wine/dlls/wined3d/arb_program_shader.c
Stefan Dösinger 85af0b2943 wined3d: Don't emulate clipplanes with ffp vp and fix a wrong if condition.
b2f09fd204 accidentally got the
device->vs_clipping check wrong. The FFP replacement should emulate
clipping if GL can't do this natively with vertex shaders, not the
other way. Also don't emulate clipping if we're using fixed function
vertex processing because (a) clipping is always supported by GL in
this case, and (b), fragment.texcoord[7] is undefined. (Or in the
worst case set to something bad by the app).
2009-06-23 15:53:00 +02:00

6219 lines
269 KiB
C

/*
* Pixel and vertex shaders implementation using ARB_vertex_program
* and ARB_fragment_program GL extensions.
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2006 Jason Green
* Copyright 2006 Henri Verbeet
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <math.h>
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION (*gl_info)
/* GL locking for state handlers is done by the caller. */
static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
if(!This->baseShader.reg_maps.usesmova) return FALSE;
return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
}
static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
gl_info->arb_vs_offset_limit || /* Have to init texcoords */
gl_info->set_texcoord_w) { /* Load the immval offset */
return TRUE;
}
return FALSE;
}
static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const 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) - 1)
#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
/* ARB_program_shader private data */
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;
};
DWORD loop_control[3];
BOOL had_else;
};
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;
GLuint prgId;
struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
unsigned char numbumpenvmatconsts;
struct stb_const_desc luminanceconst[MAX_TEXTURES];
UINT int_consts[MAX_CONST_I];
char num_int_consts;
UINT ycorrection;
};
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;
};
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 list control_frames;
struct list record;
BOOL recording;
BOOL muted;
unsigned int num_loops, loop_depth, num_ifcs;
int aL;
/* 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 wine_rb_tree fragment_shaders;
BOOL last_ps_const_clamped;
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.
* 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)
*/
/* GL locking is done by the caller */
static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
{
local_constant* lconst;
DWORD i, j;
unsigned int ret;
if (TRACE_ON(d3d_shader)) {
for(i = 0; i < max_constants; i++) {
if(!dirty_consts[i]) continue;
TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
constants[i * 4 + 0], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
}
}
/* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
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++) {
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;
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;
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;
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;
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;
}
GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
}
} 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)));
}
}
}
}
checkGLcall("glProgramEnvParameter4fvARB()");
/* Load immediate constants */
if(This->baseShader.load_local_constsF) {
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
GLfloat* values = (GLfloat*)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
values[0], values[1], values[2], values[3]);
}
}
/* Immediate constants are clamped for 1.X shaders at loading times */
ret = 0;
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
ret = max(ret, lconst->idx + 1);
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
}
checkGLcall("glProgramEnvParameter4fvARB()");
return ret; /* The loaded immediate constants need reloading for the next shader */
} else {
return 0; /* No constants are dirty now */
}
}
/**
* Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
*/
static void shader_arb_load_np2fixup_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
/* not implemented */
}
static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
{
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->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\n");
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] = deviceImpl->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
val[1] = deviceImpl->render_offscreen ? 1.0 : -1.0;
val[2] = 1.0;
val[3] = 0.0;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
checkGLcall("y correction loading\n");
}
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] = -1.0;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
}
}
checkGLcall("Load ps int consts\n");
}
static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
{
IWineD3DStateBlockImpl* stateBlock;
const WineD3D_GL_Info *gl_info;
unsigned char i;
struct shader_arb_priv *priv = deviceImpl->shader_priv;
const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
if(gl_shader->num_int_consts == 0) return;
gl_info = &deviceImpl->adapter->gl_info;
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] = -1.0;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
}
}
checkGLcall("Load vs int consts\n");
}
/**
* 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
* worry about the Integers or Booleans
*/
/* GL locking is done by the caller (state handler) */
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;
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));
shader_arb_vs_local_constants(deviceImpl);
}
if (usePixelShader) {
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
/* 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);
shader_arb_ps_local_constants(deviceImpl);
}
}
static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* 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);
}
static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* 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);
}
static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
{
DWORD *ret;
DWORD idx = 0;
const local_constant *lconst;
if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
if(!ret) {
ERR("Out of memory\n");
return NULL;
}
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
ret[lconst->idx] = idx++;
}
return ret;
}
/* Generate the variable & register declarations for the ARB_vertex_program output target */
static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map, DWORD *num_clipplanes,
struct shader_arb_ctx_priv *ctx)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
DWORD i, next_local = 0;
char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
unsigned max_constantsF;
const local_constant *lconst;
/* 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.constant_float; i++)
{
DWORD idx = i >> 5;
DWORD shift = i & 0x1f;
if(reg_maps->constf[idx] & (1 << shift)) highest_constf = 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) - 1;
}
}
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.address; i++) {
if (reg_maps->address[i])
shader_addline(buffer, "ADDRESS A%d;\n", i);
}
if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
for(i = 0; i < This->baseShader.limits.texcoord; i++) {
if (reg_maps->texcoord[i] && pshader)
shader_addline(buffer,"TEMP T%u;\n", i);
}
}
/* Load local constants using the program-local space,
* this avoids reloading them each time the shader is used
*/
if(lconst_map) {
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);
}
}
/* we use the array-based constants array if the local constants are marked for loading,
* because then we use indirect addressing, or when the local constant list is empty,
* because then we don't know if we're using indirect addressing or not. If we're hardcoding
* local constants do not declare the loaded constants as an array because ARB compilers usually
* do not optimize unused constants away
*/
if(This->baseShader.reg_maps.usesrelconstF) {
/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
max_constantsF, max_constantsF - 1);
} else {
for(i = 0; i < max_constantsF; i++) {
DWORD idx, mask;
idx = i >> 5;
mask = 1 << (i & 0x1f);
if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
}
}
}
return next_local;
}
static const char * const shift_tab[] = {
"dummy", /* 0 (none) */
"coefmul.x", /* 1 (x2) */
"coefmul.y", /* 2 (x4) */
"coefmul.z", /* 3 (x8) */
"coefmul.w", /* 4 (x16) */
"dummy", /* 5 (x32) */
"dummy", /* 6 (x64) */
"dummy", /* 7 (x128) */
"dummy", /* 8 (d256) */
"dummy", /* 9 (d128) */
"dummy", /* 10 (d64) */
"dummy", /* 11 (d32) */
"coefdiv.w", /* 12 (d16) */
"coefdiv.z", /* 13 (d8) */
"coefdiv.y", /* 14 (d4) */
"coefdiv.x" /* 15 (d2) */
};
static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_dst_param *dst, char *write_mask)
{
char *ptr = write_mask;
if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
{
*ptr++ = '.';
if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
}
*ptr = '\0';
}
static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
{
/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
* but addressed as "rgba". To fix this we need to swap the register's x
* and z components. */
const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
char *ptr = swizzle_str;
/* swizzle bits fields: wwzzyyxx */
DWORD swizzle = param->swizzle;
DWORD swizzle_x = swizzle & 0x03;
DWORD swizzle_y = (swizzle >> 2) & 0x03;
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD swizzle_w = (swizzle >> 6) & 0x03;
/* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
* generate a swizzle string. Unless we need to our own swizzling. */
if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
{
*ptr++ = '.';
if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
*ptr++ = swizzle_chars[swizzle_x];
} else {
*ptr++ = swizzle_chars[swizzle_x];
*ptr++ = swizzle_chars[swizzle_y];
*ptr++ = swizzle_chars[swizzle_z];
*ptr++ = swizzle_chars[swizzle_w];
}
}
*ptr = '\0';
}
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;
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 *)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 (reg->type)
{
case WINED3DSPR_TEMP:
sprintf(register_name, "R%u", reg->idx);
break;
case WINED3DSPR_INPUT:
if (pshader)
{
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 (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 && reg->rel_addr)
{
BOOL aL = FALSE;
char rel_reg[50];
UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->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[%s - %u]", rel_reg, -reg->idx + rel_offset);
}
else
{
if (This->baseShader.reg_maps.usesrelconstF)
sprintf(register_name, "C[%u]", reg->idx);
else
sprintf(register_name, "C%u", reg->idx);
}
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
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(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
{
strcpy(register_name, "TMP_COLOR");
}
else
{
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:
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:
strcpy(register_name, "result.depth");
break;
case WINED3DSPR_ATTROUT:
/* 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]", reg->idx);
}
else
{
if(This->baseShader.reg_maps.shader_version.major < 3)
{
sprintf(register_name, ctx->texcrd_output[reg->idx]);
}
else
{
sprintf(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", reg->type, reg->idx);
sprintf(register_name, "unrecognized_register[%u]", reg->idx);
break;
}
}
static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_dst_param *wined3d_dst, char *str)
{
char register_name[255];
char write_mask[6];
BOOL 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);
strcat(str, write_mask);
}
static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
{
switch(channel_source)
{
case CHANNEL_SOURCE_ZERO: return "0";
case CHANNEL_SOURCE_ONE: return "1";
case CHANNEL_SOURCE_X: return "x";
case CHANNEL_SOURCE_Y: return "y";
case CHANNEL_SOURCE_Z: return "z";
case CHANNEL_SOURCE_W: return "w";
default:
FIXME("Unhandled channel source %#x\n", channel_source);
return "undefined";
}
}
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)
{
DWORD mask;
if (is_yuv_fixup(fixup))
{
enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
return;
}
mask = 0;
if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
mask &= dst_mask;
if (mask)
{
shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
}
mask = 0;
if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
mask &= dst_mask;
if (mask)
{
char reg_mask[6];
char *ptr = reg_mask;
if (mask != WINED3DSP_WRITEMASK_ALL)
{
*ptr++ = '.';
if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
}
*ptr = '\0';
shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
}
}
static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
{
DWORD mod;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
if (!ins->dst_count) return "";
mod = ins->dst[0].modifiers;
/* 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)
{
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;
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 {
tex_type = "2D";
}
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
{
if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
{
FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
}
}
break;
case WINED3DSTT_VOLUME:
tex_type = "3D";
break;
case WINED3DSTT_CUBE:
tex_type = "CUBE";
break;
default:
ERR("Unexpected texture type %d\n", sampler_type);
tex_type = "";
}
/* 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 derivates\n");
if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivates\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(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, %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
{
shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
}
if (pshader)
{
gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
"one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
}
}
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)
{
/* Generate a line that does the input modifier computation and return the input register to use */
BOOL is_color = FALSE;
char regstr[256];
char swzstr[20];
int insert_line;
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, &src->reg, regstr, &is_color);
shader_arb_get_swizzle(src, is_color, swzstr);
switch (src->modifiers)
{
case WINED3DSPSM_NONE:
sprintf(outregstr, "%s%s", regstr, swzstr);
insert_line = 0;
break;
case WINED3DSPSM_NEG:
sprintf(outregstr, "-%s%s", regstr, swzstr);
insert_line = 0;
break;
case WINED3DSPSM_BIAS:
shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_BIASNEG:
shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_SIGN:
shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_SIGNNEG:
shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_COMP:
shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_X2:
shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
break;
case WINED3DSPSM_X2NEG:
shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
break;
case WINED3DSPSM_DZ:
shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
break;
case WINED3DSPSM_DW:
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;
}
/* Return modified or original register, with swizzle */
if (insert_line)
sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
}
static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
SHADER_BUFFER *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[2][50];
DWORD sampler_code = dst->reg.idx;
shader_arb_get_dst_param(ins, dst, dst_name);
/* 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]);
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]);
}
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_name[50];
char src_name[3][50];
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
BOOL is_color;
shader_arb_get_dst_param(ins, dst, dst_name);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
/* 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;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
} else {
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", 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_name[50];
char src_name[3][50];
BOOL is_color;
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]);
/* 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.
* dst = dot2(src0, src1) + src2 */
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_name[50];
char src_name[3][50];
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[2], 2, 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;
const char *instruction;
char arguments[256], dst_str[50];
unsigned int i;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
switch (ins->handler_idx)
{
case WINED3DSIH_ABS: instruction = "ABS"; break;
case WINED3DSIH_ADD: instruction = "ADD"; break;
case WINED3DSIH_CRS: instruction = "XPD"; break;
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;
}
/* Note that shader_arb_add_dst_param() adds spaces. */
arguments[0] = '\0';
shader_arb_get_dst_param(ins, dst, dst_str);
for (i = 0; i < ins->src_count; ++i)
{
char operand[100];
strcat(arguments, ", ");
shader_arb_get_src_param(ins, &ins->src[i], i, operand);
strcat(arguments, operand);
}
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;
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;
SHADER_BUFFER *buffer = ins->ctx->buffer;
char src0_param[256];
if(ins->handler_idx == WINED3DSIH_MOVA) {
struct wined3d_shader_src_param tmp_src = ins->src[0];
char write_mask[6];
if(ctx->target_version >= NV2) {
shader_hw_map2gl(ins);
return;
}
tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
shader_arb_get_src_param(ins, &tmp_src, 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);
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 TA.x, %s, helper_const.z;\n", src0_param);
shader_addline(buffer, "ARL A0.x, TA.x;\n");
}
else
{
/* Apple's ARB_vertex_program implementation does not accept an ARL source argument
* with more than one component. Thus replicate the first source argument over all
* 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
struct wined3d_shader_src_param tmp_src = ins->src[0];
tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
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;
char reg_dest[40];
/* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
* but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
*/
shader_arb_get_dst_param(ins, dst, reg_dest);
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_arb_get_dst_param(ins, dst, reg_dest);
shader_addline(buffer, "KIL %s;\n", reg_dest);
} 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)
*/
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");
}
}
static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
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_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 the texcoord varying.
1.4+: Use provided coordinate source register. */
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;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
char dst_str[50];
if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
DWORD reg = dst->reg.idx;
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_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;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg1 = ins->dst[0].reg.idx;
char dst_str[50];
char src_str[50];
/* 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);
/* 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, "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;
DWORD reg1 = ins->dst[0].reg.idx;
char dst_str[50];
char src_str[50];
/* 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 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[50];
char src_str[50];
/* 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, 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];
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. The Tx where the texture coordinates come
* from is the varying incarnation of the texture register
*/
reg_dest_code = dst->reg.idx;
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);
/* 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);
/* 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);
}
shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
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], 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);
/* 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)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
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);
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 %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, 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;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
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 %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;
}
static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
SHADER_BUFFER *buffer = ins->ctx->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
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 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
/* Sample the texture using the calculated coordinates */
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, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
current_state->current_row = 0;
}
static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
SHADER_BUFFER *buffer = ins->ctx->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char dst_str[50];
char src0_name[50];
char dst_reg[8];
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 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
/* Construct the eye-ray vector from w coordinates */
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 %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 */
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, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
current_state->current_row = 0;
}
static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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[50];
char src0_name[50];
char src1_name[50];
char dst_reg[8];
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_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)
* dst_reg.xyz = 2 * --------- * N - E
* dot(N, N)
*
* Which normalizes the normal vector
*/
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 */
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, 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;
char dst_name[50];
/* 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(writemasks/swizzles are not valid on texdepth)
*/
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
*/
shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
/* 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 %s.y, %s.y;\n", dst_name, dst_name);
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:
* Take a 3-component dot product of the TexCoord[dstreg] and src,
* 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;
DWORD sampler_idx = ins->dst[0].reg.idx;
char src0[50];
char dst_str[50];
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
shader_addline(buffer, "MOV TB, 0.0;\n");
shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
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:
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
char src0[50];
char dst_str[50];
SHADER_BUFFER *buffer = ins->ctx->buffer;
/* Handle output register */
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, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
}
/** Process the WINED3DSIO_TEXM3X3 instruction in ARB
* Perform the 3rd row of a 3x3 matrix multiply */
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], dst_name[50];
char src0[50];
BOOL is_color;
shader_arb_get_dst_param(ins, dst, dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
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:
* Last row of a 3x2 matrix multiply, use the result to calculate the depth:
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
*/
static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
{
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_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 %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
Vertex/Pixel shaders to ARB_vertex_program codes */
static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
{
int i;
int nComponents = 0;
struct wined3d_shader_dst_param tmp_dst = {{0}};
struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
struct wined3d_shader_instruction tmp_ins;
memset(&tmp_ins, 0, sizeof(tmp_ins));
/* Set constants for the temporary argument */
tmp_ins.ctx = ins->ctx;
tmp_ins.dst_count = 1;
tmp_ins.dst = &tmp_dst;
tmp_ins.src_count = 2;
tmp_ins.src = tmp_src;
switch(ins->handler_idx)
{
case WINED3DSIH_M4x4:
nComponents = 4;
tmp_ins.handler_idx = WINED3DSIH_DP4;
break;
case WINED3DSIH_M4x3:
nComponents = 3;
tmp_ins.handler_idx = WINED3DSIH_DP4;
break;
case WINED3DSIH_M3x4:
nComponents = 4;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
case WINED3DSIH_M3x3:
nComponents = 3;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
case WINED3DSIH_M3x2:
nComponents = 2;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
default:
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
break;
}
tmp_dst = ins->dst[0];
tmp_src[0] = ins->src[0];
tmp_src[1] = ins->src[1];
for (i = 0; i < nComponents; i++) {
tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
shader_hw_map2gl(&tmp_ins);
++tmp_src[1].reg.idx;
}
}
static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
{
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;
default: instruction = "";
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
break;
}
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)
{
/* Dx sdk says .x is used if no swizzle is given, but our test shows that
* .w is used
*/
strcat(src, ".w");
}
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)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[50];
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_dst_param(ins, &ins->dst[0], dst_name);
shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, 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)
{
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)
{
/* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
* must contain fixed constants. So we need a separate function to filter those constants and
* can't use map2gl
*/
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];
char dst_name[50];
char src_name0[50], src_name1[50], src_name2[50];
BOOL is_color;
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);
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 void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
{
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)
{
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 void shader_hw_loop(const struct wined3d_shader_instruction *ins)
{
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)
{
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)
{
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)
{
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)
{
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 void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
{
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;
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
switch (ins->flags)
{
case COMPARISON_GT: comp = "GT"; break;
case COMPARISON_EQ: comp = "EQ"; break;
case COMPARISON_GE: comp = "GE"; break;
case COMPARISON_LT: comp = "LT"; break;
case COMPARISON_NE: comp = "NE"; break;
case COMPARISON_LE: comp = "LE"; break;
default:
FIXME("Unrecognized comparison value: %u\n", ins->flags);
comp = "(\?\?)";
}
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)
{
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);
/* Invert the flag. We jump to the else label if the condition is NOT true */
switch(ins->flags)
{
case COMPARISON_GT: comp = "LE"; break;
case COMPARISON_EQ: comp = "NE"; break;
case COMPARISON_GE: comp = "LT"; break;
case COMPARISON_LT: comp = "GE"; break;
case COMPARISON_NE: comp = "EQ"; break;
case COMPARISON_LE: comp = "GT"; break;
default:
FIXME("Unrecognized comparison value: %u\n", ins->flags);
comp = "\?\?";
}
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)
{
shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
shader_addline(buffer, "BRA ifc_%u_endif (%s.x);\n", control_frame->ifc_no, comp);
}
else
{
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)
{
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)
{
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);
}
/* GL locking is done by the caller */
static GLuint create_arb_blt_vertex_program(const 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));
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 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(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,
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 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;
char srgbtmp[4][4];
unsigned int i, found = 0;
for(i = 0; i < This->baseShader.limits.temporary; i++) {
/* Don't overwrite the color source */
if(This->color0_mov && i == This->color0_reg) continue;
else if(reg_maps->shader_version.major < 2 && i == 0) continue;
if(reg_maps->temporary[i]) {
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;
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)
{
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; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
if(!reg_maps->bumpmat[i]) 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[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;
}
if(shader_priv->clipplane_emulation)
{
shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation - 1);
}
/* 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)
{
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];
}
}
/* 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];
}
}
}
}
/* GL locking is done by the caller */
static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
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 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;
DWORD num_clipplanes = 0;
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);
/* 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, &num_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.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, &priv_ctx);
/* 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(priv_ctx.target_version >= NV2)
{
for(i = 0; i < num_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");
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 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 ret;
}
/* 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)
{
UINT i;
DWORD new_size;
struct arb_ps_compiled_shader *new_array;
SHADER_BUFFER buffer;
struct arb_pshader_private *shader_data;
GLuint ret;
if(!shader->backend_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;
}
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);
shader_buffer_init(&buffer);
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;
SHADER_BUFFER buffer;
struct arb_vshader_private *shader_data;
GLuint ret;
const 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;
shader_buffer_init(&buffer);
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 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 WineD3D_GL_Info *gl_info = &dev->adapter->gl_info;
find_vs_compile_args(shader, stateblock, &args->super);
/* This forces all local boolean constants to 1 to make them stateblock independent */
args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
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;
}
else
{
args->ps_signature = ~0;
args->boolclip.clip_control[0] = ffp_clip_emul(stateblock) ? GL_LIMITS(texture_stages) : 0;
}
if(args->boolclip.clip_control[0])
{
if(stateblock->renderState[WINED3DRS_CLIPPING])
{
args->boolclip.clip_control[1] = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
}
else
{
args->boolclip.clip_control[1] = 0;
}
}
/* 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++)
{
if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
}
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;
/* 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))
{
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->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 find_clip_texcoord(IWineD3DPixelShaderImpl *ps, const WineD3D_GL_Info *gl_info)
{
struct arb_pshader_private *shader_priv = ps->backend_priv;
int i;
/* See if we can use fragment.texcoord[7] for clipplane emulation
*
* Don't do this if it is not supported, or fragment.texcoord[7] is used
*/
if(ps->baseShader.reg_maps.shader_version.major < 3)
{
for(i = GL_LIMITS(texture_stages); i > 0; i--)
{
if(!ps->baseShader.reg_maps.texcoord[i - 1])
{
shader_priv->clipplane_emulation = i;
break;
}
}
}
else
{
for(i = GL_LIMITS(texture_stages); i > 0; i--)
{
if(!(ps->baseShader.reg_maps.input_registers & (1 << (i - 1))))
{
shader_priv->clipplane_emulation = i;
break;
}
}
}
}
/* GL locking is done by the caller */
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = This->shader_priv;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
int i;
/* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
if (usePS) {
struct arb_ps_compile_args compile_args;
struct arb_ps_compiled_shader *compiled;
struct arb_pshader_private *shader_priv;
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;
shader_priv = ps->backend_priv;
if(!shader_priv->has_signature_idx)
{
if(ps->baseShader.reg_maps.shader_version.major < 3) shader_priv->input_signature_idx = ~0;
else shader_priv->input_signature_idx = find_input_signature(priv, ps->input_signature);
shader_priv->has_signature_idx = TRUE;
TRACE("Shader got assigned input signature index %u\n", shader_priv->input_signature_idx);
if(!This->vs_clipping) find_clip_texcoord(ps, gl_info);
}
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
if(!priv->use_arbfp_fixed_func) {
/* Enable OpenGL fragment programs */
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);
/* 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++)
{
This->activeContext->pshader_const_dirty[i] = 1;
}
/* Also takes care of loading local constants */
shader_arb_load_constants(iface, TRUE, FALSE);
}
else
{
shader_arb_ps_local_constants(This);
}
} 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
*/
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;
TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
compiled = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &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);
} 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;
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_VERTEX_PROGRAM_ARB);
if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
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;
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);
checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
}
if (priv->current_fprogram_id) {
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 {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
}
static void shader_arb_destroy(IWineD3DBaseShader *iface) {
IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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 < 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;
} 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 < 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;
}
}
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);
}
struct wine_rb_functions sig_tree_functions =
{
wined3d_rb_alloc,
wined3d_rb_realloc,
wined3d_rb_free,
sig_tree_compare
};
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;
}
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);
}
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;
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]));
}
}
LEAVE_GL();
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)
{
/* 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)) {
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) - 1;
}
if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
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(vshader_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 = 8.0;
pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
}
pCaps->VSClipping = GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
}
static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
{
if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
{
TRACE("Checking support for color_fixup:\n");
dump_color_fixup_desc(fixup);
}
/* We support everything except YUV conversions. */
if (!is_yuv_fixup(fixup))
{
TRACE("[OK]\n");
return TRUE;
}
TRACE("[FAILED]\n");
return FALSE;
}
static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
DWORD shift;
char write_mask[20], regstr[50];
SHADER_BUFFER *buffer = ins->ctx->buffer;
BOOL is_color = FALSE;
const struct wined3d_shader_dst_param *dst;
if (!ins->dst_count) return;
dst = &ins->dst[0];
shift = dst->shift;
if(shift == 0) return; /* Saturate alone is handled by the instructions */
shader_arb_get_write_mask(ins, dst, write_mask);
shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
/* 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]);
}
static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
{
/* WINED3DSIH_ABS */ shader_hw_map2gl,
/* WINED3DSIH_ADD */ shader_hw_map2gl,
/* WINED3DSIH_BEM */ pshader_hw_bem,
/* WINED3DSIH_BREAK */ shader_hw_break,
/* WINED3DSIH_BREAKC */ shader_hw_breakc,
/* WINED3DSIH_BREAKP */ NULL,
/* WINED3DSIH_CALL */ NULL,
/* WINED3DSIH_CALLNZ */ NULL,
/* WINED3DSIH_CMP */ pshader_hw_cmp,
/* WINED3DSIH_CND */ pshader_hw_cnd,
/* WINED3DSIH_CRS */ shader_hw_map2gl,
/* WINED3DSIH_DCL */ NULL,
/* WINED3DSIH_DEF */ NULL,
/* WINED3DSIH_DEFB */ NULL,
/* WINED3DSIH_DEFI */ NULL,
/* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
/* WINED3DSIH_DP3 */ shader_hw_map2gl,
/* WINED3DSIH_DP4 */ shader_hw_map2gl,
/* WINED3DSIH_DST */ 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_map2gl,
/* WINED3DSIH_EXPP */ shader_hw_map2gl,
/* WINED3DSIH_FRC */ shader_hw_map2gl,
/* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
/* WINED3DSIH_IFC */ shader_hw_ifc,
/* WINED3DSIH_LABEL */ NULL,
/* WINED3DSIH_LIT */ shader_hw_map2gl,
/* WINED3DSIH_LOG */ shader_hw_map2gl,
/* WINED3DSIH_LOGP */ shader_hw_map2gl,
/* 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_M4x3 */ shader_hw_mnxn,
/* WINED3DSIH_M4x4 */ shader_hw_mnxn,
/* WINED3DSIH_MAD */ shader_hw_map2gl,
/* WINED3DSIH_MAX */ shader_hw_map2gl,
/* WINED3DSIH_MIN */ shader_hw_map2gl,
/* WINED3DSIH_MOV */ shader_hw_mov,
/* WINED3DSIH_MOVA */ shader_hw_mov,
/* WINED3DSIH_MUL */ shader_hw_map2gl,
/* 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 */ shader_hw_rep,
/* WINED3DSIH_RET */ NULL,
/* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
/* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_hw_map2gl,
/* WINED3DSIH_SGN */ shader_hw_sgn,
/* WINED3DSIH_SINCOS */ shader_hw_sincos,
/* WINED3DSIH_SLT */ shader_hw_map2gl,
/* WINED3DSIH_SUB */ shader_hw_map2gl,
/* WINED3DSIH_TEX */ pshader_hw_tex,
/* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
/* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
/* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
/* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
/* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
/* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
/* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
/* 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_TEXM3x3 */ pshader_hw_texm3x3,
/* WINED3DSIH_TEXM3x3DIFF */ NULL,
/* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
/* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
/* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
/* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
/* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
/* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
/* 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 inline void get_int_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx, int *ret)
{
BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
WORD flag = (1 << idx);
const local_constant *constant;
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 & flag)
{
LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
{
if (constant->idx == idx)
{
ret[0] = constant->value[0];
ret[1] = constant->value[1];
/* Step / stride is signed */
ret[2] = (int) constant->value[2];
return;
}
}
/* If this happens the flag was set incorrectly */
ERR("Local constant not found\n");
ret[0] = 0;
ret[1] = 0;
ret[2] = 0;
return;
}
else
{
if(vshader)
{
/* Count and aL start value are unsigned */
ret[0] = priv->cur_vs_args->loop_ctrl[idx][0];
ret[1] = priv->cur_vs_args->loop_ctrl[idx][1];
/* The step/stride is signed */
ret[2] = ((char) priv->cur_vs_args->loop_ctrl[idx][2]);
}
else
{
ret[0] = priv->cur_ps_args->loop_ctrl[idx][0];
ret[1] = priv->cur_ps_args->loop_ctrl[idx][1];
ret[2] = ((char) priv->cur_ps_args->loop_ctrl[idx][2]);
}
return;
}
}
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;
SHADER_BUFFER *buffer = ins->ctx->buffer;
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)
{
int control_values[3];
get_int_const(ins, This, ins->src[0].reg.idx, control_values);
list_init(&priv->record);
priv->recording = TRUE;
control_frame->outer_loop = TRUE;
control_frame->loop_control[0] = control_values[0];
control_frame->loop_control[1] = control_values[1];
control_frame->loop_control[2] = control_values[2];
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(&copy);
list_move_tail(&copy, &priv->record);
list_init(&priv->record);
if(ins->handler_idx == WINED3DSIH_ENDLOOP)
{
shader_addline(buffer, "#unrolling loop: %d iterations, aL=%d, inc %d\n",
control_frame->loop_control[0], control_frame->loop_control[1],
control_frame->loop_control[2]);
aL = control_frame->loop_control[1];
}
else
{
shader_addline(buffer, "#unrolling rep: %d iterations\n", control_frame->loop_control[0]);
}
for(iteration = 0; iteration < control_frame->loop_control[0]; 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, &copy, struct recorded_instruction, entry)
{
shader_arb_handle_instruction(&rec_ins->ins);
}
if(ins->handler_idx == WINED3DSIH_ENDLOOP)
{
aL += control_frame->loop_control[2];
}
}
shader_addline(buffer, "#end loop/rep\n");
free_recorded_instruction(&copy);
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;
if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == 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_handle_instruction,
shader_arb_select,
shader_arb_select_depth_blt,
shader_arb_deselect_depth_blt,
shader_arb_update_float_vertex_constants,
shader_arb_update_float_pixel_constants,
shader_arb_load_constants,
shader_arb_load_np2fixup_constants,
shader_arb_destroy,
shader_arb_alloc,
shader_arb_free,
shader_arb_dirty_const,
shader_arb_get_caps,
shader_arb_color_fixup_supported,
};
/* ARB_fragment_program fixed function pipeline replacement definitions */
#define ARB_FFP_CONST_TFACTOR 0
#define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
#define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
#define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
#define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
struct arbfp_ffp_desc
{
struct ffp_frag_desc parent;
GLuint shader;
unsigned int num_textures_used;
};
static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
ENTER_GL();
if(enable) {
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
} else {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
LEAVE_GL();
}
static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct shader_arb_priv *priv;
/* Share private data between the shader backend and the pipeline replacement, if both
* are the arb implementation. This is needed to figure out whether ARBfp should be disabled
* if no pixel shader is bound or not
*/
if(This->shader_backend == &arb_program_shader_backend) {
This->fragment_priv = This->shader_priv;
} else {
This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
if(!This->fragment_priv) return E_OUTOFMEMORY;
}
priv = This->fragment_priv;
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(struct wine_rb_entry *entry, void *context)
{
const 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));
checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
HeapFree(GetProcessHeap(), 0, entry_arb);
LEAVE_GL();
}
static void arbfp_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct shader_arb_priv *priv = This->fragment_priv;
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) {
HeapFree(GetProcessHeap(), 0, This->fragment_priv);
}
}
static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
{
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
WINED3DTEXOPCAPS_SELECTARG1 |
WINED3DTEXOPCAPS_SELECTARG2 |
WINED3DTEXOPCAPS_MODULATE4X |
WINED3DTEXOPCAPS_MODULATE2X |
WINED3DTEXOPCAPS_MODULATE |
WINED3DTEXOPCAPS_ADDSIGNED2X |
WINED3DTEXOPCAPS_ADDSIGNED |
WINED3DTEXOPCAPS_ADD |
WINED3DTEXOPCAPS_SUBTRACT |
WINED3DTEXOPCAPS_ADDSMOOTH |
WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
WINED3DTEXOPCAPS_BLENDFACTORALPHA |
WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
WINED3DTEXOPCAPS_DOTPRODUCT3 |
WINED3DTEXOPCAPS_MULTIPLYADD |
WINED3DTEXOPCAPS_LERP |
WINED3DTEXOPCAPS_BUMPENVMAP |
WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
/* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
caps->MaxTextureBlendStages = 8;
caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
}
#undef GLINFO_LOCATION
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
float col[4];
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
/* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
* application provided constants
*/
if(device->shader_backend == &arb_program_shader_backend) {
if (use_ps(stateblock)) return;
device = stateblock->wineD3DDevice;
device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
}
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
}
static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
float col[4];
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
/* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
* application provided constants
*/
if(device->shader_backend == &arb_program_shader_backend) {
if (use_ps(stateblock)) return;
device = stateblock->wineD3DDevice;
device->activeContext->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;
} else {
col[0] = 0.0; col[1] = 0.0;
col[2] = 0.0; col[3] = 0.0;
}
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) {
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]) {
/* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
* anyway
*/
if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
}
}
if(device->shader_backend == &arb_program_shader_backend) {
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
return;
}
} else if(device->shader_backend == &arb_program_shader_backend) {
device->activeContext->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);
}
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
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) {
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]) {
/* The pixel shader has to know the luminance offset. Do a constants update if it
* isn't scheduled anyway
*/
if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
}
}
if(device->shader_backend == &arb_program_shader_backend) {
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
return;
}
} else if(device->shader_backend == &arb_program_shader_backend) {
device->activeContext->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;
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) {
const char *ret;
if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
switch(arg & WINED3DTA_SELECTMASK) {
case WINED3DTA_DIFFUSE:
ret = "fragment.color.primary"; break;
case WINED3DTA_CURRENT:
if(stage == 0) ret = "fragment.color.primary";
else ret = "ret";
break;
case WINED3DTA_TEXTURE:
switch(stage) {
case 0: ret = "tex0"; break;
case 1: ret = "tex1"; break;
case 2: ret = "tex2"; break;
case 3: ret = "tex3"; break;
case 4: ret = "tex4"; break;
case 5: ret = "tex5"; break;
case 6: ret = "tex6"; break;
case 7: ret = "tex7"; break;
default: ret = "unknown texture";
}
break;
case WINED3DTA_TFACTOR:
ret = "tfactor"; break;
case WINED3DTA_SPECULAR:
ret = "fragment.color.secondary"; break;
case WINED3DTA_TEMP:
ret = "tempreg"; break;
case WINED3DTA_CONSTANT:
FIXME("Implement perstage constants\n");
switch(stage) {
case 0: ret = "const0"; break;
case 1: ret = "const1"; break;
case 2: ret = "const2"; break;
case 3: ret = "const3"; break;
case 4: ret = "const4"; break;
case 5: ret = "const5"; break;
case 6: ret = "const6"; break;
case 7: ret = "const7"; break;
default: ret = "unknown constant";
}
break;
default:
return "unknown";
}
if(arg & WINED3DTA_COMPLEMENT) {
shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
if(argnum == 0) ret = "arg0";
if(argnum == 1) ret = "arg1";
if(argnum == 2) ret = "arg2";
}
if(arg & WINED3DTA_ALPHAREPLICATE) {
shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
if(argnum == 0) ret = "arg0";
if(argnum == 1) ret = "arg1";
if(argnum == 2) ret = "arg2";
}
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) {
const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
unsigned int mul = 1;
BOOL mul_final_dest = FALSE;
if(color && alpha) dstmask = "";
else if(color) dstmask = ".xyz";
else dstmask = ".w";
if(dst == tempreg) dstreg = "tempreg";
else dstreg = "ret";
arg0 = get_argreg(buffer, 0, stage, dw_arg0);
arg1 = get_argreg(buffer, 1, stage, dw_arg1);
arg2 = get_argreg(buffer, 2, stage, dw_arg2);
switch(op) {
case WINED3DTOP_DISABLE:
if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
break;
case WINED3DTOP_SELECTARG2:
arg1 = arg2;
case WINED3DTOP_SELECTARG1:
shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
break;
case WINED3DTOP_MODULATE4X:
mul = 2;
case WINED3DTOP_MODULATE2X:
mul *= 2;
if(strcmp(dstreg, "result.color") == 0) {
dstreg = "ret";
mul_final_dest = TRUE;
}
case WINED3DTOP_MODULATE:
shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
break;
case WINED3DTOP_ADDSIGNED2X:
mul = 2;
if(strcmp(dstreg, "result.color") == 0) {
dstreg = "ret";
mul_final_dest = TRUE;
}
case WINED3DTOP_ADDSIGNED:
shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
arg2 = "arg2";
case WINED3DTOP_ADD:
shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
break;
case WINED3DTOP_SUBTRACT:
shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
break;
case WINED3DTOP_ADDSMOOTH:
shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
break;
case WINED3DTOP_BLENDCURRENTALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3DTOP_BLENDFACTORALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3DTOP_BLENDTEXTUREALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3DTOP_BLENDDIFFUSEALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3DTOP_BLENDTEXTUREALPHAPM:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
break;
/* D3DTOP_PREMODULATE ???? */
case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
break;
case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
break;
case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
break;
case WINED3DTOP_MODULATECOLOR_ADDALPHA:
shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
break;
case WINED3DTOP_DOTPRODUCT3:
mul = 4;
if(strcmp(dstreg, "result.color") == 0) {
dstreg = "ret";
mul_final_dest = TRUE;
}
shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
break;
case WINED3DTOP_MULTIPLYADD:
shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
break;
case WINED3DTOP_LERP:
/* The msdn is not quite right here */
shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3DTOP_BUMPENVMAP:
case WINED3DTOP_BUMPENVMAPLUMINANCE:
/* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
break;
default:
FIXME("Unhandled texture op %08x\n", op);
}
if(mul == 2) {
shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
} else if(mul == 4) {
shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
}
}
/* The stateblock is passed for GLINFO_LOCATION */
static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
{
unsigned int stage;
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};
const char *textype;
const char *instr, *sat;
char colorcor_dst[8];
GLuint ret;
DWORD arg0, arg1, arg2;
BOOL tempreg_used = FALSE, tfactor_used = FALSE;
BOOL op_equal;
const char *final_combiner_src = "ret";
/* Find out which textures are read */
for(stage = 0; stage < MAX_TEXTURES; stage++) {
if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
bump_used[stage] = TRUE;
tex_read[stage] = TRUE;
}
if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
bump_used[stage] = TRUE;
tex_read[stage] = TRUE;
luminance_used[stage] = TRUE;
} else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
tfactor_used = TRUE;
}
if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
tfactor_used = TRUE;
}
if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
tempreg_used = TRUE;
}
if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
tempreg_used = TRUE;
}
if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
tfactor_used = TRUE;
}
}
/* Shader header */
shader_buffer_init(&buffer);
shader_addline(&buffer, "!!ARBfp1.0\n");
switch(settings->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;
default: FIXME("Unexpected fog setting %d\n", settings->fog);
}
shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
shader_addline(&buffer, "TEMP TMP;\n");
shader_addline(&buffer, "TEMP ret;\n");
if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
shader_addline(&buffer, "TEMP arg0;\n");
shader_addline(&buffer, "TEMP arg1;\n");
shader_addline(&buffer, "TEMP arg2;\n");
for(stage = 0; stage < MAX_TEXTURES; stage++) {
if(!tex_read[stage]) continue;
shader_addline(&buffer, "TEMP tex%u;\n", stage);
if(!bump_used[stage]) continue;
shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
if(!luminance_used[stage]) continue;
shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
}
if(tfactor_used) {
shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
}
shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
if(settings->sRGB_write) {
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);
}
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;
switch(settings->op[stage].tex_type) {
case tex_1d: textype = "1D"; break;
case tex_2d: textype = "2D"; break;
case tex_3d: textype = "3D"; break;
case tex_cube: textype = "CUBE"; break;
case tex_rect: textype = "RECT"; break;
default: textype = "unexpected_textype"; break;
}
if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
sat = "";
} else {
sat = "_SAT";
}
if(settings->op[stage].projected == proj_none) {
instr = "TEX";
} else if(settings->op[stage].projected == proj_count4 ||
settings->op[stage].projected == proj_count3) {
instr = "TXP";
} else {
FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
instr = "TXP";
}
if(stage > 0 &&
(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so multiply the displacement with the dividing parameter before passing it to TXP
*/
if (settings->op[stage].projected != proj_none) {
if(settings->op[stage].projected == proj_count4) {
shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
} else {
shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
}
} else {
shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
}
shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
instr, sat, stage, stage, textype);
if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
stage - 1, stage - 1, stage - 1);
shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
}
} else if(settings->op[stage].projected == proj_count3) {
shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
shader_addline(&buffer, "MOV ret.w, ret.z;\n");
shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
instr, sat, stage, stage, textype);
} else {
shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
instr, sat, stage, stage, stage, textype);
}
sprintf(colorcor_dst, "tex%u", stage);
gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
settings->op[stage].color_fixup);
}
/* Generate the main shader */
for(stage = 0; stage < MAX_TEXTURES; stage++) {
if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
if(stage == 0) {
final_combiner_src = "fragment.color.primary";
}
break;
}
if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
} else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
} else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
} else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
} else {
op_equal = settings->op[stage].aop == settings->op[stage].cop &&
settings->op[stage].carg0 == settings->op[stage].aarg0 &&
settings->op[stage].carg1 == settings->op[stage].aarg1 &&
settings->op[stage].carg2 == settings->op[stage].aarg2;
}
if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
if(stage == 0) {
shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
}
} else if(op_equal) {
gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
} else {
gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
settings->op[stage].aop, settings->op[stage].aarg0,
settings->op[stage].aarg1, settings->op[stage].aarg2);
}
}
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", FALSE);
} else {
shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
}
/* Footer */
shader_addline(&buffer, "END\n");
/* Generate the shader */
GL_EXTCALL(glGenProgramsARB(1, &ret));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
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)));
}
shader_buffer_free(&buffer);
return ret;
}
static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
struct shader_arb_priv *priv = device->fragment_priv;
BOOL use_pshader = use_ps(stateblock);
BOOL use_vshader = use_vs(stateblock);
struct ffp_frag_settings settings;
const struct arbfp_ffp_desc *desc;
unsigned int i;
TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
/* Reload fixed function constants since they collide with the pixel shader constants */
for(i = 0; i < MAX_TEXTURES; i++) {
set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
}
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);
}
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);
if(!desc) {
struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
if (!new_desc)
{
ERR("Out of memory\n");
return;
}
new_desc->num_textures_used = 0;
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
new_desc->num_textures_used = i;
}
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);
TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
desc = new_desc;
}
/* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
* comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
* deactivate it.
*/
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
priv->current_fprogram_id = desc->shader;
if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
/* Reload fixed function constants since they collide with the pixel shader constants */
for(i = 0; i < MAX_TEXTURES; i++) {
set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
}
state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
}
context->last_was_pshader = FALSE;
} else {
context->last_was_pshader = TRUE;
}
/* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
* If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
* ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
* type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
* atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
*
* Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
* shader handler
*/
if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
}
}
if(use_pshader) {
device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
}
}
/* We can't link the fog states to the fragment state directly since the vertex pipeline links them
* to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
* state table, so we need to handle that with a forwarding function. The other invisible side effect
* 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) {
enum fogsource new_source;
TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
if(!isStateDirty(context, STATE_PIXELSHADER)) {
fragment_prog_arbfp(state, stateblock, context);
}
if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
if(use_vs(stateblock)) {
new_source = FOGSOURCE_VS;
} else {
if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
new_source = FOGSOURCE_COORD;
} else {
new_source = FOGSOURCE_FFP;
}
}
} else {
new_source = FOGSOURCE_FFP;
}
if(new_source != context->fog_source) {
context->fog_source = new_source;
state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
}
}
static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *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 }, 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 = {
arbfp_enable,
arbfp_get_caps,
arbfp_alloc,
arbfp_free,
shader_arb_color_fixup_supported,
arbfp_fragmentstate_template,
TRUE /* We can disable projected textures */
};
#define GLINFO_LOCATION device->adapter->gl_info
struct arbfp_blit_priv {
GLenum yuy2_rect_shader, yuy2_2d_shader;
GLenum uyvy_rect_shader, uyvy_2d_shader;
GLenum yv12_rect_shader, yv12_2d_shader;
};
static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
if(!device->blit_priv) {
ERR("Out of memory\n");
return E_OUTOFMEMORY;
}
return WINED3D_OK;
}
static void arbfp_blit_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
struct arbfp_blit_priv *priv = device->blit_priv;
ENTER_GL();
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
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");
LEAVE_GL();
}
static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
{
char chroma;
const char *tex, *texinstr;
if (yuv_fixup == YUV_FIXUP_UYVY) {
chroma = 'x';
*luminance = 'w';
} else {
chroma = 'w';
*luminance = 'x';
}
switch(textype) {
case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
default:
/* This is more tricky than just replacing the texture type - we have to navigate
* properly in the texture to find the correct chroma values
*/
FIXME("Implement yuv correction for non-2d, non-rect textures\n");
return FALSE;
}
/* First we have to read the chroma values. This means we need at least two pixels(no filtering),
* or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
* filtering when we sample the texture.
*
* These are the rules for reading the chroma:
*
* Even pixel: Cr
* Even pixel: U
* Odd pixel: V
*
* So we have to get the sampling x position in non-normalized coordinates in integers
*/
if(textype != GL_TEXTURE_RECTANGLE_ARB) {
shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
shader_addline(buffer, "MOV texcrd.w, size.x;\n");
} else {
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
}
/* We must not allow filtering between pixel x and x+1, this would mix U and V
* Vertical filtering is ok. However, bear in mind that the pixel center is at
* 0.5, so add 0.5.
*/
shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
/* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
* even and odd pixels respectively
*/
shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
/* Sample Pixel 1 */
shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
/* Put the value into either of the chroma values */
shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
/* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
* the pixel right to the current one. Otherwise, sample the left pixel.
* Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
*/
shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
/* Put the value into the other chroma */
shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
/* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
* the current one and lerp the two U and V values
*/
/* This gives the correctly filtered luminance value */
shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
return TRUE;
}
static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
{
const char *tex;
switch(textype) {
case GL_TEXTURE_2D: tex = "2D"; break;
case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
default:
FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
return FALSE;
}
/* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
* V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
* bitdepth is 12 bits per pixel. Since the U and V planes have only half the
* pitch of the luminance plane, the packing into the gl texture is a bit
* unfortunate. If the whole texture is interpreted as luminance data it looks
* approximately like this:
*
* +----------------------------------+----
* | |
* | |
* | |
* | |
* | | 2
* | LUMINANCE | -
* | | 3
* | |
* | |
* | |
* | |
* +----------------+-----------------+----
* | | |
* | U even rows | U odd rows |
* | | | 1
* +----------------+------------------ -
* | | | 3
* | V even rows | V odd rows |
* | | |
* +----------------+-----------------+----
* | | |
* | 0.5 | 0.5 |
*
* So it appears as if there are 4 chroma images, but in fact the odd rows
* in the chroma images are in the same row as the even ones. So its is
* kinda tricky to read
*
* When reading from rectangle textures, keep in mind that the input y coordinates
* 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);
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
/* the chroma planes have only half the width */
shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
/* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
* the coordinate. Also read the right side of the image when reading odd lines
*
* Don't forget to clamp the y values in into the range, otherwise we'll get filtering
* bleeding
*/
if(textype == GL_TEXTURE_2D) {
shader_addline(buffer, "RCP chroma.w, size.y;\n");
shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
/* Read odd lines from the right side(add size * 0.5 to the x coordinate */
shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
/* clamp, keep the half pixel origin in mind */
shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
} else {
/* Read from [size - size+size/4] */
shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
/* Read odd lines from the right side(add size * 0.5 to the x coordinate */
shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
/* Make sure to read exactly from the pixel center */
shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
/* Clamp */
shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
}
/* Read the texture, put the result into the output register */
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
shader_addline(buffer, "MOV chroma.x, temp.w;\n");
/* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
* No need to clamp because we're just reusing the already clamped value from above
*/
if(textype == GL_TEXTURE_2D) {
shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
} else {
shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
}
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
shader_addline(buffer, "MOV chroma.y, temp.w;\n");
/* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
* Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
* values due to filtering
*/
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
if(textype == GL_TEXTURE_2D) {
/* Multiply the y coordinate by 2/3 and clamp it */
shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
} else {
/* Reading from texture_rectangles is pretty straightforward, just use the unmodified
* texture coordinate. It is still a good idea to clamp it though, since the opengl texture
* is bigger
*/
shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
}
*luminance = 'a';
return TRUE;
}
static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
{
GLenum shader;
SHADER_BUFFER buffer;
char luminance_component;
struct arbfp_blit_priv *priv = device->blit_priv;
/* Shader header */
shader_buffer_init(&buffer);
ENTER_GL();
GL_EXTCALL(glGenProgramsARB(1, &shader));
checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
LEAVE_GL();
if(!shader) {
shader_buffer_free(&buffer);
return 0;
}
/* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
* giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
* two chroma(U and V) values. Each macropixel has two luminance values, one for
* each single pixel it contains, and one U and one V value shared between both
* pixels.
*
* The data is loaded into an A8L8 texture. With YUY2, the luminance component
* contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
* take the format into account when generating the read swizzles
*
* Reading the Y value is straightforward - just sample the texture. The hardware
* takes care of filtering in the horizontal and vertical direction.
*
* Reading the U and V values is harder. We have to avoid filtering horizontally,
* because that would mix the U and V values of one pixel or two adjacent pixels.
* Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
* regardless of the filtering setting. Vertical filtering works automatically
* though - the U and V values of two rows are mixed nicely.
*
* Appart of avoiding filtering issues, the code has to know which value it just
* read, and where it can find the other one. To determine this, it checks if
* it sampled an even or odd pixel, and shifts the 2nd read accordingly.
*
* Handling horizontal filtering of U and V values requires reading a 2nd pair
* of pixels, extracting U and V and mixing them. This is not implemented yet.
*
* An alternative implementation idea is to load the texture as A8R8G8B8 texture,
* with width / 2. This way one read gives all 3 values, finding U and V is easy
* in an unfiltered situation. Finding the luminance on the other hand requires
* finding out if it is an odd or even pixel. The real drawback of this approach
* is filtering. This would have to be emulated completely in the shader, reading
* up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
* vertically. Beyond that it would require adjustments to the texture handling
* code to deal with the width scaling
*/
shader_addline(&buffer, "!!ARBfp1.0\n");
shader_addline(&buffer, "TEMP luminance;\n");
shader_addline(&buffer, "TEMP temp;\n");
shader_addline(&buffer, "TEMP chroma;\n");
shader_addline(&buffer, "TEMP texcrd;\n");
shader_addline(&buffer, "TEMP texcrd2;\n");
shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
shader_addline(&buffer, "PARAM size = program.local[0];\n");
switch (yuv_fixup)
{
case YUV_FIXUP_UYVY:
case YUV_FIXUP_YUY2:
if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
{
shader_buffer_free(&buffer);
return 0;
}
break;
case YUV_FIXUP_YV12:
if (!gen_yv12_read(&buffer, textype, &luminance_component))
{
shader_buffer_free(&buffer);
return 0;
}
break;
default:
FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
shader_buffer_free(&buffer);
return 0;
}
/* Calculate the final result. Formula is taken from
* http://www.fourcc.org/fccyvrgb.php. Note that the chroma
* ranges from -0.5 to 0.5
*/
shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
shader_addline(&buffer, "END\n");
ENTER_GL();
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
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)));
}
shader_buffer_free(&buffer);
LEAVE_GL();
switch (yuv_fixup)
{
case YUV_FIXUP_YUY2:
if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
else priv->yuy2_2d_shader = shader;
break;
case YUV_FIXUP_UYVY:
if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
else priv->uyvy_2d_shader = shader;
break;
case YUV_FIXUP_YV12:
if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
else priv->yv12_2d_shader = shader;
break;
}
return shader;
}
static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
GLenum textype, UINT width, UINT height)
{
GLenum shader;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
float size[4] = {width, height, 1, 1};
struct arbfp_blit_priv *priv = device->blit_priv;
enum yuv_fixup yuv_fixup;
if (!is_yuv_fixup(format_desc->color_fixup))
{
TRACE("Fixup:\n");
dump_color_fixup_desc(format_desc->color_fixup);
/* Don't bother setting up a shader for unconverted formats */
ENTER_GL();
glEnable(textype);
checkGLcall("glEnable(textype)");
LEAVE_GL();
return WINED3D_OK;
}
yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
switch(yuv_fixup)
{
case YUV_FIXUP_YUY2:
shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
break;
case YUV_FIXUP_UYVY:
shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
break;
case YUV_FIXUP_YV12:
shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
break;
default:
FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
ENTER_GL();
glEnable(textype);
checkGLcall("glEnable(textype)");
LEAVE_GL();
return E_NOTIMPL;
}
if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
ENTER_GL();
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
checkGLcall("glProgramLocalParameter4fvARB");
LEAVE_GL();
return WINED3D_OK;
}
static void arbfp_blit_unset(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
ENTER_GL();
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
LEAVE_GL();
}
static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
{
enum yuv_fixup yuv_fixup;
if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(fixup);
}
if (is_identity_fixup(fixup))
{
TRACE("[OK]\n");
return TRUE;
}
/* We only support YUV conversions. */
if (!is_yuv_fixup(fixup))
{
TRACE("[FAILED]\n");
return FALSE;
}
yuv_fixup = get_yuv_fixup(fixup);
switch(yuv_fixup)
{
case YUV_FIXUP_YUY2:
case YUV_FIXUP_UYVY:
case YUV_FIXUP_YV12:
TRACE("[OK]\n");
return TRUE;
default:
FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
TRACE("[FAILED]\n");
return FALSE;
}
}
const struct blit_shader arbfp_blit = {
arbfp_blit_alloc,
arbfp_blit_free,
arbfp_blit_set,
arbfp_blit_unset,
arbfp_blit_color_fixup_supported,
};
#undef GLINFO_LOCATION