/* * 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 #include #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; } /* 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 shader_arb_priv { GLuint current_vprogram_id; GLuint current_fprogram_id; GLuint depth_blt_vprogram_id; GLuint depth_blt_fprogram_id[tex_type_count]; BOOL use_arbfp_fixed_func; struct wine_rb_tree fragment_shaders; }; struct if_frame { struct list entry; BOOL ifc; BOOL muting; }; 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; struct list if_frames; BOOL muted; }; struct arb_ps_compile_args { struct ps_compile_args super; DWORD bools; /* WORD is enough, use DWORD for alignment */ }; struct arb_ps_compiled_shader { struct arb_ps_compile_args args; GLuint prgId; }; struct arb_pshader_private { struct arb_ps_compiled_shader *gl_shaders; UINT num_gl_shaders, shader_array_size; }; struct arb_vs_compile_args { struct vs_compile_args super; DWORD bools; /* WORD is enough, use DWORD for alignment */ }; struct arb_vs_compiled_shader { struct arb_vs_compile_args args; GLuint prgId; }; struct arb_vshader_private { struct arb_vs_compiled_shader *gl_shaders; UINT num_gl_shaders, shader_array_size; }; /******************************************************** * 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; IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader; IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader; const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; unsigned char i; for(i = 0; i < psi->numbumpenvmatconsts; i++) { /* The state manager takes care that this function is always called if the bump env matrix changes */ const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00]; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data)); if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED) { /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other. * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we * don't care about them. The pointers are valid for sure because the stateblock is bigger. * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN */ const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE]; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale)); } } } /** * 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)); } 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 void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps, SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; DWORD i, cur, 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) { max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info); if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) max_constantsF -= GL_LIMITS(clipplanes); } else { 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); } } } for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) { IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This; if(!reg_maps->bumpmat[i]) continue; cur = ps->numbumpenvmatconsts; ps->bumpenvmatconst[cur].const_num = -1; ps->bumpenvmatconst[cur].texunit = i; ps->luminanceconst[cur].const_num = -1; ps->luminanceconst[cur].texunit = i; /* 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. */ ps->bumpenvmatconst[cur].const_num = next_local++; shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n", i, ps->bumpenvmatconst[cur].const_num); ps->numbumpenvmatconsts = cur + 1; if(!reg_maps->luminanceparams[i]) continue; ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = next_local++; shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n", i, ps->luminanceconst[cur].const_num); } } 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 (reg->idx == 0) strcpy(register_name, "fragment.color.primary"); else strcpy(register_name, "fragment.color.secondary"); } 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) { 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) { shader_arb_request_a0(ins, rel_reg); sprintf(rel_reg, "A0.x"); } } 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 (reg->idx == 0) { if(ctx->cur_ps_args->super.srgb_correction) { strcpy(register_name, "TMP_COLOR"); } else { strcpy(register_name, "result.color"); } } else { /* TODO: See GL_ARB_draw_buffers */ FIXME("Unsupported write to render target %u\n", reg->idx); sprintf(register_name, "unsupported_register"); } break; case WINED3DSPR_RASTOUT: sprintf(register_name, "%s", rastout_reg_names[reg->idx]); break; case WINED3DSPR_DEPTHOUT: strcpy(register_name, "result.depth"); break; case WINED3DSPR_ATTROUT: if (pshader) sprintf(register_name, "oD[%u]", reg->idx); else if (reg->idx == 0) strcpy(register_name, "result.color.primary"); else strcpy(register_name, "result.color.secondary"); break; case WINED3DSPR_TEXCRDOUT: if (pshader) sprintf(register_name, "oT[%u]", reg->idx); else sprintf(register_name, "result.texcoord[%u]", 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 void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) { 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; 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 = ""; } if (bias) { /* Shouldn't be possible, but let's check for it */ if(projected) FIXME("Biased and Projected texture sampling\n"); /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */ shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); } else if (projected) { shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); } else { shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); } if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) { 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 const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins) { DWORD mod; const char *ret = ""; if (!ins->dst_count) return ""; mod = ins->dst[0].modifiers; if(mod & WINED3DSPDM_SATURATE) { ret = "_SAT"; mod &= ~WINED3DSPDM_SATURATE; } if(mod & WINED3DSPDM_PARTIALPRECISION) { FIXME("Unhandled modifier WINED3DSPDM_PARTIALPRECISION\n"); mod &= ~WINED3DSPDM_PARTIALPRECISION; } if(mod & WINED3DSPDM_MSAMPCENTROID) { FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n"); mod &= ~WINED3DSPDM_MSAMPCENTROID; } if(mod) { FIXME("Unknown modifiers 0x%08x\n", mod); } return ret; } 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); 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]); shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1], src_name[2]); } } 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]; shader_arb_get_dst_param(ins, dst, dst_name); /* Generate input register names (with modifiers) */ shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]); shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]); shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[0], src_name[2], src_name[1]); } /** 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); 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); BOOL projected = FALSE, bias = FALSE; struct wined3d_shader_src_param src; char reg_dest[40]; char reg_coord[40]; DWORD reg_sampler_code; /* 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) { projected = TRUE; } } 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"); projected = TRUE; } else if(src_mod == WINED3DSPSM_DW) { projected = TRUE; } } else { if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE; if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE; } shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias); } 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, FALSE); } 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", FALSE, FALSE); } 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, FALSE, FALSE); } 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", FALSE, FALSE); if (ins->handler_idx == WINED3DSIH_TEXBEML) { /* No src swizzles are allowed, so this is ok */ shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n", src_reg, reg_dest_code, reg_dest_code); shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg); } } static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins) { DWORD reg = ins->dst[0].reg.idx; SHADER_BUFFER *buffer = ins->ctx->buffer; char src0_name[50], 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 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 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, FALSE); } 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%u.%c, fragment.texcoord[%u], %s;\n", dst_name, tmp_reg.idx, '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, FALSE); 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, FALSE); 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, FALSE); 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", FALSE /* Only one coord, can't be projected */, FALSE); } /** 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); shader_addline(buffer, "SCS%s %s, %s;\n", shader_arb_get_modifier(ins), 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); } } } /* GL locking is done by the caller */ 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); FIXME("Emulated SGN untested\n"); /* 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 { shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name); shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name); shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name); } } 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 */ } /* 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) { 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); struct shader_arb_ctx_priv priv_ctx; BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE; BOOL want_nv_prog = FALSE; 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; list_init(&priv_ctx.if_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) { 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 (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 */ shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map); /* Base Shader Body */ shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &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; } /* 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) { const shader_reg_maps *reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device; const WineD3D_GL_Info *gl_info = &device->adapter->gl_info; const local_constant *lconst; GLuint ret; DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This); struct shader_arb_ctx_priv priv_ctx; unsigned int i; memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.cur_vs_args = args; list_init(&priv_ctx.if_frames); /* 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_PROGRAM2_OPTION)) { shader_addline(buffer, "OPTION NV_vertex_program2;\n"); priv_ctx.target_version = NV2; } 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 */ shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map); /* We need a constant to fixup the final position */ shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS); /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values * for output parameters. D3D in theory does not do that either, but some applications depend on a * proper initialization of the secondary color, and programs using the fixed function pipeline without * a replacement shader depend on the texcoord.w being set properly. * * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex- * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and * this can eat a number of instructions, so skip it unless this cap is set as well */ if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) { shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n"); if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) { int i; for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) { if(This->baseShader.reg_maps.texcoord_mask[i] != 0 && This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) { shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i); } } } } /* Base Shader Body */ shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &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 < GL_LIMITS(clipplanes); i++) { shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i); } } /* 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 GLuint 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; /* 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].prgId; } } 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(), 0, shader_data->gl_shaders, new_size * sizeof(*shader_data->gl_shaders)); } else { new_array = HeapAlloc(GetProcessHeap(), 0, 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_buffer_free(&buffer); shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret; return ret; } static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new, const DWORD use_map) { if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE; if(stored->super.fog_src != new->super.fog_src) return FALSE; return stored->bools == new->bools; } static GLuint 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; 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)) { return shader_data->gl_shaders[i].prgId; } } 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(), 0, shader_data->gl_shaders, new_size * sizeof(*shader_data->gl_shaders)); } else { new_array = HeapAlloc(GetProcessHeap(), 0, 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_buffer_free(&buffer); shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret; return ret; } static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct arb_ps_compile_args *args) { int i; 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); } } static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct arb_vs_compile_args *args) { int i; find_vs_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; /* 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->bools |= ( 1 << i); } } /* 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; if (useVS) { struct arb_vs_compile_args compile_args; TRACE("Using vertex shader\n"); find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args); priv->current_vprogram_id = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args); /* Bind the vertex program */ GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);"); /* Enable OpenGL vertex programs */ glEnable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id); } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) { priv->current_vprogram_id = 0; glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); } if (usePS) { struct arb_ps_compile_args compile_args; TRACE("Using pixel shader\n"); find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args); priv->current_fprogram_id = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, &compile_args); /* 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); 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; } } /* 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 HRESULT shader_arb_alloc(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv)); return WINED3D_OK; } static void shader_arb_free(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_arb_priv *priv = This->shader_priv; int i; 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(); 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)) { 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)) { pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4); pCaps->PixelShader1xMaxValue = 8.0; TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF); } 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 */ NULL, /* WINED3DSIH_BREAKC */ NULL, /* 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 */ NULL, /* WINED3DSIH_ELSE */ NULL, /* WINED3DSIH_ENDIF */ NULL, /* WINED3DSIH_ENDLOOP */ NULL, /* WINED3DSIH_ENDREP */ NULL, /* WINED3DSIH_EXP */ shader_hw_map2gl, /* WINED3DSIH_EXPP */ shader_hw_map2gl, /* WINED3DSIH_FRC */ shader_hw_map2gl, /* WINED3DSIH_IF */ NULL, /* WINED3DSIH_IFC */ NULL, /* WINED3DSIH_LABEL */ NULL, /* WINED3DSIH_LIT */ shader_hw_map2gl, /* WINED3DSIH_LOG */ shader_hw_map2gl, /* WINED3DSIH_LOGP */ shader_hw_map2gl, /* WINED3DSIH_LOOP */ NULL, /* 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 */ NULL, /* 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 */ NULL, /* WINED3DSIH_TEXLDL */ NULL, /* 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->bools; else bools = priv->cur_ps_args->bools; return bools & flag; } } 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 if_frame *if_frame; SHADER_BUFFER *buffer = ins->ctx->buffer; /* boolean if */ if(ins->handler_idx == WINED3DSIH_IF) { if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame)); list_add_head(&priv->if_frames, &if_frame->entry); if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE) { shader_addline(buffer, "#if(FALSE){\n"); priv->muted = TRUE; if_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 */ if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame)); if_frame->ifc = TRUE; list_add_head(&priv->if_frames, &if_frame->entry); } else if(ins->handler_idx == WINED3DSIH_ELSE) { struct list *e = list_head(&priv->if_frames); if_frame = LIST_ENTRY(e, struct if_frame, entry); if(if_frame->ifc == FALSE) { shader_addline(buffer, "#} else {\n"); if(!priv->muted && !if_frame->muting) { priv->muted = TRUE; if_frame->muting = TRUE; } else if(if_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->if_frames); if_frame = LIST_ENTRY(e, struct if_frame, entry); if(!if_frame->ifc) { shader_addline(buffer, "#} endif\n"); if(if_frame->muting) priv->muted = FALSE; list_remove(&if_frame->entry); HeapFree(GetProcessHeap(), 0, if_frame); return; /* Instruction is handled */ } else { list_remove(&if_frame->entry); HeapFree(GetProcessHeap(), 0, if_frame); /* ifc - generate a hw endif */ } } 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); 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); } /* 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