP.x, %s.w;\n", src_str);
- shader_addline(buffer, "MOV TMP.y, %s.x;\n", src_str);
+ /* Move .x first in case src_str is "TA" */
+ shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
+ shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
- shader_hw_sample(ins, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
+ shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
}
static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
{
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
DWORD reg1 = ins->dst[0].reg.idx;
- char dst_str[8];
+ char dst_str[50];
char src_str[50];
- sprintf(dst_str, "T%u", reg1);
+ /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
- shader_addline(buffer, "MOV TMP.x, %s.y;\n", src_str);
- shader_addline(buffer, "MOV TMP.y, %s.z;\n", src_str);
- shader_hw_sample(ins, reg1, dst_str, "TMP", FALSE, FALSE);
+ shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
+ shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
+ shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
}
static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
{
DWORD reg1 = ins->dst[0].reg.idx;
- char dst_str[8];
+ char dst_str[50];
char src_str[50];
- sprintf(dst_str, "T%u", reg1);
+ /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
- shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
+ shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
}
static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- BOOL has_bumpmat = FALSE;
- BOOL has_luminance = FALSE;
- BOOL is_color;
- int i;
-
- SHADER_BUFFER *buffer = ins->ctx->buffer;
-
- char reg_coord[40];
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char reg_coord[40], dst_reg[50], src_reg[50];
DWORD reg_dest_code;
- /* All versions have a destination register */
+ /* All versions have a destination register. The Tx where the texture coordinates come
+ * from is the varying incarnation of the texture register
+ */
reg_dest_code = dst->reg.idx;
- /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, reg_coord, &is_color);
-
- for(i = 0; i < This->numbumpenvmatconsts; i++) {
- if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
- && reg_dest_code == This->bumpenvmatconst[i].texunit)
- {
- has_bumpmat = TRUE;
- break;
- }
- }
- for(i = 0; i < This->numbumpenvmatconsts; i++) {
- if (This->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED
- && reg_dest_code == This->luminanceconst[i].texunit)
- {
- has_luminance = TRUE;
- break;
- }
- }
-
- if(has_bumpmat) {
- DWORD src = ins->src[0].reg.idx;
-
- /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
+ shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
+ sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
- shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
- shader_addline(buffer, "DP3 TMP.x, TMP2, T%u;\n", src);
- shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
- shader_addline(buffer, "DP3 TMP.y, TMP2, T%u;\n", src);
-
- /* with projective textures, texbem only divides the static texture coord, not the displacement,
- * so we can't let the GL handle this.
- */
- if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
- & WINED3DTTFF_PROJECTED) {
- shader_addline(buffer, "RCP TMP2.w, %s.w;\n", reg_coord);
- shader_addline(buffer, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord);
- shader_addline(buffer, "ADD TMP.xy, TMP, TMP2;\n");
- } else {
- shader_addline(buffer, "ADD TMP.xy, TMP, %s;\n", reg_coord);
- }
+ /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
+ * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
+ *
+ * GL_NV_fragment_program_option could handle this in one instruction via X2D:
+ * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
+ *
+ * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
+ * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
+ * extension.
+ */
+ shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
+ shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
+ shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
+ shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
- shader_hw_sample(ins, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
+ /* with projective textures, texbem only divides the static texture coord, not the displacement,
+ * so we can't let the GL handle this.
+ */
+ if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
+ & WINED3DTTFF_PROJECTED) {
+ shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
+ shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
+ shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
+ } else {
+ shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
+ }
- if (ins->handler_idx == WINED3DSIH_TEXBEML && has_luminance)
- {
- shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
- src, reg_dest_code, reg_dest_code);
- shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
- }
+ shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
- } else {
- DWORD tf;
- if(reg_dest_code < MAX_TEXTURES) {
- tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
- } else {
- tf = 0;
- }
- /* Without a bump matrix loaded, just sample with the unmodified coordinates */
- shader_hw_sample(ins, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
+ if (ins->handler_idx == WINED3DSIH_TEXBEML)
+ {
+ /* No src swizzles are allowed, so this is ok */
+ shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
+ src_reg, reg_dest_code, reg_dest_code);
+ shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
}
}
static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
{
DWORD reg = ins->dst[0].reg.idx;
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- char src0_name[50];
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char src0_name[50], dst_name[50];
+ BOOL is_color;
+ struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
- shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
+ /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
+ * T<reg+1> register. Use this register to store the calculated vector
+ */
+ tmp_reg.idx = reg + 1;
+ shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
+ shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
}
static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- char dst_str[8];
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char dst_str[50];
char src0_name[50];
+ char dst_reg[50];
+ BOOL is_color;
+
+ /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
+ shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
- sprintf(dst_str, "T%u", reg);
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
- shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
+ shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
- shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
+ shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
}
static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
DWORD reg = ins->dst[0].reg.idx;
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
- char src0_name[50];
+ char src0_name[50], dst_name[50];
+ struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
+ BOOL is_color;
+
+ /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
+ * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
+ * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
+ */
+ tmp_reg.idx = reg + 2 - current_state->current_row;
+ shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
- shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
+ shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
+ dst_name, 'x' + current_state->current_row, reg, src0_name);
current_state->texcoord_w[current_state->current_row++] = reg;
}
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
- char dst_str[8];
- char src0_name[50];
+ char dst_str[50];
+ char src0_name[50], dst_name[50];
+ BOOL is_color;
+ shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
- shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
+ shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
/* Sample the texture using the calculated coordinates */
- sprintf(dst_str, "T%u", reg);
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
- shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
+ shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
current_state->current_row = 0;
}
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
- char dst_str[8];
+ char dst_str[50];
char src0_name[50];
+ char dst_reg[50];
+ BOOL is_color;
+ /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
+ * components for temporary data storage
+ */
+ shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
- shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
+ shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
/* Construct the eye-ray vector from w coordinates */
- shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
- shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
- shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
+ shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
+ shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
+ shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
/* Calculate reflection vector
*/
- shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
- /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
- shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
- shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
- shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
- shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
- shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
+ shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
+ /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
+ shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
+ shader_addline(buffer, "RCP TB.w, TB.w;\n");
+ shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
+ shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
+ shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
/* Sample the texture using the calculated coordinates */
- sprintf(dst_str, "T%u", reg);
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
- shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
+ shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
current_state->current_row = 0;
}
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- char dst_str[8];
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char dst_str[50];
char src0_name[50];
char src1_name[50];
+ char dst_reg[50];
+ BOOL is_color;
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
- shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
+ shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
+ /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
+ shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
/* Calculate reflection vector.
*
- * dot(N, E)
- * TMP.xyz = 2 * --------- * N - E
- * dot(N, N)
+ * dot(N, E)
+ * dst_reg.xyz = 2 * --------- * N - E
+ * dot(N, N)
*
* Which normalizes the normal vector
*/
- shader_addline(buffer, "DP3 TMP.w, TMP, %s;\n", src1_name);
- shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
- shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
- shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
- shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
- shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -%s;\n", src1_name);
+ shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
+ shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
+ shader_addline(buffer, "RCP TC.w, TC.w;\n");
+ shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
+ shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
+ shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
/* Sample the texture using the calculated coordinates */
- sprintf(dst_str, "T%u", reg);
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
- shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
+ shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
current_state->current_row = 0;
}
static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
- BOOL is_color;
/* texdepth has an implicit destination, the fragment depth value. It's only parameter,
* which is essentially an input, is the destination register because it is the first
* parameter. According to the msdn, this must be register r5, but let's keep it more flexible
- * here
+ * here(writemasks/swizzles are not valid on texdepth)
*/
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
+ shader_arb_get_dst_param(ins, dst, dst_name);
/* According to the msdn, the source register(must be r5) is unusable after
* the texdepth instruction, so we're free to modify it
* result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
*/
shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
- shader_addline(buffer, "MUL TMP.x, %s.x, %s.y;\n", dst_name, dst_name);
- shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
- shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
+ shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
+ shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
+ shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
}
/** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
{
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
DWORD sampler_idx = ins->dst[0].reg.idx;
char src0[50];
- char dst_str[8];
+ char dst_str[50];
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
- shader_addline(buffer, "MOV TMP, 0.0;\n");
- shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
+ shader_addline(buffer, "MOV TB, 0.0;\n");
+ shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
- sprintf(dst_str, "T%u", sampler_idx);
- shader_hw_sample(ins, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
+ shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
}
/** Process the WINED3DSIO_TEXDP3 instruction in ARB:
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
char src0[50];
char dst_str[50];
- char dst_mask[6];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- BOOL is_color;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
/* Handle output register */
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, dst_str, &is_color);
- shader_arb_get_write_mask(ins, dst, dst_mask);
-
+ shader_arb_get_dst_param(ins, dst, dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
- shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dst->reg.idx, src0);
-
- /* TODO: Handle output modifiers */
+ shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
}
/** Process the WINED3DSIO_TEXM3X3 instruction in ARB
static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- char dst_str[50];
- char dst_mask[6];
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char dst_str[50], dst_name[50];
char src0[50];
BOOL is_color;
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, dst_str, &is_color);
- shader_arb_get_write_mask(ins, dst, dst_mask);
-
+ shader_arb_get_dst_param(ins, dst, dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
- shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst->reg.idx, src0);
- shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
-
- /* TODO: Handle output modifiers */
+ shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
+ shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
+ shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
}
/** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
*/
static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
{
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- DWORD dst_reg = ins->dst[0].reg.idx;
- char src0[50];
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ const struct wined3d_shader_dst_param *dst = &ins->dst[0];
+ char src0[50], dst_name[50];
+ BOOL is_color;
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
- shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
+ shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
+ shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
/* How to deal with the special case dst_name.g == 0? if r != 0, then
* the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
* result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
*/
- shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
- shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
- shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
- shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
+ shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
+ shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
+ shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
+ shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
}
/** Handles transforming all WINED3DSIO_M?x? opcodes for
}
}
-static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
+static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
{
- SHADER_BUFFER *buffer = ins->ctx->buffer;
- const char *instruction, *sat;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ const char *instruction;
char dst[50];
char src[50];
switch(ins->handler_idx)
{
- case WINED3DSIH_RSQ: instruction = "RSQ"; break;
- case WINED3DSIH_RCP: instruction = "RCP"; break;
+ case WINED3DSIH_RSQ: instruction = "RSQ"; break;
+ case WINED3DSIH_RCP: instruction = "RCP"; break;
+ case WINED3DSIH_EXP: instruction = "EX2"; break;
+ case WINED3DSIH_EXPP: instruction = "EXP"; break;
default: instruction = "";
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
break;
}
- if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) sat = "_SAT";
- else sat = "";
-
shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
shader_arb_get_src_param(ins, &ins->src[0], 0, src);
if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
strcat(src, ".w");
}
- shader_addline(buffer, "%s%s %s, %s;\n", instruction, sat, dst, src);
+ shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
}
static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
{
- const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[50];
- char dst_wmask[20];
- BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
- BOOL is_color;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
- shader_arb_get_write_mask(ins, dst, dst_wmask);
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
+ shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
- shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
- shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
- shader_addline(buffer, "RSQ TMP, TMP.x;\n");
- /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
- shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
- src_name);
+ if(pshader && priv->target_version >= NV3)
+ {
+ shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
+ }
+ else
+ {
+ shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
+ shader_addline(buffer, "RSQ TA, TA.x;\n");
+ /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
+ shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
+ src_name);
+ }
+}
+
+static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char dst_name[50];
+ char src_name[3][50];
+
+ /* ARB_fragment_program has a convenient LRP instruction */
+ if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
+ shader_hw_map2gl(ins);
+ return;
+ }
+
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
+ shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
+ shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
+ shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
+
+ shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
+ shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
+ dst_name, src_name[0], src_name[2]);
}
static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
* must contain fixed constants. So we need a separate function to filter those constants and
* can't use map2gl
*/
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
char dst_name[50];
- char src_name[50];
- char dst_wmask[20];
- BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
+ char src_name0[50], src_name1[50], src_name2[50];
BOOL is_color;
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
- shader_arb_get_write_mask(ins, dst, dst_wmask);
+ shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
+ if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
+ /* No modifiers are supported on SCS */
+ shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
- shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
- shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
- src_name);
+ if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
+ {
+ shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
+ shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
+ }
+ } else if(priv->target_version >= NV2) {
+ shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
+
+ /* Sincos writemask must be .x, .y or .xy */
+ if(dst->write_mask & WINED3DSP_WRITEMASK_0)
+ shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
+ if(dst->write_mask & WINED3DSP_WRITEMASK_1)
+ shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
+ } else {
+ /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
+ * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
+ *
+ * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
+ * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
+ *
+ * The constants we get are:
+ *
+ * +1 +1, -1 -1 +1 +1 -1 -1
+ * ---- , ---- , ---- , ----- , ----- , ----- , ------
+ * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
+ *
+ * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
+ *
+ * (x/2)^2 = x^2 / 4
+ * (x/2)^3 = x^3 / 8
+ * (x/2)^4 = x^4 / 16
+ * (x/2)^5 = x^5 / 32
+ * etc
+ *
+ * To get the final result:
+ * sin(x) = 2 * sin(x/2) * cos(x/2)
+ * cos(x) = cos(x/2)^2 - sin(x/2)^2
+ * (from sin(x+y) and cos(x+y) rules)
+ *
+ * As per MSDN, dst.z is undefined after the operation, and so is
+ * dst.x and dst.y if they're masked out by the writemask. Ie
+ * sincos dst.y, src1, c0, c1
+ * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
+ * vsa.exe also stops with an error if the dest register is the same register as the source
+ * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
+ * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
+ */
+ shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
+ shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
+ shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
+
+ shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
+ shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
+ shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
+ shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
+ shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
+ shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
+
+ /* sin(x/2)
+ *
+ * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
+ * properly merge that with MULs in the code above?
+ * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
+ * we can merge the sine and cosine MAD rows to calculate them together.
+ */
+ shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
+ shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
+ shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
+ shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
+
+ /* cos(x/2) */
+ shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
+ shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
+ shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
+
+ if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
+ /* cos x */
+ shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
+ shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
+ }
+ if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
+ /* sin x */
+ shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
+ shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
+ }
+ }
}
-static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
+static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
{
- GLuint program_id = 0;
- const char *blt_vprogram =
- "!!ARBvp1.0\n"
- "PARAM c[1] = { { 1, 0.5 } };\n"
- "MOV result.position, vertex.position;\n"
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char dst_name[50];
+ char src_name[50];
+ struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
+
+ /* SGN is only valid in vertex shaders */
+ if(ctx->target_version == NV2) {
+ shader_hw_map2gl(ins);
+ return;
+ }
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
+ shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
+
+ /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
+ * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
+ */
+ if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
+ shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
+ } else {
+ /* src contains TA? Write to the dest first. This won't overwrite our destination.
+ * Then use TA, and calculate the final result
+ *
+ * Not reading from TA? Store the first result in TA to avoid overwriting the
+ * destination if src reg = dst reg
+ */
+ if(strstr(src_name, "TA"))
+ {
+ shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
+ shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
+ shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
+ }
+ else
+ {
+ shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
+ shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
+ shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
+ }
+ }
+}
+
+static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char src[50];
+ char dst[50];
+ char dst_name[50];
+ BOOL is_color;
+
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst);
+ shader_arb_get_src_param(ins, &ins->src[0], 0, src);
+ shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
+
+ shader_addline(buffer, "DDY %s, %s;\n", dst, src);
+ shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
+}
+
+static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
+{
+ *need_abs = FALSE;
+
+ switch(mod)
+ {
+ case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
+ case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
+ case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
+ case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
+ case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
+ case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
+ case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
+ case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
+ case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
+ case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
+ case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
+ case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
+ case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
+ }
+ FIXME("Unknown modifier %u\n", mod);
+ return mod;
+}
+
+static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char src0[50], src1[50], dst[50];
+ struct wined3d_shader_src_param src0_copy = ins->src[0];
+ BOOL need_abs = FALSE;
+ const char *instr;
+ BOOL arg2 = FALSE;
+
+ switch(ins->handler_idx)
+ {
+ case WINED3DSIH_LOG: instr = "LG2"; break;
+ case WINED3DSIH_LOGP: instr = "LOG"; break;
+ case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
+ default:
+ ERR("Unexpected instruction %d\n", ins->handler_idx);
+ return;
+ }
+
+ /* LOG, LOGP and POW operate on the absolute value of the input */
+ src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
+
+ shader_arb_get_dst_param(ins, &ins->dst[0], dst);
+ shader_arb_get_src_param(ins, &src0_copy, 0, src0);
+ if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
+
+ if(need_abs)
+ {
+ shader_addline(buffer, "ABS TA, %s;\n", src0);
+ if(arg2)
+ {
+ shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
+ }
+ else
+ {
+ shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
+ }
+ }
+ else if(arg2)
+ {
+ shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
+ }
+ else
+ {
+ shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
+ }
+}
+
+static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char src_name[50];
+ BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+ /* src0 is aL */
+ shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
+
+ if(vshader)
+ {
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ struct list *e = list_head(&priv->control_frames);
+ struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+ if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
+ /* The constant loader makes sure to load -1 into iX.w */
+ shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
+ shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
+ shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
+ }
+ else
+ {
+ shader_addline(buffer, "LOOP %s;\n", src_name);
+ }
+}
+
+static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ char src_name[50];
+ BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+ shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
+
+ /* The constant loader makes sure to load -1 into iX.w */
+ if(vshader)
+ {
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ struct list *e = list_head(&priv->control_frames);
+ struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+ if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
+
+ shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
+ shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
+ shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
+ }
+ else
+ {
+ shader_addline(buffer, "REP %s;\n", src_name);
+ }
+}
+
+static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+ if(vshader)
+ {
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ struct list *e = list_head(&priv->control_frames);
+ struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+ shader_addline(buffer, "ARAC aL.xy, aL;\n");
+ shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
+ shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
+
+ if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
+ }
+ else
+ {
+ shader_addline(buffer, "ENDLOOP;\n");
+ }
+}
+
+static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+ if(vshader)
+ {
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ struct list *e = list_head(&priv->control_frames);
+ struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+ shader_addline(buffer, "ARAC aL.xy, aL;\n");
+ shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
+ shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
+
+ if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
+ }
+ else
+ {
+ shader_addline(buffer, "ENDREP;\n");
+ }
+}
+
+static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
+{
+ struct control_frame *control_frame;
+
+ LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
+ {
+ if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
+ }
+ ERR("Could not find loop for break\n");
+ return NULL;
+}
+
+static void shader_hw_break(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
+ BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+ if(vshader)
+ {
+ shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
+ }
+ else
+ {
+ shader_addline(buffer, "BRK;\n");
+ }
+}
+
+static const char *get_compare(COMPARISON_TYPE flags)
+{
+ switch (flags)
+ {
+ case COMPARISON_GT: return "GT";
+ case COMPARISON_EQ: return "EQ";
+ case COMPARISON_GE: return "GE";
+ case COMPARISON_LT: return "LT";
+ case COMPARISON_NE: return "NE";
+ case COMPARISON_LE: return "LE";
+ default:
+ FIXME("Unrecognized comparison value: %u\n", flags);
+ return "(\?\?)";
+ }
+}
+
+static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
+{
+ switch (flags)
+ {
+ case COMPARISON_GT: return COMPARISON_LE;
+ case COMPARISON_EQ: return COMPARISON_NE;
+ case COMPARISON_GE: return COMPARISON_LT;
+ case COMPARISON_LT: return COMPARISON_GE;
+ case COMPARISON_NE: return COMPARISON_EQ;
+ case COMPARISON_LE: return COMPARISON_GT;
+ default:
+ FIXME("Unrecognized comparison value: %u\n", flags);
+ return -1;
+ }
+}
+
+static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+ const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
+ char src_name0[50];
+ char src_name1[50];
+ const char *comp = get_compare(ins->flags);
+
+ shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
+ shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
+
+ if(vshader)
+ {
+ /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
+ * away the subtraction result
+ */
+ shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
+ shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
+ }
+ else
+ {
+ shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
+ shader_addline(buffer, "BRK (%s.x);\n", comp);
+ }
+}
+
+static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ struct list *e = list_head(&priv->control_frames);
+ struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+ const char *comp;
+ char src_name0[50];
+ char src_name1[50];
+ BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+ shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
+ shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
+
+ if(vshader)
+ {
+ /* Invert the flag. We jump to the else label if the condition is NOT true */
+ comp = get_compare(invert_compare(ins->flags));
+ shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
+ shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->ifc_no, comp);
+ }
+ else
+ {
+ comp = get_compare(ins->flags);
+ shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
+ shader_addline(buffer, "IF %s.x;\n", comp);
+ }
+}
+
+static void shader_hw_else(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ struct list *e = list_head(&priv->control_frames);
+ struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+ BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+ if(vshader)
+ {
+ shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
+ shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
+ control_frame->had_else = TRUE;
+ }
+ else
+ {
+ shader_addline(buffer, "ELSE;\n");
+ }
+}
+
+static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ struct list *e = list_head(&priv->control_frames);
+ struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+ BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+ if(vshader)
+ {
+ if(control_frame->had_else)
+ {
+ shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
+ }
+ else
+ {
+ shader_addline(buffer, "#No else branch. else is endif\n");
+ shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
+ }
+ }
+ else
+ {
+ shader_addline(buffer, "ENDIF;\n");
+ }
+}
+
+static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
+{
+ DWORD sampler_idx = ins->src[1].reg.idx;
+ char reg_dest[40];
+ char reg_src[3][40];
+ DWORD flags = TEX_DERIV;
+
+ shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
+ shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
+ shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
+ shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
+
+ if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
+ if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
+
+ shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
+}
+
+static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
+{
+ DWORD sampler_idx = ins->src[1].reg.idx;
+ char reg_dest[40];
+ char reg_coord[40];
+ DWORD flags = TEX_LOD;
+
+ shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
+ shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
+
+ if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
+ if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
+
+ shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
+}
+
+static void shader_hw_label(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+
+ priv->in_main_func = FALSE;
+ /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
+ * subroutine, don't generate a label that will make GL complain
+ */
+ if(priv->target_version == ARB) return;
+
+ shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
+}
+
+static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
+ const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
+{
+ const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ unsigned int i;
+
+ /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
+ * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
+ * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
+ * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
+ */
+ if(args->super.fog_src == VS_FOG_Z) {
+ shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
+ } else if (!reg_maps->fog) {
+ /* posFixup.x is always 1.0, so we can savely use it */
+ shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
+ }
+
+ /* Write the final position.
+ *
+ * OpenGL coordinates specify the center of the pixel while d3d coords specify
+ * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
+ * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
+ * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
+ */
+ shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
+ shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
+ shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
+
+ if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
+ {
+ for(i = 0; i < priv_ctx->vs_clipplanes; i++)
+ {
+ shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
+ }
+ }
+ else if(args->boolclip.clip_control[0])
+ {
+ unsigned int cur_clip = 0;
+ char component[4] = {'x', 'y', 'z', 'w'};
+
+ for(i = 0; i < GL_LIMITS(clipplanes); i++)
+ {
+ if(args->boolclip.clip_control[1] & (1 << i))
+ {
+ shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
+ component[cur_clip++], i);
+ }
+ }
+ switch(cur_clip)
+ {
+ case 0:
+ shader_addline(buffer, "MOV TA, -helper_const.w;\n");
+ break;
+ case 1:
+ shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
+ break;
+ case 2:
+ shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
+ break;
+ case 3:
+ shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
+ break;
+ }
+ shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
+ args->boolclip.clip_control[0] - 1);
+ }
+
+ /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
+ * and the glsl equivalent
+ */
+ if(need_helper_const(gl_info)) {
+ shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
+ } else {
+ shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
+ shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
+ }
+
+ shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
+
+ priv_ctx->footer_written = TRUE;
+}
+
+static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
+ BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+ if(priv->target_version == ARB) return;
+
+ if(vshader)
+ {
+ if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
+ }
+
+ shader_addline(buffer, "RET;\n");
+}
+
+static void shader_hw_call(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
+}
+
+/* GL locking is done by the caller */
+static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
+{
+ GLuint program_id = 0;
+ const char *blt_vprogram =
+ "!!ARBvp1.0\n"
+ "PARAM c[1] = { { 1, 0.5 } };\n"
+ "MOV result.position, vertex.position;\n"
"MOV result.color, c[0].x;\n"
"MOV result.texcoord[0], vertex.texcoord[0];\n"
"END\n";
- GL_EXTCALL(glGenProgramsARB(1, &program_id));
- GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
- GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
+ GL_EXTCALL(glGenProgramsARB(1, &program_id));
+ GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
+ GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
+
+ if (glGetError() == GL_INVALID_OPERATION) {
+ GLint pos;
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
+ FIXME("Vertex program error at position %d: %s\n", pos,
+ debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+ }
+
+ return program_id;
+}
+
+/* GL locking is done by the caller */
+static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
+{
+ GLuint program_id = 0;
+ static const char * const blt_fprograms[tex_type_count] =
+ {
+ /* tex_1d */
+ NULL,
+ /* tex_2d */
+ "!!ARBfp1.0\n"
+ "TEMP R0;\n"
+ "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
+ "MOV result.depth.z, R0.x;\n"
+ "END\n",
+ /* tex_3d */
+ NULL,
+ /* tex_cube */
+ "!!ARBfp1.0\n"
+ "TEMP R0;\n"
+ "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
+ "MOV result.depth.z, R0.x;\n"
+ "END\n",
+ /* tex_rect */
+ "!!ARBfp1.0\n"
+ "TEMP R0;\n"
+ "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
+ "MOV result.depth.z, R0.x;\n"
+ "END\n",
+ };
+
+ if (!blt_fprograms[tex_type])
+ {
+ FIXME("tex_type %#x not supported\n", tex_type);
+ tex_type = tex_2d;
+ }
+
+ GL_EXTCALL(glGenProgramsARB(1, &program_id));
+ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
+ GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
+
+ if (glGetError() == GL_INVALID_OPERATION) {
+ GLint pos;
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
+ FIXME("Fragment program error at position %d: %s\n", pos,
+ debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+ }
+
+ return program_id;
+}
+
+static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
+ const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
+{
+ /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
+
+ if(condcode)
+ {
+ /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
+ shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
+ /* Calculate the > 0.0031308 case */
+ shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
+ shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
+ shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
+ shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
+ shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
+ /* Calculate the < case */
+ shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
+ }
+ else
+ {
+ /* Calculate the > 0.0031308 case */
+ shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
+ shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
+ shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
+ shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
+ shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
+ /* Calculate the < case */
+ shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
+ /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
+ shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
+ shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
+ /* Store the components > 0.0031308 in the destination */
+ shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
+ /* Add the components that are < 0.0031308 */
+ shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
+ /* Move everything into result.color at once. Nvidia hardware cannot handle partial
+ * result.color writes(.rgb first, then .a), or handle overwriting already written
+ * components. The assembler uses a temporary register in this case, which is usually
+ * not allocated from one of our registers that were used earlier.
+ */
+ }
+ shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
+ /* [0.0;1.0] clamping. Not needed, this is done implicitly */
+}
+
+static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
+{
+ const local_constant *constant;
+
+ LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
+ {
+ if (constant->idx == idx)
+ {
+ return constant->value;
+ }
+ }
+ return NULL;
+}
+
+static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
+ struct shader_arb_ctx_priv *priv)
+{
+ const char *texcoords[8] =
+ {
+ "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
+ "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
+ };
+ unsigned int i;
+ const struct wined3d_shader_signature_element *sig = This->input_signature;
+ const char *semantic_name;
+ DWORD semantic_idx;
+
+ switch(args->super.vp_mode)
+ {
+ case pretransformed:
+ case fixedfunction:
+ /* The pixelshader has to collect the varyings on its own. In any case properly load
+ * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
+ * other attribs to 0.0.
+ *
+ * For fixedfunction this behavior is correct, according to the tests. For pretransformed
+ * we'd either need a replacement shader that can load other attribs like BINORMAL, or
+ * load the texcoord attrib pointers to match the pixel shader signature
+ */
+ for(i = 0; i < MAX_REG_INPUT; i++)
+ {
+ semantic_name = sig[i].semantic_name;
+ semantic_idx = sig[i].semantic_idx;
+ if(semantic_name == NULL) continue;
+
+ if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
+ {
+ if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
+ else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
+ else priv->ps_input[i] = "0.0";
+ }
+ else if(args->super.vp_mode == fixedfunction)
+ {
+ priv->ps_input[i] = "0.0";
+ }
+ else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
+ {
+ if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
+ else priv->ps_input[i] = "0.0";
+ }
+ else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
+ {
+ if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
+ else priv->ps_input[i] = "0.0";
+ }
+ else
+ {
+ priv->ps_input[i] = "0.0";
+ }
+
+ TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
+ }
+ break;
+
+ case vertexshader:
+ /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
+ * fragment.color
+ */
+ for(i = 0; i < 8; i++)
+ {
+ priv->ps_input[i] = texcoords[i];
+ }
+ priv->ps_input[8] = "fragment.color.primary";
+ priv->ps_input[9] = "fragment.color.secondary";
+ break;
+ }
+}
+
+/* GL locking is done by the caller */
+static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
+ const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
+{
+ const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
+ CONST DWORD *function = This->baseShader.function;
+ const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
+ const local_constant *lconst;
+ GLuint retval;
+ char fragcolor[16];
+ DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
+ struct shader_arb_ctx_priv priv_ctx;
+ BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
+ BOOL want_nv_prog = FALSE;
+ struct arb_pshader_private *shader_priv = This->backend_priv;
+ DWORD map;
+
+ char srgbtmp[4][4];
+ unsigned int i, found = 0;
+
+ for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
+ {
+ if (!(map & 1)
+ || (This->color0_mov && i == This->color0_reg)
+ || (reg_maps->shader_version.major < 2 && i == 0))
+ continue;
+
+ sprintf(srgbtmp[found], "R%u", i);
+ ++found;
+ if (found == 4) break;
+ }
+
+ switch(found) {
+ case 4: dcl_tmp = FALSE; break;
+ case 0:
+ sprintf(srgbtmp[0], "TA");
+ sprintf(srgbtmp[1], "TB");
+ sprintf(srgbtmp[2], "TC");
+ sprintf(srgbtmp[3], "TD");
+ dcl_td = TRUE;
+ break;
+ case 1:
+ sprintf(srgbtmp[1], "TA");
+ sprintf(srgbtmp[2], "TB");
+ sprintf(srgbtmp[3], "TC");
+ break;
+ case 2:
+ sprintf(srgbtmp[2], "TA");
+ sprintf(srgbtmp[3], "TB");
+ break;
+ case 3:
+ sprintf(srgbtmp[3], "TA");
+ break;
+ }
+
+ /* Create the hw ARB shader */
+ memset(&priv_ctx, 0, sizeof(priv_ctx));
+ priv_ctx.cur_ps_args = args;
+ priv_ctx.compiled_fprog = compiled;
+ priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
+ init_ps_input(This, args, &priv_ctx);
+ list_init(&priv_ctx.control_frames);
+
+ /* Avoid enabling NV_fragment_program* if we do not need it.
+ *
+ * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
+ * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
+ * is faster than what we gain from using higher native instructions. There are some things though
+ * that cannot be emulated. In that case enable the extensions.
+ * If the extension is enabled, instruction handlers that support both ways will use it.
+ *
+ * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
+ * So enable the best we can get.
+ */
+ if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
+ reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
+ {
+ want_nv_prog = TRUE;
+ }
+
+ shader_addline(buffer, "!!ARBfp1.0\n");
+ if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
+ shader_addline(buffer, "OPTION NV_fragment_program2;\n");
+ priv_ctx.target_version = NV3;
+ } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
+ shader_addline(buffer, "OPTION NV_fragment_program;\n");
+ priv_ctx.target_version = NV2;
+ } else {
+ if(want_nv_prog)
+ {
+ /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
+ * limits properly
+ */
+ ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
+ ERR("Try GLSL\n");
+ }
+ priv_ctx.target_version = ARB;
+ }
+
+ if(This->baseShader.reg_maps.highest_render_target > 0)
+ {
+ shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
+ }
+
+ if (reg_maps->shader_version.major < 3)
+ {
+ switch(args->super.fog) {
+ case FOG_OFF:
+ break;
+ case FOG_LINEAR:
+ shader_addline(buffer, "OPTION ARB_fog_linear;\n");
+ break;
+ case FOG_EXP:
+ shader_addline(buffer, "OPTION ARB_fog_exp;\n");
+ break;
+ case FOG_EXP2:
+ shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
+ break;
+ }
+ }
+
+ /* For now always declare the temps. At least the Nvidia assembler optimizes completely
+ * unused temps away(but occupies them for the whole shader if they're used once). Always
+ * declaring them avoids tricky bookkeeping work
+ */
+ shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
+ shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
+ shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
+ if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
+ shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
+ shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
+ shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
+
+ if (reg_maps->shader_version.major < 2)
+ {
+ strcpy(fragcolor, "R0");
+ } else {
+ if(args->super.srgb_correction) {
+ if(This->color0_mov) {
+ sprintf(fragcolor, "R%u", This->color0_reg);
+ } else {
+ shader_addline(buffer, "TEMP TMP_COLOR;\n");
+ strcpy(fragcolor, "TMP_COLOR");
+ }
+ } else {
+ strcpy(fragcolor, "result.color");
+ }
+ }
+
+ if(args->super.srgb_correction) {
+ shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
+ srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
+ shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
+ srgb_sub_high, 0.0, 0.0, 0.0);
+ }
+
+ /* Base Declarations */
+ next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
+ lconst_map, NULL, &priv_ctx);
+
+ for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
+ {
+ if (!(map & 1)) continue;
+
+ cur = compiled->numbumpenvmatconsts;
+ compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
+ compiled->bumpenvmatconst[cur].texunit = i;
+ compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
+ compiled->luminanceconst[cur].texunit = i;
+
+ /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
+ * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
+ * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
+ * textures due to conditional NP2 restrictions)
+ *
+ * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
+ * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
+ * their location is shader dependent anyway and they cannot be loaded globally.
+ */
+ compiled->bumpenvmatconst[cur].const_num = next_local++;
+ shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
+ i, compiled->bumpenvmatconst[cur].const_num);
+ compiled->numbumpenvmatconsts = cur + 1;
+
+ if (!(reg_maps->luminanceparams & (1 << i))) continue;
+
+ compiled->luminanceconst[cur].const_num = next_local++;
+ shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
+ i, compiled->luminanceconst[cur].const_num);
+ }
+
+ for(i = 0; i < MAX_CONST_I; i++)
+ {
+ compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
+ if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
+ {
+ const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
+
+ if(control_values)
+ {
+ shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
+ control_values[0], control_values[1], control_values[2]);
+ }
+ else
+ {
+ compiled->int_consts[i] = next_local;
+ compiled->num_int_consts++;
+ shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
+ }
+ }
+ }
+
+ if(reg_maps->vpos || reg_maps->usesdsy)
+ {
+ compiled->ycorrection = next_local;
+ shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
+
+ if(reg_maps->vpos)
+ {
+ shader_addline(buffer, "TEMP vpos;\n");
+ /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
+ * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
+ * ycorrection.z: 1.0
+ * ycorrection.w: 0.0
+ */
+ shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
+ shader_addline(buffer, "FLR vpos.xy, vpos;\n");
+ }
+ }
+ else
+ {
+ compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
+ }
+
+ /* Load constants to fixup NP2 texcoords if there are still free constants left:
+ * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
+ * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
+ * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
+ * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
+ * shader compilation errors and the subsequent errors when drawing with this shader. */
+ if (priv_ctx.cur_ps_args->super.np2_fixup) {
+
+ struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
+ const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
+ const UINT max_lconsts = gl_info->ps_arb_max_local_constants;
+
+ fixup->offset = next_local;
+ fixup->super.active = 0;
+
+ cur = 0;
+ for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
+ if (!(map & (1 << i))) continue;
+
+ if (fixup->offset + (cur >> 1) < max_lconsts) {
+ fixup->super.active |= (1 << i);
+ fixup->super.idx[i] = cur++;
+ } else {
+ FIXME("No free constant found to load NP2 fixup data into shader. "
+ "Sampling from this texture will probably look wrong.\n");
+ break;
+ }
+ }
+
+ fixup->super.num_consts = (cur + 1) >> 1;
+ if (fixup->super.num_consts) {
+ shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
+ fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
+ }
+
+ next_local += fixup->super.num_consts;
+ }
+
+ if (shader_priv->clipplane_emulation != ~0U)
+ {
+ shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
+ }
+
+ /* Base Shader Body */
+ shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
+
+ if(args->super.srgb_correction) {
+ arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
+ priv_ctx.target_version >= NV2);
+ } else if(reg_maps->shader_version.major < 2) {
+ shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
+ }
+ shader_addline(buffer, "END\n");
+
+ /* TODO: change to resource.glObjectHandle or something like that */
+ GL_EXTCALL(glGenProgramsARB(1, &retval));
+
+ TRACE("Creating a hw pixel shader, prg=%d\n", retval);
+ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
+
+ TRACE("Created hw pixel shader, prg=%d\n", retval);
+ /* Create the program and check for errors */
+ GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ buffer->bsize, buffer->buffer));
+
+ if (glGetError() == GL_INVALID_OPERATION) {
+ GLint errPos;
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
+ FIXME("HW PixelShader Error at position %d: %s\n",
+ errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+ retval = 0;
+ }
+
+ /* Load immediate constants */
+ if(lconst_map) {
+ LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
+ const float *value = (const float *)lconst->value;
+ GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
+ checkGLcall("glProgramLocalParameter4fvARB");
+ }
+ HeapFree(GetProcessHeap(), 0, lconst_map);
+ }
+
+ return retval;
+}
+
+static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
+{
+ unsigned int i;
+ int ret;
+
+ for(i = 0; i < MAX_REG_INPUT; i++)
+ {
+ if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
+ {
+ /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
+ if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
+ continue;
+ }
+
+ ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
+ if(ret != 0) return ret;
+ if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
+ if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
+ if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
+ if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
+ if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
+ }
+ return 0;
+}
+
+static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
+{
+ struct wined3d_shader_signature_element *new;
+ int i;
+ char *name;
+
+ new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
+ for(i = 0; i < MAX_REG_INPUT; i++)
+ {
+ if(sig[i].semantic_name == NULL)
+ {
+ continue;
+ }
+
+ new[i] = sig[i];
+ /* Clone the semantic string */
+ name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
+ strcpy(name, sig[i].semantic_name);
+ new[i].semantic_name = name;
+ }
+ return new;
+}
+
+static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
+{
+ struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
+ struct ps_signature *found_sig;
+
+ if(entry != NULL)
+ {
+ found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
+ TRACE("Found existing signature %u\n", found_sig->idx);
+ return found_sig->idx;
+ }
+ found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
+ found_sig->sig = clone_sig(sig);
+ found_sig->idx = priv->ps_sig_number++;
+ TRACE("New signature stored and assigned number %u\n", found_sig->idx);
+ if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
+ {
+ ERR("Failed to insert program entry.\n");
+ }
+ return found_sig->idx;
+}
+
+static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
+ struct arb_vs_compiled_shader *compiled)
+{
+ unsigned int i, j;
+ static const char *texcoords[8] =
+ {
+ "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
+ "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
+ };
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
+ const struct wined3d_shader_signature_element *sig;
+ const char *semantic_name;
+ DWORD semantic_idx, reg_idx;
+
+ /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
+ * and varying 9 to result.color.secondary
+ */
+ const char *decl_idx_to_string[MAX_REG_INPUT] =
+ {
+ texcoords[0], texcoords[1], texcoords[2], texcoords[3],
+ texcoords[4], texcoords[5], texcoords[6], texcoords[7],
+ "result.color.primary", "result.color.secondary"
+ };
+
+ if(sig_num == ~0)
+ {
+ TRACE("Pixel shader uses builtin varyings\n");
+ /* Map builtins to builtins */
+ for(i = 0; i < 8; i++)
+ {
+ priv_ctx->texcrd_output[i] = texcoords[i];
+ }
+ priv_ctx->color_output[0] = "result.color.primary";
+ priv_ctx->color_output[1] = "result.color.secondary";
+ priv_ctx->fog_output = "result.fogcoord";
+
+ /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
+ for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
+ {
+ semantic_name = shader->output_signature[i].semantic_name;
+ if(semantic_name == NULL) continue;
+
+ if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
+ {
+ TRACE("o%u is TMP_OUT\n", i);
+ if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
+ else priv_ctx->vs_output[i] = "TA";
+ }
+ else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
+ {
+ TRACE("o%u is result.pointsize\n", i);
+ if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
+ else priv_ctx->vs_output[i] = "TA";
+ }
+ else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
+ {
+ TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
+ if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
+ else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
+ else priv_ctx->vs_output[i] = "TA";
+ }
+ else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
+ {
+ TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
+ if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
+ else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
+ }
+ else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
+ {
+ TRACE("o%u is result.fogcoord\n", i);
+ if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
+ else priv_ctx->vs_output[i] = "result.fogcoord";
+ }
+ else
+ {
+ priv_ctx->vs_output[i] = "TA";
+ }
+ }
+ return;
+ }
+
+ /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
+ * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
+ */
+ sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
+ TRACE("Pixel shader uses declared varyings\n");
+
+ /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
+ for(i = 0; i < 8; i++)
+ {
+ priv_ctx->texcrd_output[i] = "TA";
+ }
+ priv_ctx->color_output[0] = "TA";
+ priv_ctx->color_output[1] = "TA";
+ priv_ctx->fog_output = "TA";
+
+ for(i = 0; i < MAX_REG_INPUT; i++)
+ {
+ semantic_name = sig[i].semantic_name;
+ semantic_idx = sig[i].semantic_idx;
+ reg_idx = sig[i].register_idx;
+ if(semantic_name == NULL) continue;
+
+ /* If a declared input register is not written by builtin arguments, don't write to it.
+ * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
+ *
+ * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
+ * to TMP_OUT in any case
+ */
+ if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
+ {
+ if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
+ }
+ else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
+ {
+ if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
+ }
+ else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
+ {
+ if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
+ }
+ else
+ {
+ continue;
+ }
+
+ if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
+ strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
+ {
+ compiled->need_color_unclamp = TRUE;
+ }
+ }
+
+ /* Map declared to declared */
+ for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
+ {
+ /* Write unread output to TA to throw them away */
+ priv_ctx->vs_output[i] = "TA";
+ semantic_name = shader->output_signature[i].semantic_name;
+ if(semantic_name == NULL)
+ {
+ continue;
+ }
+
+ if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
+ shader->output_signature[i].semantic_idx == 0)
+ {
+ priv_ctx->vs_output[i] = "TMP_OUT";
+ continue;
+ }
+ else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
+ shader->output_signature[i].semantic_idx == 0)
+ {
+ priv_ctx->vs_output[i] = "result.pointsize";
+ continue;
+ }
+
+ for(j = 0; j < MAX_REG_INPUT; j++)
+ {
+ if(sig[j].semantic_name == NULL)
+ {
+ continue;
+ }
+
+ if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
+ sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
+ {
+ priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
+
+ if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
+ strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
+ {
+ compiled->need_color_unclamp = TRUE;
+ }
+ }
+ }
+ }
+}
+
+/* GL locking is done by the caller */
+static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
+ const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
+{
+ const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+ CONST DWORD *function = This->baseShader.function;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ const local_constant *lconst;
+ GLuint ret;
+ DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
+ struct shader_arb_ctx_priv priv_ctx;
+ unsigned int i;
+
+ memset(&priv_ctx, 0, sizeof(priv_ctx));
+ priv_ctx.cur_vs_args = args;
+ list_init(&priv_ctx.control_frames);
+ init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
+
+ /* Create the hw ARB shader */
+ shader_addline(buffer, "!!ARBvp1.0\n");
+
+ /* Always enable the NV extension if available. Unlike fragment shaders, there is no
+ * mesurable performance penalty, and we can always make use of it for clipplanes.
+ */
+ if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
+ shader_addline(buffer, "OPTION NV_vertex_program3;\n");
+ priv_ctx.target_version = NV3;
+ shader_addline(buffer, "ADDRESS aL;\n");
+ } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
+ shader_addline(buffer, "OPTION NV_vertex_program2;\n");
+ priv_ctx.target_version = NV2;
+ shader_addline(buffer, "ADDRESS aL;\n");
+ } else {
+ priv_ctx.target_version = ARB;
+ }
+
+ shader_addline(buffer, "TEMP TMP_OUT;\n");
+ if(need_helper_const(gl_info)) {
+ shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
+ }
+ if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
+ shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
+ shader_addline(buffer, "TEMP A0_SHADOW;\n");
+ }
+
+ shader_addline(buffer, "TEMP TA;\n");
+
+ /* Base Declarations */
+ next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
+ lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
+
+ for(i = 0; i < MAX_CONST_I; i++)
+ {
+ compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
+ if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
+ {
+ const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
+
+ if(control_values)
+ {
+ shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
+ control_values[0], control_values[1], control_values[2]);
+ }
+ else
+ {
+ compiled->int_consts[i] = next_local;
+ compiled->num_int_consts++;
+ shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
+ }
+ }
+ }
+
+ /* We need a constant to fixup the final position */
+ shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
+ compiled->pos_fixup = next_local++;
+
+ /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
+ * for output parameters. D3D in theory does not do that either, but some applications depend on a
+ * proper initialization of the secondary color, and programs using the fixed function pipeline without
+ * a replacement shader depend on the texcoord.w being set properly.
+ *
+ * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
+ * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
+ * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
+ * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
+ * this can eat a number of instructions, so skip it unless this cap is set as well
+ */
+ if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
+ shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
+
+ if ((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
+ {
+ int i;
+ for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
+ if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
+ This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
+ shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
+ }
+ }
+ }
+ }
+
+ /* The shader starts with the main function */
+ priv_ctx.in_main_func = TRUE;
+ /* Base Shader Body */
+ shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
+
+ if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
+
+ shader_addline(buffer, "END\n");
+
+ /* TODO: change to resource.glObjectHandle or something like that */
+ GL_EXTCALL(glGenProgramsARB(1, &ret));
+
+ TRACE("Creating a hw vertex shader, prg=%d\n", ret);
+ GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
+
+ TRACE("Created hw vertex shader, prg=%d\n", ret);
+ /* Create the program and check for errors */
+ GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ buffer->bsize, buffer->buffer));
if (glGetError() == GL_INVALID_OPERATION) {
- GLint pos;
- glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
- FIXME("Vertex program error at position %d: %s\n", pos,
- debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+ GLint errPos;
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
+ FIXME("HW VertexShader Error at position %d: %s\n",
+ errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+ ret = -1;
+ } else {
+ /* Load immediate constants */
+ if(lconst_map) {
+ LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
+ const float *value = (const float *)lconst->value;
+ GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
+ }
+ }
}
+ HeapFree(GetProcessHeap(), 0, lconst_map);
- return program_id;
+ return ret;
}
-static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
+/* GL locking is done by the caller */
+static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
{
- GLuint program_id = 0;
- static const char * const blt_fprograms[tex_type_count] =
+ UINT i;
+ DWORD new_size;
+ struct arb_ps_compiled_shader *new_array;
+ struct wined3d_shader_buffer buffer;
+ struct arb_pshader_private *shader_data;
+ GLuint ret;
+
+ if(!shader->backend_priv) {
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ struct shader_arb_priv *priv = device->shader_priv;
+
+ shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
+ shader_data = shader->backend_priv;
+ shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
+
+ if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
+ else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
+
+ shader_data->has_signature_idx = TRUE;
+ TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
+
+ if (!device->vs_clipping)
+ shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
+ GL_LIMITS(texture_stages) - 1);
+ else
+ shader_data->clipplane_emulation = ~0U;
+ }
+ shader_data = shader->backend_priv;
+
+ /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
+ * so a linear search is more performant than a hashmap or a binary search
+ * (cache coherency etc)
+ */
+ for(i = 0; i < shader_data->num_gl_shaders; i++) {
+ if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
+ return &shader_data->gl_shaders[i];
+ }
+ }
+
+ TRACE("No matching GL shader found, compiling a new shader\n");
+ if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
+ if (shader_data->num_gl_shaders)
+ {
+ new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
+ new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
+ new_size * sizeof(*shader_data->gl_shaders));
+ } else {
+ new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
+ new_size = 1;
+ }
+
+ if(!new_array) {
+ ERR("Out of memory\n");
+ return 0;
+ }
+ shader_data->gl_shaders = new_array;
+ shader_data->shader_array_size = new_size;
+ }
+
+ shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+
+ pixelshader_update_samplers(&shader->baseShader.reg_maps,
+ ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
+
+ if (!shader_buffer_init(&buffer))
{
- /* tex_1d */
- NULL,
- /* tex_2d */
- "!!ARBfp1.0\n"
- "TEMP R0;\n"
- "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
- "MOV result.depth.z, R0.x;\n"
- "END\n",
- /* tex_3d */
- NULL,
- /* tex_cube */
- "!!ARBfp1.0\n"
- "TEMP R0;\n"
- "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
- "MOV result.depth.z, R0.x;\n"
- "END\n",
- /* tex_rect */
- "!!ARBfp1.0\n"
- "TEMP R0;\n"
- "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
- "MOV result.depth.z, R0.x;\n"
- "END\n",
- };
+ ERR("Failed to initialize shader buffer.\n");
+ return 0;
+ }
- if (!blt_fprograms[tex_type])
+ ret = shader_arb_generate_pshader(shader, &buffer, args,
+ &shader_data->gl_shaders[shader_data->num_gl_shaders]);
+ shader_buffer_free(&buffer);
+ shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
+
+ return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
+}
+
+static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
+ const DWORD use_map, BOOL skip_int) {
+ if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
+ if(stored->super.fog_src != new->super.fog_src) return FALSE;
+ if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
+ if(stored->ps_signature != new->ps_signature) return FALSE;
+ if(stored->vertex_samplers_compare != new->vertex_samplers_compare) return FALSE;
+ if(skip_int) return TRUE;
+
+ return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
+}
+
+static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
+{
+ UINT i;
+ DWORD new_size;
+ struct arb_vs_compiled_shader *new_array;
+ DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
+ struct wined3d_shader_buffer buffer;
+ struct arb_vshader_private *shader_data;
+ GLuint ret;
+ const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
+
+ if(!shader->backend_priv) {
+ shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
+ }
+ shader_data = shader->backend_priv;
+
+ /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
+ * so a linear search is more performant than a hashmap or a binary search
+ * (cache coherency etc)
+ */
+ for(i = 0; i < shader_data->num_gl_shaders; i++) {
+ if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
+ return &shader_data->gl_shaders[i];
+ }
+ }
+
+ TRACE("No matching GL shader found, compiling a new shader\n");
+
+ if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
+ if (shader_data->num_gl_shaders)
+ {
+ new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
+ new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
+ new_size * sizeof(*shader_data->gl_shaders));
+ } else {
+ new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
+ new_size = 1;
+ }
+
+ if(!new_array) {
+ ERR("Out of memory\n");
+ return 0;
+ }
+ shader_data->gl_shaders = new_array;
+ shader_data->shader_array_size = new_size;
+ }
+
+ shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+
+ if (!shader_buffer_init(&buffer))
+ {
+ ERR("Failed to initialize shader buffer.\n");
+ return 0;
+ }
+
+ ret = shader_arb_generate_vshader(shader, &buffer, args,
+ &shader_data->gl_shaders[shader_data->num_gl_shaders]);
+ shader_buffer_free(&buffer);
+ shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
+
+ return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
+}
+
+static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
+ struct arb_ps_compile_args *args)
+{
+ int i;
+ WORD int_skip;
+ const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
+ find_ps_compile_args(shader, stateblock, &args->super);
+
+ /* This forces all local boolean constants to 1 to make them stateblock independent */
+ args->bools = shader->baseShader.reg_maps.local_bool_consts;
+
+ for(i = 0; i < MAX_CONST_B; i++)
+ {
+ if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
+ }
+
+ /* Skip if unused or local, or supported natively */
+ int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
+ if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
+ {
+ memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
+ return;
+ }
+
+ for(i = 0; i < MAX_CONST_I; i++)
+ {
+ if(int_skip & (1 << i))
+ {
+ args->loop_ctrl[i][0] = 0;
+ args->loop_ctrl[i][1] = 0;
+ args->loop_ctrl[i][2] = 0;
+ }
+ else
+ {
+ args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
+ args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
+ args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
+ }
+ }
+}
+
+static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
+ struct arb_vs_compile_args *args)
+{
+ int i;
+ WORD int_skip;
+ IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
+ const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
+ find_vs_compile_args(shader, stateblock, &args->super);
+
+ args->boolclip_compare = 0;
+ if(use_ps(stateblock))
+ {
+ IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
+ struct arb_pshader_private *shader_priv = ps->backend_priv;
+ args->ps_signature = shader_priv->input_signature_idx;
+
+ args->boolclip.clip_control[0] = shader_priv->clipplane_emulation + 1;
+ }
+ else
+ {
+ args->ps_signature = ~0;
+ if(!dev->vs_clipping)
+ {
+ args->boolclip.clip_control[0] = ffp_clip_emul(stateblock) ? GL_LIMITS(texture_stages) : 0;
+ }
+ /* Otherwise: Setting boolclip_compare set clip_control[0] to 0 */
+ }
+
+ if(args->boolclip.clip_control[0])
+ {
+ if(stateblock->renderState[WINED3DRS_CLIPPING])
+ {
+ args->boolclip.clip_control[1] = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
+ }
+ /* clip_control[1] was set to 0 by setting boolclip_compare to 0 */
+ }
+
+ /* This forces all local boolean constants to 1 to make them stateblock independent */
+ args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
+ /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
+ for(i = 0; i < MAX_CONST_B; i++)
{
- FIXME("tex_type %#x not supported\n", tex_type);
- tex_type = tex_2d;
+ if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
}
- GL_EXTCALL(glGenProgramsARB(1, &program_id));
- GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
- GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
+ args->vertex_samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
+ args->vertex_samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
+ args->vertex_samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
+ args->vertex_samplers[3] = 0;
- if (glGetError() == GL_INVALID_OPERATION) {
- GLint pos;
- glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
- FIXME("Fragment program error at position %d: %s\n", pos,
- debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+ /* Skip if unused or local */
+ int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
+ if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) /* This is about flow control, not clipping */
+ {
+ memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
+ return;
}
- return program_id;
+ for(i = 0; i < MAX_CONST_I; i++)
+ {
+ if(int_skip & (1 << i))
+ {
+ args->loop_ctrl[i][0] = 0;
+ args->loop_ctrl[i][1] = 0;
+ args->loop_ctrl[i][2] = 0;
+ }
+ else
+ {
+ args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
+ args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
+ args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
+ }
+ }
}
-static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+/* GL locking is done by the caller */
+static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
+{
+ IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
struct shader_arb_priv *priv = This->shader_priv;
- const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
-
- if (useVS) {
- struct vs_compile_args compile_args;
-
- TRACE("Using vertex shader\n");
- find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
- priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
-
- /* Bind the vertex program */
- GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
- checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
-
- /* Enable OpenGL vertex programs */
- glEnable(GL_VERTEX_PROGRAM_ARB);
- checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
- TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
- } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
- priv->current_vprogram_id = 0;
- glDisable(GL_VERTEX_PROGRAM_ARB);
- checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
- }
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ int i;
+ /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
if (usePS) {
- struct ps_compile_args compile_args;
- TRACE("Using pixel shader\n");
- find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
- priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
- &compile_args);
+ struct arb_ps_compile_args compile_args;
+ struct arb_ps_compiled_shader *compiled;
+ IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
+
+ TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
+ find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
+ compiled = find_arb_pshader(ps, &compile_args);
+ priv->current_fprogram_id = compiled->prgId;
+ priv->compiled_fprog = compiled;
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
}
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
+
+ /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
+ * a 1.x and newer shader, reload the first 8 constants
+ */
+ if(priv->last_ps_const_clamped != ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts)
+ {
+ priv->last_ps_const_clamped = ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts;
+ This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
+ for(i = 0; i < 8; i++)
+ {
+ context->pshader_const_dirty[i] = 1;
+ }
+ /* Also takes care of loading local constants */
+ shader_arb_load_constants(context, TRUE, FALSE);
+ }
+ else
+ {
+ shader_arb_ps_local_constants(This);
+ }
+
+ /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
+ if (compiled->np2fixup_info.super.active)
+ shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
} else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
/* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
- * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
- * replacement shader
- */
+ * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
+ * replacement shader
+ */
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
priv->current_fprogram_id = 0;
}
+
+ if (useVS) {
+ struct arb_vs_compile_args compile_args;
+ struct arb_vs_compiled_shader *compiled;
+ IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
+
+ TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
+ find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
+ compiled = find_arb_vshader(vs, &compile_args);
+ priv->current_vprogram_id = compiled->prgId;
+ priv->compiled_vprog = compiled;
+
+ /* Bind the vertex program */
+ GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
+ checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
+
+ /* Enable OpenGL vertex programs */
+ glEnable(GL_VERTEX_PROGRAM_ARB);
+ checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
+ TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
+ shader_arb_vs_local_constants(This);
+
+ if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
+ priv->last_vs_color_unclamp = compiled->need_color_unclamp;
+
+ if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
+ GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
+ checkGLcall("glClampColorARB");
+ } else {
+ FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
+ }
+ }
+ } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
+ priv->current_vprogram_id = 0;
+ glDisable(GL_VERTEX_PROGRAM_ARB);
+ checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
+ }
}
+/* GL locking is done by the caller */
static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = This->shader_priv;
GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
- const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
glEnable(GL_FRAGMENT_PROGRAM_ARB);
}
+/* GL locking is done by the caller */
static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = This->shader_priv;
- const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
if (priv->current_vprogram_id) {
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
- glEnable(GL_VERTEX_PROGRAM_ARB);
- checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
-
TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
} else {
glDisable(GL_VERTEX_PROGRAM_ARB);
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
- glEnable(GL_FRAGMENT_PROGRAM_ARB);
- checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
-
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
- } else {
+ } else if(!priv->use_arbfp_fixed_func) {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
static void shader_arb_destroy(IWineD3DBaseShader *iface) {
IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
- const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
+ struct arb_pshader_private *shader_data = This->backend_priv;
UINT i;
+ if(!shader_data) return; /* This can happen if a shader was never compiled */
ENTER_GL();
- for(i = 0; i < This->num_gl_shaders; i++) {
- GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
- checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
+
+ if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
+
+ for(i = 0; i < shader_data->num_gl_shaders; i++) {
+ GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
+ checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
}
LEAVE_GL();
- HeapFree(GetProcessHeap(), 0, This->gl_shaders);
- This->gl_shaders = NULL;
- This->num_gl_shaders = 0;
- This->shader_array_size = 0;
+ HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
+ HeapFree(GetProcessHeap(), 0, shader_data);
+ This->backend_priv = NULL;
} else {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
+ struct arb_vshader_private *shader_data = This->backend_priv;
UINT i;
+ if(!shader_data) return; /* This can happen if a shader was never compiled */
ENTER_GL();
- for(i = 0; i < This->num_gl_shaders; i++) {
- GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
- checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
- }
- LEAVE_GL();
- HeapFree(GetProcessHeap(), 0, This->gl_shaders);
- This->gl_shaders = NULL;
- This->num_gl_shaders = 0;
- This->shader_array_size = 0;
- }
-}
-
-static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
- return WINED3D_OK;
-}
-
-static void shader_arb_free(IWineD3DDevice *iface) {
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
- struct shader_arb_priv *priv = This->shader_priv;
- int i;
-
- if(priv->depth_blt_vprogram_id) {
- GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
- }
- for (i = 0; i < tex_type_count; ++i) {
- if (priv->depth_blt_fprogram_id[i]) {
- GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
- }
- }
-
- HeapFree(GetProcessHeap(), 0, This->shader_priv);
-}
-
-static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
- return TRUE;
-}
-
-static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
- const char *tmp2, const char *tmp3, const char *tmp4) {
- /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
-
- /* Calculate the > 0.0031308 case */
- shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
- shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
- shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
- shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
- shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
- /* Calculate the < case */
- shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
- /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
- shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
- shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
- /* Store the components > 0.0031308 in the destination */
- shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
- /* Add the components that are < 0.0031308 */
- shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
- /* [0.0;1.0] clamping. Not needed, this is done implicitly */
-}
-
-static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
- SHADER_BUFFER *buffer, const struct ps_compile_args *args)
-{
- IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
- const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
- CONST DWORD *function = This->baseShader.function;
- const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
- const local_constant *lconst;
- GLuint retval;
- const char *fragcolor;
- DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
-
- /* Create the hw ARB shader */
- shader_addline(buffer, "!!ARBfp1.0\n");
-
- if (reg_maps->shader_version.major < 3)
- {
- switch(args->fog) {
- case FOG_OFF:
- break;
- case FOG_LINEAR:
- shader_addline(buffer, "OPTION ARB_fog_linear;\n");
- break;
- case FOG_EXP:
- shader_addline(buffer, "OPTION ARB_fog_exp;\n");
- break;
- case FOG_EXP2:
- shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
- break;
- }
- }
-
- shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
- shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
- shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
- shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
- shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
- shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
- shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
- shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
-
- if (reg_maps->shader_version.major < 2)
- {
- fragcolor = "R0";
- } else {
- shader_addline(buffer, "TEMP TMP_COLOR;\n");
- fragcolor = "TMP_COLOR";
- }
-
- /* Base Declarations */
- shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
-
- /* Base Shader Body */
- shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
-
- if(args->srgb_correction) {
- arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
- }
- shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
- shader_addline(buffer, "END\n");
-
- /* TODO: change to resource.glObjectHandle or something like that */
- GL_EXTCALL(glGenProgramsARB(1, &retval));
-
- TRACE("Creating a hw pixel shader, prg=%d\n", retval);
- GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
-
- TRACE("Created hw pixel shader, prg=%d\n", retval);
- /* Create the program and check for errors */
- GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
- buffer->bsize, buffer->buffer));
-
- if (glGetError() == GL_INVALID_OPERATION) {
- GLint errPos;
- glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
- FIXME("HW PixelShader Error at position %d: %s\n",
- errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
- retval = 0;
- }
-
- /* Load immediate constants */
- if(lconst_map) {
- LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
- const float *value = (const float *)lconst->value;
- GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
- checkGLcall("glProgramLocalParameter4fvARB");
- }
- HeapFree(GetProcessHeap(), 0, lconst_map);
- }
-
- return retval;
-}
-
-static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
- SHADER_BUFFER *buffer, const struct vs_compile_args *args)
-{
- IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
- const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
- CONST DWORD *function = This->baseShader.function;
- IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
- const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
- const local_constant *lconst;
- GLuint ret;
- DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
-
- /* Create the hw ARB shader */
- shader_addline(buffer, "!!ARBvp1.0\n");
- shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
-
- /* Mesa supports only 95 constants */
- if (GL_VEND(MESA) || GL_VEND(WINE))
- This->baseShader.limits.constant_float =
- min(95, This->baseShader.limits.constant_float);
-
- shader_addline(buffer, "TEMP TMP;\n");
-
- /* Base Declarations */
- shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
-
- /* We need a constant to fixup the final position */
- shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
-
- /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
- * for output parameters. D3D in theory does not do that either, but some applications depend on a
- * proper initialization of the secondary color, and programs using the fixed function pipeline without
- * a replacement shader depend on the texcoord.w being set properly.
- *
- * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
- * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
- * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
- * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
- * this can eat a number of instructions, so skip it unless this cap is set as well
- */
- if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
- shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
- if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
- int i;
- for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
- if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
- This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
- shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
- }
- }
- }
- }
-
- /* Base Shader Body */
- shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
-
- /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
- * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
- * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
- * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
- */
- if(args->fog_src == VS_FOG_Z) {
- shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
- } else if (!reg_maps->fog) {
- shader_addline(buffer, "MOV result.fogcoord, helper_const.w;\n");
- }
-
- /* Write the final position.
- *
- * OpenGL coordinates specify the center of the pixel while d3d coords specify
- * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
- * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
- * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
- */
- shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
- shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
- shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
-
- /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
- * and the glsl equivalent
- */
- shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
+ if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
- shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
+ for(i = 0; i < shader_data->num_gl_shaders; i++) {
+ GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
+ checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
+ }
+ LEAVE_GL();
+ HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
+ HeapFree(GetProcessHeap(), 0, shader_data);
+ This->backend_priv = NULL;
+ }
+}
- shader_addline(buffer, "END\n");
+static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
+{
+ struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
+ return compare_sig(key, e->sig);
+}
- /* TODO: change to resource.glObjectHandle or something like that */
- GL_EXTCALL(glGenProgramsARB(1, &ret));
+struct wine_rb_functions sig_tree_functions =
+{
+ wined3d_rb_alloc,
+ wined3d_rb_realloc,
+ wined3d_rb_free,
+ sig_tree_compare
+};
- TRACE("Creating a hw vertex shader, prg=%d\n", ret);
- GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
+static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
+ if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
+ {
+ ERR("RB tree init failed\n");
+ HeapFree(GetProcessHeap(), 0, priv);
+ return E_OUTOFMEMORY;
+ }
+ This->shader_priv = priv;
+ return WINED3D_OK;
+}
- TRACE("Created hw vertex shader, prg=%d\n", ret);
- /* Create the program and check for errors */
- GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
- buffer->bsize, buffer->buffer));
+static void release_signature(struct wine_rb_entry *entry, void *context)
+{
+ struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
+ int i;
+ for(i = 0; i < MAX_REG_INPUT; i++)
+ {
+ HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
+ }
+ HeapFree(GetProcessHeap(), 0, sig->sig);
+ HeapFree(GetProcessHeap(), 0, sig);
+}
- if (glGetError() == GL_INVALID_OPERATION) {
- GLint errPos;
- glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
- FIXME("HW VertexShader Error at position %d: %s\n",
- errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
- ret = -1;
- } else {
- /* Load immediate constants */
- if(lconst_map) {
- LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
- const float *value = (const float *)lconst->value;
- GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
- }
+/* Context activation is done by the caller. */
+static void shader_arb_free(IWineD3DDevice *iface) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
+ struct shader_arb_priv *priv = This->shader_priv;
+ int i;
+
+ ENTER_GL();
+ if(priv->depth_blt_vprogram_id) {
+ GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
+ }
+ for (i = 0; i < tex_type_count; ++i) {
+ if (priv->depth_blt_fprogram_id[i]) {
+ GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
}
}
- HeapFree(GetProcessHeap(), 0, lconst_map);
+ LEAVE_GL();
- return ret;
+ wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
+ HeapFree(GetProcessHeap(), 0, This->shader_priv);
+}
+
+static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
+ return TRUE;
}
-static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
+static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info,
+ struct shader_caps *pCaps)
{
/* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
* then overwrite the shader specific ones
none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
- pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
- TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
- pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS;
+ if(GL_SUPPORT(NV_VERTEX_PROGRAM3))
+ {
+ pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
+ TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
+ }
+ else if(GL_LIMITS(vshader_constantsF) >= 256)
+ {
+ /* Shader Model 2.0 requires at least 256 vertex shader constants */
+ pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
+ TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
+ }
+ else
+ {
+ pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
+ TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
+ }
+ pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
}
if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
- pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
- pCaps->PixelShader1xMaxValue = 8.0;
- TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
- pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS;
+ if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2))
+ {
+ pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
+ TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
+ }
+ else if(GL_LIMITS(pshader_constantsF) >= 32)
+ {
+ /* Shader Model 2.0 requires at least 32 pixel shader constants */
+ pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
+ TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
+ }
+ else
+ {
+ pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
+ TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
+ }
+ pCaps->PixelShader1xMaxValue = 8.0f;
+ pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
}
+
+ pCaps->VSClipping = use_nv_clip(gl_info);
}
static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
}
static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
- BOOL saturate;
DWORD shift;
char write_mask[20], regstr[50];
- SHADER_BUFFER *buffer = ins->ctx->buffer;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
BOOL is_color = FALSE;
const struct wined3d_shader_dst_param *dst;
dst = &ins->dst[0];
shift = dst->shift;
if(shift == 0) return; /* Saturate alone is handled by the instructions */
- saturate = dst->modifiers & WINED3DSPDM_SATURATE;
shader_arb_get_write_mask(ins, dst, write_mask);
- shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
- dst->reg.idx, !!dst->reg.rel_addr, regstr, &is_color);
+ shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
- /* Generate a line that does the output modifier computation */
- shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
+ /* Generate a line that does the output modifier computation
+ * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
+ * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
+ */
+ shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
regstr, write_mask, regstr, shift_tab[shift]);
}
/* WINED3DSIH_ABS */ shader_hw_map2gl,
/* WINED3DSIH_ADD */ shader_hw_map2gl,
/* WINED3DSIH_BEM */ pshader_hw_bem,
- /* WINED3DSIH_BREAK */ NULL,
- /* WINED3DSIH_BREAKC */ NULL,
+ /* WINED3DSIH_BREAK */ shader_hw_break,
+ /* WINED3DSIH_BREAKC */ shader_hw_breakc,
/* WINED3DSIH_BREAKP */ NULL,
- /* WINED3DSIH_CALL */ NULL,
+ /* WINED3DSIH_CALL */ shader_hw_call,
/* WINED3DSIH_CALLNZ */ NULL,
/* WINED3DSIH_CMP */ pshader_hw_cmp,
/* WINED3DSIH_CND */ pshader_hw_cnd,
/* WINED3DSIH_DP3 */ shader_hw_map2gl,
/* WINED3DSIH_DP4 */ shader_hw_map2gl,
/* WINED3DSIH_DST */ shader_hw_map2gl,
- /* WINED3DSIH_DSX */ NULL,
- /* WINED3DSIH_DSY */ NULL,
- /* WINED3DSIH_ELSE */ NULL,
- /* WINED3DSIH_ENDIF */ NULL,
- /* WINED3DSIH_ENDLOOP */ NULL,
- /* WINED3DSIH_ENDREP */ NULL,
- /* WINED3DSIH_EXP */ shader_hw_map2gl,
- /* WINED3DSIH_EXPP */ shader_hw_map2gl,
+ /* WINED3DSIH_DSX */ shader_hw_map2gl,
+ /* WINED3DSIH_DSY */ shader_hw_dsy,
+ /* WINED3DSIH_ELSE */ shader_hw_else,
+ /* WINED3DSIH_ENDIF */ shader_hw_endif,
+ /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
+ /* WINED3DSIH_ENDREP */ shader_hw_endrep,
+ /* WINED3DSIH_EXP */ shader_hw_scalar_op,
+ /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
/* WINED3DSIH_FRC */ shader_hw_map2gl,
- /* WINED3DSIH_IF */ NULL,
- /* WINED3DSIH_IFC */ NULL,
- /* WINED3DSIH_LABEL */ NULL,
+ /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
+ /* WINED3DSIH_IFC */ shader_hw_ifc,
+ /* WINED3DSIH_LABEL */ shader_hw_label,
/* WINED3DSIH_LIT */ shader_hw_map2gl,
- /* WINED3DSIH_LOG */ shader_hw_map2gl,
- /* WINED3DSIH_LOGP */ shader_hw_map2gl,
- /* WINED3DSIH_LOOP */ NULL,
- /* WINED3DSIH_LRP */ shader_hw_map2gl,
+ /* WINED3DSIH_LOG */ shader_hw_log_pow,
+ /* WINED3DSIH_LOGP */ shader_hw_log_pow,
+ /* WINED3DSIH_LOOP */ shader_hw_loop,
+ /* WINED3DSIH_LRP */ shader_hw_lrp,
/* WINED3DSIH_M3x2 */ shader_hw_mnxn,
/* WINED3DSIH_M3x3 */ shader_hw_mnxn,
/* WINED3DSIH_M3x4 */ shader_hw_mnxn,
/* WINED3DSIH_NOP */ shader_hw_nop,
/* WINED3DSIH_NRM */ shader_hw_nrm,
/* WINED3DSIH_PHASE */ NULL,
- /* WINED3DSIH_POW */ shader_hw_map2gl,
- /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
- /* WINED3DSIH_REP */ NULL,
- /* WINED3DSIH_RET */ NULL,
- /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
+ /* WINED3DSIH_POW */ shader_hw_log_pow,
+ /* WINED3DSIH_RCP */ shader_hw_scalar_op,
+ /* WINED3DSIH_REP */ shader_hw_rep,
+ /* WINED3DSIH_RET */ shader_hw_ret,
+ /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
/* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_hw_map2gl,
- /* WINED3DSIH_SGN */ NULL,
+ /* WINED3DSIH_SGN */ shader_hw_sgn,
/* WINED3DSIH_SINCOS */ shader_hw_sincos,
/* WINED3DSIH_SLT */ shader_hw_map2gl,
/* WINED3DSIH_SUB */ shader_hw_map2gl,
/* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
/* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
/* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
- /* WINED3DSIH_TEXLDD */ NULL,
- /* WINED3DSIH_TEXLDL */ NULL,
+ /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
+ /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
/* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
/* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
/* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
/* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
};
+static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
+{
+ BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
+ WORD bools = 0;
+ WORD flag = (1 << idx);
+ const local_constant *constant;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+
+ if(This->baseShader.reg_maps.local_bool_consts & flag)
+ {
+ /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
+ LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
+ {
+ if (constant->idx == idx)
+ {
+ return constant->value[0];
+ }
+ }
+ ERR("Local constant not found\n");
+ return FALSE;
+ }
+ else
+ {
+ if(vshader) bools = priv->cur_vs_args->boolclip.bools;
+ else bools = priv->cur_ps_args->bools;
+ return bools & flag;
+ }
+}
+
+static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
+ IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
+{
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+
+ /* Integer constants can either be a local constant, or they can be stored in the shader
+ * type specific compile args. */
+ if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
+ {
+ const local_constant *constant;
+
+ LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
+ {
+ if (constant->idx == idx)
+ {
+ loop_control->count = constant->value[0];
+ loop_control->start = constant->value[1];
+ /* Step is signed. */
+ loop_control->step = (int)constant->value[2];
+ return;
+ }
+ }
+ /* If this happens the flag was set incorrectly */
+ ERR("Local constant not found\n");
+ loop_control->count = 0;
+ loop_control->start = 0;
+ loop_control->step = 0;
+ return;
+ }
+
+ switch (This->baseShader.reg_maps.shader_version.type)
+ {
+ case WINED3D_SHADER_TYPE_VERTEX:
+ /* Count and aL start value are unsigned */
+ loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
+ loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
+ /* Step is signed. */
+ loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
+ break;
+
+ case WINED3D_SHADER_TYPE_PIXEL:
+ loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
+ loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
+ loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
+ break;
+
+ default:
+ FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
+ break;
+ }
+}
+
+static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
+{
+ unsigned int i;
+ struct wined3d_shader_dst_param *dst_param = NULL;
+ struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
+ struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
+ if(!rec)
+ {
+ ERR("Out of memory\n");
+ return;
+ }
+
+ rec->ins = *ins;
+ dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
+ if(!dst_param) goto free;
+ *dst_param = *ins->dst;
+ if(ins->dst->reg.rel_addr)
+ {
+ rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
+ if(!rel_addr) goto free;
+ *rel_addr = *ins->dst->reg.rel_addr;
+ dst_param->reg.rel_addr = rel_addr;
+ }
+ rec->ins.dst = dst_param;
+
+ src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
+ if(!src_param) goto free;
+ for(i = 0; i < ins->src_count; i++)
+ {
+ src_param[i] = ins->src[i];
+ if(ins->src[i].reg.rel_addr)
+ {
+ rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
+ if(!rel_addr) goto free;
+ *rel_addr = *ins->src[i].reg.rel_addr;
+ src_param[i].reg.rel_addr = rel_addr;
+ }
+ }
+ rec->ins.src = src_param;
+ list_add_tail(list, &rec->entry);
+ return;
+
+free:
+ ERR("Out of memory\n");
+ if(dst_param)
+ {
+ HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
+ HeapFree(GetProcessHeap(), 0, dst_param);
+ }
+ if(src_param)
+ {
+ for(i = 0; i < ins->src_count; i++)
+ {
+ HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
+ }
+ HeapFree(GetProcessHeap(), 0, src_param);
+ }
+ HeapFree(GetProcessHeap(), 0, rec);
+}
+
+static void free_recorded_instruction(struct list *list)
+{
+ struct recorded_instruction *rec_ins, *entry2;
+ unsigned int i;
+
+ LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
+ {
+ list_remove(&rec_ins->entry);
+ if(rec_ins->ins.dst)
+ {
+ HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
+ HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
+ }
+ if(rec_ins->ins.src)
+ {
+ for(i = 0; i < rec_ins->ins.src_count; i++)
+ {
+ HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
+ }
+ HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
+ }
+ HeapFree(GetProcessHeap(), 0, rec_ins);
+ }
+}
+
+static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
+ SHADER_HANDLER hw_fct;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ struct control_frame *control_frame;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ BOOL bool_const;
+
+ if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
+ {
+ control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
+ list_add_head(&priv->control_frames, &control_frame->entry);
+
+ if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
+ if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
+
+ if(priv->target_version >= NV2)
+ {
+ control_frame->loop_no = priv->num_loops++;
+ priv->loop_depth++;
+ }
+ else
+ {
+ /* Don't bother recording when we're in a not used if branch */
+ if(priv->muted)
+ {
+ return;
+ }
+
+ if(!priv->recording)
+ {
+ list_init(&priv->record);
+ priv->recording = TRUE;
+ control_frame->outer_loop = TRUE;
+ get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
+ return; /* Instruction is handled */
+ }
+ /* Record this loop in the outer loop's recording */
+ }
+ }
+ else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
+ {
+ if(priv->target_version >= NV2)
+ {
+ /* Nothing to do. The control frame is popped after the HW instr handler */
+ }
+ else
+ {
+ struct list *e = list_head(&priv->control_frames);
+ control_frame = LIST_ENTRY(e, struct control_frame, entry);
+ list_remove(&control_frame->entry);
+
+ if(control_frame->outer_loop)
+ {
+ int iteration, aL = 0;
+ struct list copy;
+
+ /* Turn off recording before playback */
+ priv->recording = FALSE;
+
+ /* Move the recorded instructions to a separate list and get them out of the private data
+ * structure. If there are nested loops, the shader_arb_handle_instruction below will
+ * be recorded again, thus priv->record might be overwritten
+ */
+ list_init(©);
+ list_move_tail(©, &priv->record);
+ list_init(&priv->record);
+
+ if(ins->handler_idx == WINED3DSIH_ENDLOOP)
+ {
+ shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
+ control_frame->loop_control.count, control_frame->loop_control.start,
+ control_frame->loop_control.step);
+ aL = control_frame->loop_control.start;
+ }
+ else
+ {
+ shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
+ }
+
+ for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
+ {
+ struct recorded_instruction *rec_ins;
+ if(ins->handler_idx == WINED3DSIH_ENDLOOP)
+ {
+ priv->aL = aL;
+ shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
+ }
+ else
+ {
+ shader_addline(buffer, "#Iteration %d\n", iteration);
+ }
+
+ LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry)
+ {
+ shader_arb_handle_instruction(&rec_ins->ins);
+ }
+
+ if(ins->handler_idx == WINED3DSIH_ENDLOOP)
+ {
+ aL += control_frame->loop_control.step;
+ }
+ }
+ shader_addline(buffer, "#end loop/rep\n");
+
+ free_recorded_instruction(©);
+ HeapFree(GetProcessHeap(), 0, control_frame);
+ return; /* Instruction is handled */
+ }
+ else
+ {
+ /* This is a nested loop. Proceed to the normal recording function */
+ HeapFree(GetProcessHeap(), 0, control_frame);
+ }
+ }
+ }
+
+ if(priv->recording)
+ {
+ record_instruction(&priv->record, ins);
+ return;
+ }
+
+ /* boolean if */
+ if(ins->handler_idx == WINED3DSIH_IF)
+ {
+ control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
+ list_add_head(&priv->control_frames, &control_frame->entry);
+ control_frame->type = IF;
+
+ bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
+ if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
+ if(!priv->muted && bool_const == FALSE)
+ {
+ shader_addline(buffer, "#if(FALSE){\n");
+ priv->muted = TRUE;
+ control_frame->muting = TRUE;
+ }
+ else shader_addline(buffer, "#if(TRUE) {\n");
+
+ return; /* Instruction is handled */
+ }
+ else if(ins->handler_idx == WINED3DSIH_IFC)
+ {
+ /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
+ control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
+ control_frame->type = IFC;
+ control_frame->ifc_no = priv->num_ifcs++;
+ list_add_head(&priv->control_frames, &control_frame->entry);
+ }
+ else if(ins->handler_idx == WINED3DSIH_ELSE)
+ {
+ struct list *e = list_head(&priv->control_frames);
+ control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+ if(control_frame->type == IF)
+ {
+ shader_addline(buffer, "#} else {\n");
+ if(!priv->muted && !control_frame->muting)
+ {
+ priv->muted = TRUE;
+ control_frame->muting = TRUE;
+ }
+ else if(control_frame->muting) priv->muted = FALSE;
+ return; /* Instruction is handled. */
+ }
+ /* In case of an ifc, generate a HW shader instruction */
+ }
+ else if(ins->handler_idx == WINED3DSIH_ENDIF)
+ {
+ struct list *e = list_head(&priv->control_frames);
+ control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+ if(control_frame->type == IF)
+ {
+ shader_addline(buffer, "#} endif\n");
+ if(control_frame->muting) priv->muted = FALSE;
+ list_remove(&control_frame->entry);
+ HeapFree(GetProcessHeap(), 0, control_frame);
+ return; /* Instruction is handled */
+ }
+ }
+
+ if(priv->muted) return;
+
+ /* Select handler */
+ hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
+
+ /* Unhandled opcode */
+ if (!hw_fct)
+ {
+ FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
+ return;
+ }
+ hw_fct(ins);
+
+ if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
+ {
+ struct list *e = list_head(&priv->control_frames);
+ control_frame = LIST_ENTRY(e, struct control_frame, entry);
+ list_remove(&control_frame->entry);
+ HeapFree(GetProcessHeap(), 0, control_frame);
+ priv->loop_depth--;
+ }
+ else if(ins->handler_idx == WINED3DSIH_ENDIF)
+ {
+ /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
+ struct list *e = list_head(&priv->control_frames);
+ control_frame = LIST_ENTRY(e, struct control_frame, entry);
+ list_remove(&control_frame->entry);
+ HeapFree(GetProcessHeap(), 0, control_frame);
+ }
+
+
+ shader_arb_add_instruction_modifiers(ins);
+}
+
const shader_backend_t arb_program_shader_backend = {
- shader_arb_instruction_handler_table,
+ shader_arb_handle_instruction,
shader_arb_select,
shader_arb_select_depth_blt,
shader_arb_deselect_depth_blt,
shader_arb_alloc,
shader_arb_free,
shader_arb_dirty_const,
- shader_arb_generate_pshader,
- shader_arb_generate_vshader,
shader_arb_get_caps,
shader_arb_color_fixup_supported,
- shader_arb_add_instruction_modifiers,
};
/* ARB_fragment_program fixed function pipeline replacement definitions */
unsigned int num_textures_used;
};
+/* Context activation is done by the caller. */
static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
+ ENTER_GL();
if(enable) {
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
+ LEAVE_GL();
}
static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
if(!This->fragment_priv) return E_OUTOFMEMORY;
}
priv = This->fragment_priv;
- priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
+ if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
+ {
+ ERR("Failed to initialize rbtree.\n");
+ HeapFree(GetProcessHeap(), 0, This->fragment_priv);
+ return E_OUTOFMEMORY;
+ }
priv->use_arbfp_fixed_func = TRUE;
return WINED3D_OK;
}
-static void arbfp_free_ffpshader(void *value, void *gli) {
- const WineD3D_GL_Info *gl_info = gli;
- struct arbfp_ffp_desc *entry_arb = value;
+/* Context activation is done by the caller. */
+static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
+{
+ const struct wined3d_gl_info *gl_info = context;
+ struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
ENTER_GL();
GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
LEAVE_GL();
}
+/* Context activation is done by the caller. */
static void arbfp_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct shader_arb_priv *priv = This->fragment_priv;
- hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
+ wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
priv->use_arbfp_fixed_func = FALSE;
if(This->shader_backend != &arb_program_shader_backend) {
}
}
-static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
+static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
{
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
WINED3DTEXOPCAPS_SELECTARG1 |
#undef GLINFO_LOCATION
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
-static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
float col[4];
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
if (use_ps(stateblock)) return;
device = stateblock->wineD3DDevice;
- device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
+ context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
}
}
-static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
float col[4];
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
if (use_ps(stateblock)) return;
device = stateblock->wineD3DDevice;
- device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
+ context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
}
if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
/* The specular color has no alpha */
- col[0] = 1.0; col[1] = 1.0;
- col[2] = 1.0; col[3] = 0.0;
+ col[0] = 1.0f; col[1] = 1.0f;
+ col[2] = 1.0f; col[3] = 0.0f;
} else {
- col[0] = 0.0; col[1] = 0.0;
- col[2] = 0.0; col[3] = 0.0;
+ col[0] = 0.0f; col[1] = 0.0f;
+ col[2] = 0.0f; col[3] = 0.0f;
}
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
}
-static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
float mat[2][2];
if (use_ps(stateblock))
{
- if(stage != 0 &&
- ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
+ if (stage != 0
+ && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
+ {
/* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
* anyway
*/
return;
}
} else if(device->shader_backend == &arb_program_shader_backend) {
- device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
+ context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
}
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
}
-static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
float param[4];
if (use_ps(stateblock))
{
- if(stage != 0 &&
- ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
+ if (stage != 0
+ && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
+ {
/* The pixel shader has to know the luminance offset. Do a constants update if it
* isn't scheduled anyway
*/
return;
}
} else if(device->shader_backend == &arb_program_shader_backend) {
- device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
+ context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
}
param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
- param[2] = 0.0;
- param[3] = 0.0;
+ param[2] = 0.0f;
+ param[3] = 0.0f;
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
}
-static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
+static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
+{
const char *ret;
if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
return ret;
}
-static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
- DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
+static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
+ BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
+{
const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
unsigned int mul = 1;
BOOL mul_final_dest = FALSE;
static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
{
unsigned int stage;
- SHADER_BUFFER buffer;
+ struct wined3d_shader_buffer buffer;
BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
}
/* Shader header */
- shader_buffer_init(&buffer);
+ if (!shader_buffer_init(&buffer))
+ {
+ ERR("Failed to initialize shader buffer.\n");
+ return 0;
+ }
shader_addline(&buffer, "!!ARBfp1.0\n");
srgb_sub_high, 0.0, 0.0, 0.0);
}
+ if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
+
/* Generate texture sampling instructions) */
for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
if(!tex_read[stage]) continue;
if(settings->sRGB_write) {
shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
- arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
- shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
+ arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
} else {
shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
}
return ret;
}
-static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
struct shader_arb_priv *priv = device->fragment_priv;
BOOL use_pshader = use_ps(stateblock);
state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
} else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
- device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
+ device->shader_backend->shader_select(context, use_pshader, use_vshader);
}
return;
}
if(!use_pshader) {
/* Find or create a shader implementing the fixed function pipeline settings, then activate it */
gen_ffp_frag_op(stateblock, &settings, FALSE);
- desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
+ desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
if(!desc) {
struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
if (!new_desc)
memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
- add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
+ add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
desc = new_desc;
}
* shader handler
*/
if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
- device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
+ device->shader_backend->shader_select(context, use_pshader, use_vshader);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
* is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
* fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
*/
-static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
enum fogsource new_source;
TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
}
}
-static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
if(!isStateDirty(context, STATE_PIXELSHADER)) {
fragment_prog_arbfp(state, stateblock, context);
}
#undef GLINFO_LOCATION
static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
- {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
- {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
- {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
- {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
- {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
- {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
- {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
- {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
- {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
- {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
- {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
- {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
- {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
- {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
- {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
- {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
- {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
- {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
- {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
- {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
- {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
- {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
- {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
- {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
- {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
- {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
- {0 /* Terminate */, { 0, 0 }, 0 },
+ {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
+ {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
+ {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
};
const struct fragment_pipeline arbfp_fragment_pipeline = {
}
return WINED3D_OK;
}
+
+/* Context activation is done by the caller. */
static void arbfp_blit_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
struct arbfp_blit_priv *priv = device->blit_priv;
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
- checkGLcall("Delete yuv programs\n");
+ checkGLcall("Delete yuv programs");
LEAVE_GL();
}
-static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
+static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum yuv_fixup yuv_fixup,
+ GLenum textype, char *luminance)
{
char chroma;
const char *tex, *texinstr;
return TRUE;
}
-static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
+static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
{
const char *tex;
* go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
*/
shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
- 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
+ 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
/* the chroma planes have only half the width */
return TRUE;
}
+/* Context activation is done by the caller. */
static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
{
GLenum shader;
- SHADER_BUFFER buffer;
+ struct wined3d_shader_buffer buffer;
char luminance_component;
struct arbfp_blit_priv *priv = device->blit_priv;
/* Shader header */
- shader_buffer_init(&buffer);
+ if (!shader_buffer_init(&buffer))
+ {
+ ERR("Failed to initialize shader buffer.\n");
+ return 0;
+ }
ENTER_GL();
GL_EXTCALL(glGenProgramsARB(1, &shader));
return shader;
}
+/* Context activation is done by the caller. */
static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
GLenum textype, UINT width, UINT height)
{
return WINED3D_OK;
}
+/* Context activation is done by the caller. */
static void arbfp_blit_unset(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;