/* * 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 2007-2011, 2013-2014 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 "wine/port.h" #include #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d_constants); WINE_DECLARE_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); static BOOL shader_is_pshader_version(enum wined3d_shader_type type) { return type == WINED3D_SHADER_TYPE_PIXEL; } static BOOL shader_is_vshader_version(enum wined3d_shader_type type) { return type == WINED3D_SHADER_TYPE_VERTEX; } static const char *get_line(const char **ptr) { const char *p, *q; p = *ptr; if (!(q = strstr(p, "\n"))) { if (!*p) return NULL; *ptr += strlen(p); return p; } *ptr = q + 1; return p; } enum arb_helper_value { ARB_ZERO, ARB_ONE, ARB_TWO, ARB_0001, ARB_EPS, ARB_VS_REL_OFFSET }; static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value) { if (shader == WINED3D_SHADER_TYPE_GEOMETRY) { ERR("Geometry shaders are unsupported\n"); return "bad"; } if (shader == WINED3D_SHADER_TYPE_PIXEL) { switch (value) { case ARB_ZERO: return "ps_helper_const.x"; case ARB_ONE: return "ps_helper_const.y"; case ARB_TWO: return "coefmul.x"; case ARB_0001: return "ps_helper_const.xxxy"; case ARB_EPS: return "ps_helper_const.z"; default: break; } } else { switch (value) { case ARB_ZERO: return "helper_const.x"; case ARB_ONE: return "helper_const.y"; case ARB_TWO: return "helper_const.z"; case ARB_EPS: return "helper_const.w"; case ARB_0001: return "helper_const.xxxy"; case ARB_VS_REL_OFFSET: return "rel_addr_const.y"; } } FIXME("Unmanaged %s shader helper constant requested: %u\n", shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value); switch (value) { case ARB_ZERO: return "0.0"; case ARB_ONE: return "1.0"; case ARB_TWO: return "2.0"; case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}"; case ARB_EPS: return "1e-8"; default: return "bad"; } } static inline BOOL ffp_clip_emul(const struct wined3d_context *context) { return context->lowest_disabled_stage < 7; } /* ARB_program_shader private data */ struct control_frame { struct list entry; enum { IF, IFC, LOOP, REP } type; BOOL muting; BOOL outer_loop; union { unsigned int loop; unsigned int ifc; } no; struct wined3d_shader_loop_control loop_control; BOOL had_else; }; struct arb_ps_np2fixup_info { struct ps_np2fixup_info super; /* For ARB we need an offset value: * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone" * array we need an offset to the index inside the program local parameter array. */ UINT offset; }; struct arb_ps_compile_args { struct ps_compile_args super; WORD bools; WORD clip; /* only a boolean, use a WORD for alignment */ unsigned char loop_ctrl[MAX_CONST_I][3]; }; struct stb_const_desc { unsigned char texunit; UINT const_num; }; struct arb_ps_compiled_shader { struct arb_ps_compile_args args; struct arb_ps_np2fixup_info np2fixup_info; struct stb_const_desc bumpenvmatconst[MAX_TEXTURES]; struct stb_const_desc luminanceconst[MAX_TEXTURES]; UINT int_consts[MAX_CONST_I]; GLuint prgId; UINT ycorrection; unsigned char numbumpenvmatconsts; char num_int_consts; }; struct arb_vs_compile_args { struct vs_compile_args super; union { struct { WORD bools; unsigned char clip_texcoord; unsigned char clipplane_mask; } boolclip; DWORD boolclip_compare; } clip; DWORD ps_signature; union { unsigned char samplers[4]; DWORD samplers_compare; } vertex; unsigned char loop_ctrl[MAX_CONST_I][3]; }; struct arb_vs_compiled_shader { struct arb_vs_compile_args args; GLuint prgId; UINT int_consts[MAX_CONST_I]; char num_int_consts; char need_color_unclamp; UINT pos_fixup; }; struct recorded_instruction { struct wined3d_shader_instruction ins; struct list entry; }; struct shader_arb_ctx_priv { char addr_reg[20]; enum { /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */ ARB, /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */ NV2, /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */ NV3 } target_version; const struct arb_vs_compile_args *cur_vs_args; const struct arb_ps_compile_args *cur_ps_args; const struct arb_ps_compiled_shader *compiled_fprog; const struct arb_vs_compiled_shader *compiled_vprog; struct arb_ps_np2fixup_info *cur_np2fixup_info; struct list control_frames; struct list record; BOOL recording; BOOL muted; unsigned int num_loops, loop_depth, num_ifcs; int aL; BOOL ps_post_process; unsigned int vs_clipplanes; BOOL footer_written; BOOL in_main_func; /* For 3.0 vertex shaders */ const char *vs_output[MAX_REG_OUTPUT]; /* For 2.x and earlier vertex shaders */ const char *texcrd_output[8], *color_output[2], *fog_output; /* 3.0 pshader input for compatibility with fixed function */ const char *ps_input[MAX_REG_INPUT]; }; struct ps_signature { struct wined3d_shader_signature sig; DWORD idx; struct wine_rb_entry entry; }; struct arb_pshader_private { struct arb_ps_compiled_shader *gl_shaders; UINT num_gl_shaders, shader_array_size; DWORD input_signature_idx; DWORD clipplane_emulation; BOOL clamp_consts; }; struct arb_vshader_private { struct arb_vs_compiled_shader *gl_shaders; UINT num_gl_shaders, shader_array_size; UINT rel_offset; }; struct shader_arb_priv { GLuint current_vprogram_id; GLuint current_fprogram_id; const struct arb_ps_compiled_shader *compiled_fprog; const struct arb_vs_compiled_shader *compiled_vprog; GLuint depth_blt_vprogram_id; GLuint depth_blt_fprogram_id_full[WINED3D_GL_RES_TYPE_COUNT]; GLuint depth_blt_fprogram_id_masked[WINED3D_GL_RES_TYPE_COUNT]; BOOL use_arbfp_fixed_func; struct wine_rb_tree fragment_shaders; BOOL last_ps_const_clamped; BOOL last_vs_color_unclamp; struct wine_rb_tree signature_tree; DWORD ps_sig_number; unsigned int highest_dirty_ps_const, highest_dirty_vs_const; char *vshader_const_dirty, *pshader_const_dirty; const struct wined3d_context *last_context; const struct wined3d_vertex_pipe_ops *vertex_pipe; const struct fragment_pipeline *fragment_pipe; BOOL ffp_proj_control; }; /* Context activation for state handlers is done by the caller. */ static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data, const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info) { if (shader_data->rel_offset) return TRUE; if (!reg_maps->usesmova) return FALSE; return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]; } /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */ static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info) { return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION] && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN); } static BOOL need_helper_const(const struct arb_vshader_private *shader_data, const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info) { if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE; if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */ if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */ if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */ if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */ if (reg_maps->usesnrm) return TRUE; /* 0.0 */ if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */ if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */ return FALSE; } static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data, const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info) { unsigned int ret = 1; /* We use one PARAM for the pos fixup, and in some cases one to load * some immediate values into the shader. */ if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret; if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret; return ret; } /* 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) */ /* Context activation is done by the caller. */ static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts) { struct wined3d_shader_lconst *lconst; DWORD i, j; unsigned int ret; if (TRACE_ON(d3d_constants)) { 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]); } } i = 0; /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */ if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1) { float lcl_const[4]; /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher * shaders, the first 8 constants are marked dirty for reload */ for(; i < min(8, max_constants); i++) { if(!dirty_consts[i]) continue; dirty_consts[i] = 0; j = 4 * i; if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f; else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f; else lcl_const[0] = constants[j + 0]; if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f; else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f; else lcl_const[1] = constants[j + 1]; if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f; else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f; else lcl_const[2] = constants[j + 2]; if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f; else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f; else lcl_const[3] = constants[j + 3]; GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const)); } /* If further constants are dirty, reload them without clamping. * * The alternative is not to touch them, but then we cannot reset the dirty constant count * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code * above would always re-check the first 8 constants since max_constant remains at the init * value */ } if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS]) { /* TODO: Benchmark if we're better of with finding the dirty constants ourselves, * or just reloading *all* constants at once * GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4))); */ for(; i < max_constants; i++) { if(!dirty_consts[i]) continue; /* Find the next block of dirty constants */ dirty_consts[i] = 0; j = i; for(i++; (i < max_constants) && dirty_consts[i]; i++) { dirty_consts[i] = 0; } GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4))); } } else { for(; i < max_constants; i++) { if(dirty_consts[i]) { dirty_consts[i] = 0; GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4))); } } } checkGLcall("glProgramEnvParameter4fvARB()"); /* Load immediate constants */ if (shader->load_local_constsF) { if (TRACE_ON(d3d_shader)) { LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, 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, &shader->constantsF, struct wined3d_shader_lconst, 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(const struct arb_ps_np2fixup_info *fixup, const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) { GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS]; WORD active = fixup->super.active; UINT i; if (!active) return; for (i = 0; active; active >>= 1, ++i) { const struct wined3d_texture *tex = state->textures[i]; unsigned char idx = fixup->super.idx[i]; GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4]; if (!(active & 1)) continue; if (!tex) { ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n"); continue; } if (idx % 2) { tex_dim[2] = tex->pow2_matrix[0]; tex_dim[3] = tex->pow2_matrix[5]; } else { tex_dim[0] = tex->pow2_matrix[0]; tex_dim[1] = tex->pow2_matrix[5]; } } for (i = 0; i < fixup->super.num_consts; ++i) { GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, fixup->offset + i, &np2fixup_constants[i * 4])); } } /* Context activation is done by the caller. */ static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader, const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height) { const struct wined3d_gl_info *gl_info = context->gl_info; unsigned char i; for(i = 0; i < gl_shader->numbumpenvmatconsts; i++) { int texunit = gl_shader->bumpenvmatconst[i].texunit; /* The state manager takes care that this function is always called if the bump env matrix changes */ const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00]; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data)); if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED) { /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_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 WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN */ const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE]; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale)); } } checkGLcall("Load bumpmap consts"); if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED) { /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen). * ycorrection.y: -1.0(onscreen), 1.0(offscreen) * ycorrection.z: 1.0 * ycorrection.w: 0.0 */ float val[4]; val[0] = context->render_offscreen ? 0.0f : (float) rt_height; val[1] = context->render_offscreen ? 1.0f : -1.0f; val[2] = 1.0f; val[3] = 0.0f; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val)); checkGLcall("y correction loading"); } if (!gl_shader->num_int_consts) return; for(i = 0; i < MAX_CONST_I; i++) { if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED) { float val[4]; val[0] = (float)state->ps_consts_i[4 * i]; val[1] = (float)state->ps_consts_i[4 * i + 1]; val[2] = (float)state->ps_consts_i[4 * i + 2]; val[3] = -1.0f; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val)); } } checkGLcall("Load ps int consts"); } /* Context activation is done by the caller. */ static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader, const struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_gl_info *gl_info = context->gl_info; float position_fixup[4]; unsigned char i; /* Upload the position fixup */ shader_get_position_fixup(context, state, position_fixup); GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup)); if (!gl_shader->num_int_consts) return; for(i = 0; i < MAX_CONST_I; i++) { if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED) { float val[4]; val[0] = (float)state->vs_consts_i[4 * i]; val[1] = (float)state->vs_consts_i[4 * i + 1]; val[2] = (float)state->vs_consts_i[4 * i + 2]; val[3] = -1.0f; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val)); } } checkGLcall("Load vs int consts"); } static void shader_arb_select(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state); /** * 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 */ /* Context activation is done by the caller (state handler). */ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context *context, const struct wined3d_state *state, BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select) { const struct wined3d_d3d_info *d3d_info = context->d3d_info; const struct wined3d_gl_info *gl_info = context->gl_info; if (!from_shader_select) { const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL]; if (vshader && (vshader->reg_maps.boolean_constants || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION] && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts)))) { TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n"); shader_arb_select(priv, context, state); } else if (pshader && (pshader->reg_maps.boolean_constants || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION] && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts)))) { TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n"); shader_arb_select(priv, context, state); } } if (context != priv->last_context) { memset(priv->vshader_const_dirty, 1, sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count); priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count; memset(priv->pshader_const_dirty, 1, sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count); priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count; priv->last_context = context; } if (useVertexShader) { const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog; /* Load DirectX 9 float constants for vertex shader */ priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB, priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty); shader_arb_vs_local_constants(gl_shader, context, state); } if (usePixelShader) { const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL]; const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog; UINT rt_height = state->fb->render_targets[0]->height; /* Load DirectX 9 float constants for pixel shader */ priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB, priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty); shader_arb_ps_local_constants(gl_shader, context, state, rt_height); if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP) shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state); } } static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { BOOL vs = use_vs(state); BOOL ps = use_ps(state); shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE); } static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) { struct wined3d_context *context = context_get_current(); struct shader_arb_priv *priv = device->shader_priv; unsigned int i; for (i = 0; i < device->context_count; ++i) { device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F; } /* 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 */ if (!context || context->swapchain->device != device) return; memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count); priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count); } static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) { struct wined3d_context *context = context_get_current(); struct shader_arb_priv *priv = device->shader_priv; unsigned int i; for (i = 0; i < device->context_count; ++i) { device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F; } /* 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 */ if (!context || context->swapchain->device != device) return; memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count); priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count); } static void shader_arb_append_imm_vec4(struct wined3d_shader_buffer *buffer, const float *values) { char str[4][17]; wined3d_ftoa(values[0], str[0]); wined3d_ftoa(values[1], str[1]); wined3d_ftoa(values[2], str[2]); wined3d_ftoa(values[3], str[3]); shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]); } /* Generate the variable & register declarations for the ARB_vertex_program output target */ static void shader_generate_arb_declarations(const struct wined3d_shader *shader, const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx) { DWORD i; char pshader = shader_is_pshader_version(reg_maps->shader_version.type); const struct wined3d_shader_lconst *lconst; unsigned max_constantsF; DWORD map; /* 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 available d3d constants * and don't know which are actually used. */ if (pshader) { max_constantsF = gl_info->limits.arb_ps_native_constants; /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */ if (max_constantsF < 24) max_constantsF = gl_info->limits.arb_ps_float_constants; } else { const struct arb_vshader_private *shader_data = shader->backend_data; max_constantsF = gl_info->limits.arb_vs_native_constants; /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. * Also prevents max_constantsF from becoming less than 0 and * wrapping . */ if (max_constantsF < 96) max_constantsF = gl_info->limits.arb_vs_float_constants; if (reg_maps->usesrelconstF) { DWORD highest_constf = 0, clip_limit; max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info); max_constantsF -= count_bits(reg_maps->integer_constants); max_constantsF -= gl_info->reserved_arb_constants; for (i = 0; i < shader->limits->constant_float; ++i) { DWORD idx = i >> 5; DWORD shift = i & 0x1f; if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i; } if(use_nv_clip(gl_info) && ctx->target_version >= NV2) { if(ctx->cur_vs_args->super.clip_enabled) clip_limit = gl_info->limits.clipplanes; else clip_limit = 0; } else { unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask; clip_limit = min(count_bits(mask), 4); } *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1); max_constantsF -= *num_clipplanes; if(*num_clipplanes < clip_limit) { WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes); } } else { if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes; else *num_clipplanes = min(gl_info->limits.clipplanes, 4); } } for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i) { if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i); } for (i = 0, map = reg_maps->address; map; map >>= 1, ++i) { if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i); } if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) { for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i) { if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i); } } if (!shader->load_local_constsF) { LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) { const float *value; value = (const float *)lconst->value; shader_addline(buffer, "PARAM C%u = ", lconst->idx); shader_arb_append_imm_vec4(buffer, value); shader_addline(buffer, ";\n"); } } /* After subtracting privately used constants from the hardware limit(they are loaded as * local constants), make sure the shader doesn't violate the env constant limit */ if(pshader) { max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants); } else { max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants); } /* Avoid declaring more constants than needed */ max_constantsF = min(max_constantsF, shader->limits->constant_float); /* 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 (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(shader, i) && (reg_maps->constf[idx] & mask)) { shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i); } } } } 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; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; if (!strcmp(priv->addr_reg, src)) 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", "TMP_FOGCOORD", "result.pointsize"}; const struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; BOOL pshader = shader_is_pshader_version(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[0].offset); break; case WINED3DSPR_INPUT: if (pshader) { if (reg_maps->shader_version.major < 3) { if (!reg->idx[0].offset) strcpy(register_name, "fragment.color.primary"); else strcpy(register_name, "fragment.color.secondary"); } else { if (reg->idx[0].rel_addr) { char rel_reg[50]; shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg); if (!strcmp(rel_reg, "**aL_emul**")) { DWORD idx = ctx->aL + reg->idx[0].offset; if(idx < MAX_REG_INPUT) { strcpy(register_name, ctx->ps_input[idx]); } else { ERR("Pixel shader input register out of bounds: %u\n", idx); sprintf(register_name, "out_of_bounds_%u", idx); } } else if (reg_maps->input_registers & 0x0300) { /* There are two ways basically: * * 1) Use the unrolling code that is used for loop emulation and unroll the loop. * That means trouble if the loop also contains a breakc or if the control values * aren't local constants. * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the * source dynamically. The trouble is that we cannot simply read aL.y because it * is an ADDRESS register. We could however push it, load .zw with a value and use * ADAC to load the condition code register and pop it again afterwards */ FIXME("Relative input register addressing with more than 8 registers\n"); /* This is better than nothing for now */ sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset); } else if(ctx->cur_ps_args->super.vp_mode != vertexshader) { /* This is problematic because we'd have to consult the ctx->ps_input strings * for where to find the varying. Some may be "0.0", others can be texcoords or * colors. This needs either a pipeline replacement to make the vertex shader feed * proper varyings, or loop unrolling * * For now use the texcoords and hope for the best */ FIXME("Non-vertex shader varying input with indirect addressing\n"); sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset); } else { /* D3D supports indirect addressing only with aL in loop registers. The loop instruction * pulls GL_NV_fragment_program2 in */ sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset); } } else { if (reg->idx[0].offset < MAX_REG_INPUT) { strcpy(register_name, ctx->ps_input[reg->idx[0].offset]); } else { ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset); sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset); } } } } else { if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset)) *is_color = TRUE; sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset); } break; case WINED3DSPR_CONST: if (!pshader && reg->idx[0].rel_addr) { const struct arb_vshader_private *shader_data = shader->backend_data; UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0; BOOL aL = FALSE; char rel_reg[50]; if (reg_maps->shader_version.major < 2) { sprintf(rel_reg, "A0.x"); } else { shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg); if (ctx->target_version == ARB) { if (!strcmp(rel_reg, "**aL_emul**")) { aL = TRUE; } else { shader_arb_request_a0(ins, rel_reg); sprintf(rel_reg, "A0.x"); } } } if (aL) sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset); else if (reg->idx[0].offset >= rel_offset) sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset); else sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset); } else { if (reg_maps->usesrelconstF) sprintf(register_name, "C[%u]", reg->idx[0].offset); else sprintf(register_name, "C%u", reg->idx[0].offset); } break; case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ if (pshader) { if (reg_maps->shader_version.major == 1 && 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[0].offset); else /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */ sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset); } else { if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2) sprintf(register_name, "A%u", reg->idx[0].offset); else sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset); } break; case WINED3DSPR_COLOROUT: if (ctx->ps_post_process && !reg->idx[0].offset) { strcpy(register_name, "TMP_COLOR"); } else { if (ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets.\n"); if (reg_maps->rt_mask > 1) sprintf(register_name, "result.color[%u]", reg->idx[0].offset); else strcpy(register_name, "result.color"); } break; case WINED3DSPR_RASTOUT: if (reg->idx[0].offset == 1) sprintf(register_name, "%s", ctx->fog_output); else sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]); break; case WINED3DSPR_DEPTHOUT: strcpy(register_name, "result.depth"); break; case WINED3DSPR_ATTROUT: /* case WINED3DSPR_OUTPUT: */ if (pshader) sprintf(register_name, "oD[%u]", reg->idx[0].offset); else strcpy(register_name, ctx->color_output[reg->idx[0].offset]); break; case WINED3DSPR_TEXCRDOUT: if (pshader) sprintf(register_name, "oT[%u]", reg->idx[0].offset); else if (reg_maps->shader_version.major < 3) strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]); else strcpy(register_name, ctx->vs_output[reg->idx[0].offset]); break; case WINED3DSPR_LOOP: if(ctx->target_version >= NV2) { /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */ if(pshader) sprintf(register_name, "A0.x"); else sprintf(register_name, "aL.y"); } else { /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value * would be valid, but if aL is used for indexing(its only use), there's likely an offset, * thus the result would be something like C[15 + 30], which is not valid in the ARB program * grammar. So return a marker for the emulated aL and intercept it in constant and varying * indexing */ sprintf(register_name, "**aL_emul**"); } break; case WINED3DSPR_CONSTINT: sprintf(register_name, "I%u", reg->idx[0].offset); break; case WINED3DSPR_MISCTYPE: if (!reg->idx[0].offset) sprintf(register_name, "vpos"); else if (reg->idx[0].offset == 1) sprintf(register_name, "fragment.facing.x"); else FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset); break; default: FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset); sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset); 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(struct wined3d_shader_buffer *buffer, const char *reg, DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup) { DWORD mask; if (is_complex_fixup(fixup)) { enum complex_fixup complex_fixup = get_complex_fixup(fixup); FIXME("Complex fixup (%#x) not supported\n", complex_fixup); return; } mask = 0; if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0; if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1; if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2; if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3; mask &= dst_mask; if (mask) { shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg, shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source), shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source)); } mask = 0; if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0; if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1; if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2; if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3; mask &= dst_mask; if (mask) { char reg_mask[6]; char *ptr = reg_mask; if (mask != WINED3DSP_WRITEMASK_ALL) { *ptr++ = '.'; if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x'; if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y'; if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w'; } *ptr = '\0'; shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one); } } static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins) { DWORD mod; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; if (!ins->dst_count) return ""; mod = ins->dst[0].modifiers; /* Silently ignore PARTIALPRECISION if its not supported */ if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION; if(mod & WINED3DSPDM_MSAMPCENTROID) { FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n"); mod &= ~WINED3DSPDM_MSAMPCENTROID; } switch(mod) { case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION: return "H_SAT"; case WINED3DSPDM_SATURATE: return "_SAT"; case WINED3DSPDM_PARTIALPRECISION: return "H"; case 0: return ""; default: FIXME("Unknown modifiers 0x%08x\n", mod); return ""; } } #define TEX_PROJ 0x1 #define TEX_BIAS 0x2 #define TEX_LOD 0x4 #define TEX_DERIV 0x10 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx, const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy) { enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; const char *tex_type; BOOL np2_fixup = FALSE; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; const char *mod; BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type); const struct wined3d_shader *shader; const struct wined3d_device *device; const struct wined3d_gl_info *gl_info; /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */ if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS; switch (resource_type) { case WINED3D_SHADER_RESOURCE_TEXTURE_1D: tex_type = "1D"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_2D: shader = ins->ctx->shader; device = shader->device; gl_info = &device->adapter->gl_info; if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx) && gl_info->supported[ARB_TEXTURE_RECTANGLE]) tex_type = "RECT"; else tex_type = "2D"; if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) { if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx)) { if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n"); else np2_fixup = TRUE; } } break; case WINED3D_SHADER_RESOURCE_TEXTURE_3D: tex_type = "3D"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: tex_type = "CUBE"; break; default: ERR("Unexpected resource type %#x.\n", resource_type); tex_type = ""; } /* TEX, TXL, TXD and TXP do not support the "H" modifier, * so don't use shader_arb_get_modifier */ if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT"; else mod = ""; /* Fragment samplers always have indentity mapping */ if(sampler_idx >= MAX_FRAGMENT_SAMPLERS) { sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS]; } if (flags & TEX_DERIV) { if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n"); if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n"); shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, dsx, dsy,sampler_idx, tex_type); } else if(flags & TEX_LOD) { if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n"); if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n"); shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type); } else if (flags & TEX_BIAS) { /* Shouldn't be possible, but let's check for it */ if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n"); /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */ shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type); } else if (flags & TEX_PROJ) { shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type); } else { if (np2_fixup) { const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx]; shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1, (idx % 2) ? "zwxy" : "xyzw", coord_reg); shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type); } else shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type); } if (pshader) { gen_color_correction(buffer, dst_str, ins->dst[0].write_mask, arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE), arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO), 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, insert_line; char regstr[256]; char swzstr[20]; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO); /* Assume a new line will be added */ insert_line = TRUE; /* 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 = FALSE; break; case WINED3DSPSM_NEG: sprintf(outregstr, "-%s%s", regstr, swzstr); insert_line = FALSE; 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, %s, -%s;\n", 'A' + tmpreg, regstr, two, one); break; case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one); break; case WINED3DSPSM_COMP: shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, 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 = FALSE; } 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 = FALSE; break; default: sprintf(outregstr, "%s%s", regstr, swzstr); insert_line = FALSE; } /* Return modified or original register, with swizzle */ if (insert_line) sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr); } static void pshader_hw_bem(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_dst_param *dst = &ins->dst[0]; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; DWORD sampler_code = dst->reg.idx[0].offset; char dst_name[50]; char src_name[2][50]; 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 DWORD negate_modifiers(DWORD mod, char *extra_char) { *extra_char = ' '; switch(mod) { case WINED3DSPSM_NONE: return WINED3DSPSM_NEG; case WINED3DSPSM_NEG: return WINED3DSPSM_NONE; case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG; case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS; case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG; case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN; case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP; case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG; case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2; case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ; case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW; case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG; case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS; } FIXME("Unknown modifier %u\n", mod); return mod; } static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_dst_param *dst = &ins->dst[0]; struct wined3d_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]); if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue && ins->dst->write_mask != WINED3DSP_WRITEMASK_3) { shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]); } else { struct wined3d_shader_src_param src0_copy = ins->src[0]; char extra_neg; /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */ src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg); shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]); shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]); shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]); 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]; struct wined3d_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]; struct wined3d_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) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; const char *instruction; char arguments[256], dst_str[50]; unsigned int i; const struct wined3d_shader_dst_param *dst = &ins->dst[0]; 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_FRC: instruction = "FRC"; break; case WINED3DSIH_LIT: instruction = "LIT"; 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_SGE: instruction = "SGE"; break; case WINED3DSIH_SLT: instruction = "SLT"; break; case WINED3DSIH_SUB: instruction = "SUB"; break; case WINED3DSIH_MOVA:instruction = "ARR"; 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) {} static DWORD shader_arb_select_component(DWORD swizzle, DWORD component) { return ((swizzle >> 2 * component) & 0x3) * 0x55; } static void shader_hw_mov(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type); struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO); const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE); const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO); struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char src0_param[256]; if (ins->handler_idx == WINED3DSIH_MOVA) { const struct arb_vshader_private *shader_data = shader->backend_data; char write_mask[6]; const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET); if(ctx->target_version >= NV2) { shader_hw_map2gl(ins); return; } shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param); shader_arb_get_write_mask(ins, &ins->dst[0], write_mask); /* This implements the mova formula used in GLSL. The first two instructions * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0 * in this case: * mova A0.x, 0.0 * * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor * * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign. */ shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero); shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one); shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param); shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask); shader_addline(buffer, "FLR TA%s, TA;\n", write_mask); if (shader_data->rel_offset) { shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset); } 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 (reg_maps->shader_version.major == 1 && !shader_is_pshader_version(reg_maps->shader_version.type) && ins->dst[0].reg.type == WINED3DSPR_ADDR) { const struct arb_vshader_private *shader_data = shader->backend_data; src0_param[0] = '\0'; if (shader_data->rel_offset && ctx->target_version == ARB) { const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET); shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param); shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset); 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 = shader_arb_select_component(tmp_src.swizzle, 0); 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].offset && pshader) { if (ctx->ps_post_process && shader->u.ps.color0_mov) { shader_addline(buffer, "#mov handled in srgb write or fog 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]; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char reg_dest[40]; /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented, * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite) */ shader_arb_get_dst_param(ins, dst, reg_dest); if (ins->ctx->reg_maps->shader_version.major >= 2) { const char *kilsrc = "TA"; BOOL is_color; shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color); if(dst->write_mask == WINED3DSP_WRITEMASK_ALL) { kilsrc = reg_dest; } else { /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set * masked out components to 0(won't kill) */ char x = '0', y = '0', z = '0', w = '0'; if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x'; if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y'; if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z'; if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w'; shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w); } shader_addline(buffer, "KIL %s;\n", kilsrc); } else { /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component, * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL * * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same, * or pass in any temporary register(in shader phase 2) */ if (ins->ctx->reg_maps->shader_version.minor <= 3) sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset); 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) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; const struct wined3d_shader_dst_param *dst = &ins->dst[0]; DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, ins->ctx->reg_maps->shader_version.minor); struct wined3d_shader_src_param src; char reg_dest[40]; char reg_coord[40]; DWORD reg_sampler_code; WORD myflags = 0; BOOL swizzle_coord = FALSE; /* 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[0].offset; else reg_sampler_code = ins->src[1].reg.idx[0].offset; /* 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 WINED3D_TSS_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 = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; if (flags & WINED3D_PSARGS_PROJECTED) { myflags |= TEX_PROJ; if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3) swizzle_coord = TRUE; } } else if (shader_version < WINED3D_SHADER_VERSION(2,0)) { enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers; if (src_mod == WINED3DSPSM_DZ) { swizzle_coord = TRUE; myflags |= TEX_PROJ; } else if(src_mod == WINED3DSPSM_DW) { myflags |= TEX_PROJ; } } else { if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ; if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS; } if (swizzle_coord) { /* 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"); } shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL); } static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_dst_param *dst = &ins->dst[0]; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, ins->ctx->reg_maps->shader_version.minor); char dst_str[50]; if (shader_version < WINED3D_SHADER_VERSION(1,4)) { DWORD reg = dst->reg.idx[0].offset; 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) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; DWORD flags = 0; DWORD reg1 = ins->dst[0].reg.idx[0].offset; 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); if (reg1 < MAX_TEXTURES) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; } shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); } static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; DWORD reg1 = ins->dst[0].reg.idx[0].offset; char dst_str[50]; char src_str[50]; /* Note that texreg2gb treats Tx as a temporary register, not as a varying */ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); shader_arb_get_src_param(ins, &ins->src[0], 0, src_str); shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str); shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str); shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL); } static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins) { DWORD reg1 = ins->dst[0].reg.idx[0].offset; char dst_str[50]; char src_str[50]; /* Note that texreg2rg treats Tx as a temporary register, not as a varying */ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); shader_arb_get_src_param(ins, &ins->src[0], 0, src_str); shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL); } static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; const struct wined3d_shader_dst_param *dst = &ins->dst[0]; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char reg_coord[40], dst_reg[50], src_reg[50]; DWORD reg_dest_code; /* All versions have a destination register. The Tx where the texture coordinates come * from is the varying incarnation of the texture register */ reg_dest_code = dst->reg.idx[0].offset; 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 ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT) & WINED3D_PSARGS_PROJECTED) { shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord); shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord); shader_addline(buffer, "ADD TA.xy, TA, TB;\n"); } else { shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord); } shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL); if (ins->handler_idx == WINED3DSIH_TEXBEML) { /* No src swizzles are allowed, so this is ok */ shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n", src_reg, reg_dest_code, reg_dest_code); shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg); } } static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins) { DWORD reg = ins->dst[0].reg.idx[0].offset; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char src0_name[50], dst_name[50]; BOOL is_color; struct wined3d_shader_register tmp_reg = ins->dst[0].reg; shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); /* 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[0].offset = 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) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; DWORD flags; DWORD reg = ins->dst[0].reg.idx[0].offset; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char dst_str[50]; char src0_name[50]; char dst_reg[50]; BOOL is_color; /* We know that we're writing to the uninitialized T 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 ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); } static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD reg = ins->dst[0].reg.idx[0].offset; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; 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[0].offset = reg + 2 - tex_mx->current_row; shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color); shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n", dst_name, 'x' + tex_mx->current_row, reg, src0_name); tex_mx->texcoord_w[tex_mx->current_row++] = reg; } static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD flags; DWORD reg = ins->dst[0].reg.idx[0].offset; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; 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 ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); tex_mx->current_row = 0; } static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD flags; DWORD reg = ins->dst[0].reg.idx[0].offset; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char dst_str[50]; char src0_name[50]; char dst_reg[50]; BOOL is_color; /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all * components for temporary data storage */ shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color); shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); shader_addline(buffer, "DP3 %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", tex_mx->texcoord_w[0]); shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->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 ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); tex_mx->current_row = 0; } static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD flags; DWORD reg = ins->dst[0].reg.idx[0].offset; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char dst_str[50]; char src0_name[50]; char src1_name[50]; char dst_reg[50]; BOOL is_color; shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name); shader_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 ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); tex_mx->current_row = 0; } static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_dst_param *dst = &ins->dst[0]; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char dst_name[50]; const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); /* 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, %s;\n", dst_name, dst_name, one); /* 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, %s;\n", one); shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero); } /** 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) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; char src0[50]; char dst_str[50]; shader_arb_get_src_param(ins, &ins->src[0], 0, src0); shader_addline(buffer, "MOV TB, 0.0;\n"); shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0); shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL); } /** Process the WINED3DSIO_TEXDP3 instruction in ARB: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_dst_param *dst = &ins->dst[0]; char src0[50]; char dst_str[50]; struct wined3d_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[0].offset, 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]; struct wined3d_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[0].offset, 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) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; const struct wined3d_shader_dst_param *dst = &ins->dst[0]; char src0[50], dst_name[50]; BOOL is_color; const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); 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[0].offset, 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, %s;\n", dst_name, dst_name, one); shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero); } /** 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[0].offset; } } static DWORD abs_modifier(DWORD mod, BOOL *need_abs) { *need_abs = FALSE; switch(mod) { case WINED3DSPSM_NONE: return WINED3DSPSM_ABS; case WINED3DSPSM_NEG: return WINED3DSPSM_ABS; case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS; case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG; case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN; case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG; case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP; case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2; case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG; case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ; case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW; case WINED3DSPSM_ABS: return WINED3DSPSM_ABS; case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS; } FIXME("Unknown modifier %u\n", mod); return mod; } static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; const char *instruction; struct wined3d_shader_src_param src0_copy = ins->src[0]; BOOL need_abs = FALSE; char dst[50]; char src[50]; switch(ins->handler_idx) { case WINED3DSIH_RSQ: instruction = "RSQ"; break; case WINED3DSIH_RCP: instruction = "RCP"; break; case WINED3DSIH_EXPP: if (ins->ctx->reg_maps->shader_version.major < 2) { instruction = "EXP"; break; } /* Drop through. */ case WINED3DSIH_EXP: instruction = "EX2"; break; case WINED3DSIH_LOG: case WINED3DSIH_LOGP: /* The precision requirements suggest that LOGP matches ARBvp's LOG * instruction, but notice that the output of those instructions is * different. */ src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs); instruction = "LG2"; break; default: instruction = ""; FIXME("Unhandled opcode %#x\n", ins->handler_idx); break; } /* Dx sdk says .x is used if no swizzle is given, but our test shows that * .w is used. */ src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3); shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */ shader_arb_get_src_param(ins, &src0_copy, 0, src); if(need_abs) { shader_addline(buffer, "ABS TA.w, %s;\n", src); shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst); } else { 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) { struct wined3d_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); const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); 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); /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as * otherwise NRM or RSQ would return NaN */ if(pshader && priv->target_version >= NV3) { /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too * * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL */ shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name); shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name); shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero); } else if(priv->target_version >= NV2) { shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name); shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n"); shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name, src_name); } else { const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name); /* Pass any non-zero value to RSQ if the input vector has a length of zero. The * RSQ result doesn't matter, as long as multiplying it by 0 returns 0. */ shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero); shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one); shader_addline(buffer, "RSQ TA.x, 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.x;\n", shader_arb_get_modifier(ins), dst_name, src_name); } } static void shader_hw_lrp(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char dst_name[50]; char src_name[3][50]; /* ARB_fragment_program has a convenient LRP instruction */ if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) { shader_hw_map2gl(ins); return; } shader_arb_get_dst_param(ins, &ins->dst[0], dst_name); shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]); shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]); shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]); shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[0], src_name[2]); } static void shader_hw_sincos(const struct wined3d_shader_instruction *ins) { /* 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 */ struct wined3d_shader_buffer *buffer = ins->ctx->buffer; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; const struct wined3d_shader_dst_param *dst = &ins->dst[0]; char dst_name[50]; char src_name0[50], src_name1[50], src_name2[50]; BOOL is_color; shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0); if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) { shader_arb_get_dst_param(ins, &ins->dst[0], dst_name); /* No modifiers are supported on SCS */ shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0); if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) { shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color); shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0); } } else if(priv->target_version >= NV2) { shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color); /* Sincos writemask must be .x, .y or .xy */ if(dst->write_mask & WINED3DSP_WRITEMASK_0) shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0); if(dst->write_mask & WINED3DSP_WRITEMASK_1) shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0); } else { /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2. * * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ... * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ... * * The constants we get are: * * +1 +1, -1 -1 +1 +1 -1 -1 * ---- , ---- , ---- , ----- , ----- , ----- , ------ * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128 * * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2): * * (x/2)^2 = x^2 / 4 * (x/2)^3 = x^3 / 8 * (x/2)^4 = x^4 / 16 * (x/2)^5 = x^5 / 32 * etc * * To get the final result: * sin(x) = 2 * sin(x/2) * cos(x/2) * cos(x) = cos(x/2)^2 - sin(x/2)^2 * (from sin(x+y) and cos(x+y) rules) * * As per MSDN, dst.z is undefined after the operation, and so is * dst.x and dst.y if they're masked out by the writemask. Ie * sincos dst.y, src1, c0, c1 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler * vsa.exe also stops with an error if the dest register is the same register as the source * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0). */ shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1); shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2); shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color); shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */ shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */ shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */ shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */ shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */ shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */ /* sin(x/2) * * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to * properly merge that with MULs in the code above? * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe * we can merge the sine and cosine MAD rows to calculate them together. */ shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */ shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */ shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */ shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */ /* cos(x/2) */ shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */ shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */ shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */ if(dst->write_mask & WINED3DSP_WRITEMASK_0) { /* cos x */ shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n"); shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name); } if(dst->write_mask & WINED3DSP_WRITEMASK_1) { /* sin x */ shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name); shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name); } } } static void shader_hw_sgn(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char dst_name[50]; char src_name[50]; struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; shader_arb_get_dst_param(ins, &ins->dst[0], dst_name); shader_arb_get_src_param(ins, &ins->src[0], 0, src_name); /* SGN is only valid in vertex shaders */ if(ctx->target_version >= NV2) { shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name); return; } /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false. * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0 */ if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) { shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name); } else { /* src contains TA? Write to the dest first. This won't overwrite our destination. * Then use TA, and calculate the final result * * Not reading from TA? Store the first result in TA to avoid overwriting the * destination if src reg = dst reg */ if(strstr(src_name, "TA")) { shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name); shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name); shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name); } else { shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name); shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name); shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name); } } } static void shader_hw_dsy(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char src[50]; char dst[50]; char dst_name[50]; BOOL is_color; shader_arb_get_dst_param(ins, &ins->dst[0], dst); shader_arb_get_src_param(ins, &ins->src[0], 0, src); shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color); shader_addline(buffer, "DDY %s, %s;\n", dst, src); shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name); } static void shader_hw_pow(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char src0[50], src1[50], dst[50]; struct wined3d_shader_src_param src0_copy = ins->src[0]; BOOL need_abs = FALSE; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); /* POW operates on the absolute value of the input */ src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs); shader_arb_get_dst_param(ins, &ins->dst[0], dst); shader_arb_get_src_param(ins, &src0_copy, 0, src0); shader_arb_get_src_param(ins, &ins->src[1], 1, src1); if (need_abs) shader_addline(buffer, "ABS TA.x, %s;\n", src0); else shader_addline(buffer, "MOV TA.x, %s;\n", src0); if (priv->target_version >= NV2) { shader_addline(buffer, "MOVC TA.y, %s;\n", src1); shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst); shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one); } else { const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS); shader_addline(buffer, "ABS TA.y, %s;\n", src1); shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero); /* Possibly add flt_eps to avoid getting float special values */ shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1); shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins)); shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n"); shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one); } } static void shader_hw_loop(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char src_name[50]; BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); /* src0 is aL */ shader_arb_get_src_param(ins, &ins->src[1], 0, src_name); if(vshader) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct list *e = list_head(&priv->control_frames); struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n"); /* The constant loader makes sure to load -1 into iX.w */ shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name); shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop); shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop); } else { shader_addline(buffer, "LOOP %s;\n", src_name); } } static void shader_hw_rep(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; char src_name[50]; BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); shader_arb_get_src_param(ins, &ins->src[0], 0, src_name); /* The constant loader makes sure to load -1 into iX.w */ if(vshader) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct list *e = list_head(&priv->control_frames); struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n"); shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name); shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop); shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop); } else { shader_addline(buffer, "REP %s;\n", src_name); } } static void shader_hw_endloop(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); if(vshader) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct list *e = list_head(&priv->control_frames); struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); shader_addline(buffer, "ARAC aL.xy, aL;\n"); shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop); shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop); if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n"); } else { shader_addline(buffer, "ENDLOOP;\n"); } } static void shader_hw_endrep(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); if(vshader) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct list *e = list_head(&priv->control_frames); struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); shader_addline(buffer, "ARAC aL.xy, aL;\n"); shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop); shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop); if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n"); } else { shader_addline(buffer, "ENDREP;\n"); } } static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv) { struct control_frame *control_frame; LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry) { if(control_frame->type == LOOP || control_frame->type == REP) return control_frame; } ERR("Could not find loop for break\n"); return NULL; } static void shader_hw_break(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data); BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); if(vshader) { shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop); } else { shader_addline(buffer, "BRK;\n"); } } static const char *get_compare(enum wined3d_shader_rel_op op) { switch (op) { case WINED3D_SHADER_REL_OP_GT: return "GT"; case WINED3D_SHADER_REL_OP_EQ: return "EQ"; case WINED3D_SHADER_REL_OP_GE: return "GE"; case WINED3D_SHADER_REL_OP_LT: return "LT"; case WINED3D_SHADER_REL_OP_NE: return "NE"; case WINED3D_SHADER_REL_OP_LE: return "LE"; default: FIXME("Unrecognized operator %#x.\n", op); return "(\?\?)"; } } static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op) { switch (op) { case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE; case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE; case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT; case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE; case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ; case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT; default: FIXME("Unrecognized operator %#x.\n", op); return -1; } } static void shader_hw_breakc(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data); char src_name0[50]; char src_name1[50]; const char *comp = get_compare(ins->flags); shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0); shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1); if(vshader) { /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw * away the subtraction result */ shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp); } else { shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); shader_addline(buffer, "BRK (%s.x);\n", comp); } } static void shader_hw_ifc(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct list *e = list_head(&priv->control_frames); struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); const char *comp; char src_name0[50]; char src_name1[50]; BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0); shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1); if(vshader) { /* Invert the flag. We jump to the else label if the condition is NOT true */ comp = get_compare(invert_compare(ins->flags)); shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp); } else { comp = get_compare(ins->flags); shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); shader_addline(buffer, "IF %s.x;\n", comp); } } static void shader_hw_else(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct list *e = list_head(&priv->control_frames); struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); if(vshader) { shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc); shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc); control_frame->had_else = TRUE; } else { shader_addline(buffer, "ELSE;\n"); } } static void shader_hw_endif(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct list *e = list_head(&priv->control_frames); struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); if(vshader) { if(control_frame->had_else) { shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc); } else { shader_addline(buffer, "#No else branch. else is endif\n"); shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc); } } else { shader_addline(buffer, "ENDIF;\n"); } } static void shader_hw_texldd(const struct wined3d_shader_instruction *ins) { DWORD sampler_idx = ins->src[1].reg.idx[0].offset; char reg_dest[40]; char reg_src[3][40]; WORD flags = TEX_DERIV; shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest); shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]); shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]); shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]); if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ; if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS; shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]); } static void shader_hw_texldl(const struct wined3d_shader_instruction *ins) { DWORD sampler_idx = ins->src[1].reg.idx[0].offset; char reg_dest[40]; char reg_coord[40]; WORD flags = TEX_LOD; shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest); shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord); if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ; if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS; shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL); } static void shader_hw_label(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; priv->in_main_func = FALSE; /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled * subroutine, don't generate a label that will make GL complain */ if(priv->target_version == ARB) return; shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset); } static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx, const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args, const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer) { unsigned int i; /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE), * the fog frag coord is thrown away. If the fog frag coord is used, but not written by * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0) */ if (args->super.fog_src == VS_FOG_Z) { shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n"); } else { if (!reg_maps->fog) { /* posFixup.x is always 1.0, so we can safely use it */ shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n"); } else { /* Clamp fogcoord */ const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO); const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE); shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one); shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero); } } /* Clipplanes are always stored without y inversion */ if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2) { if (args->super.clip_enabled) { for (i = 0; i < priv_ctx->vs_clipplanes; i++) { shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i); } } } else if (args->clip.boolclip.clip_texcoord) { unsigned int cur_clip = 0; char component[4] = {'x', 'y', 'z', 'w'}; const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO); for (i = 0; i < gl_info->limits.clipplanes; ++i) { if (args->clip.boolclip.clipplane_mask & (1 << i)) { shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n", component[cur_clip++], i); } } switch (cur_clip) { case 0: shader_addline(buffer, "MOV TA, %s;\n", zero); break; case 1: shader_addline(buffer, "MOV TA.yzw, %s;\n", zero); break; case 2: shader_addline(buffer, "MOV TA.zw, %s;\n", zero); break; case 3: shader_addline(buffer, "MOV TA.w, %s;\n", zero); break; } shader_addline(buffer, "MOV result.texcoord[%u], TA;\n", args->clip.boolclip.clip_texcoord - 1); } /* 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"); /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c * and the glsl equivalent */ if (need_helper_const(shader_data, reg_maps, gl_info)) { const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO); shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two); } else { shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n"); shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n"); } shader_addline(buffer, "MOV result.position, TMP_OUT;\n"); priv_ctx->footer_written = TRUE; } static void shader_hw_ret(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; const struct wined3d_shader *shader = ins->ctx->shader; BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); if(priv->target_version == ARB) return; if(vshader) { if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data, priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer); } shader_addline(buffer, "RET;\n"); } static void shader_hw_call(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_buffer *buffer = ins->ctx->buffer; shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset); } static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src) { const char *ptr, *line; GLint native, pos; if (TRACE_ON(d3d_shader)) { ptr = src; while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line); } GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src)); checkGLcall("glProgramStringARB()"); if (FIXME_ON(d3d_shader)) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); if (pos != -1) { FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB))); ptr = src; while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line); FIXME_(d3d_shader)("\n"); return FALSE; } } if (WARN_ON(d3d_perf)) { GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native)); checkGLcall("glGetProgramivARB()"); if (!native) WARN_(d3d_perf)("Program exceeds native resource limits.\n"); } return TRUE; } /* Context activation is done by the caller. */ static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info) { GLuint program_id = 0; static 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)); shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, blt_vprogram); return program_id; } /* Context activation is done by the caller. */ static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type tex_type, BOOL masked) { GLuint program_id = 0; const char *fprogram; static const char * const blt_fprograms_full[WINED3D_GL_RES_TYPE_COUNT] = { /* WINED3D_GL_RES_TYPE_TEX_1D */ NULL, /* WINED3D_GL_RES_TYPE_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", /* WINED3D_GL_RES_TYPE_TEX_3D */ NULL, /* WINED3D_GL_RES_TYPE_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", /* WINED3D_GL_RES_TYPE_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", }; static const char * const blt_fprograms_masked[WINED3D_GL_RES_TYPE_COUNT] = { /* WINED3D_GL_RES_TYPE_TEX_1D */ NULL, /* WINED3D_GL_RES_TYPE_TEX_2D */ "!!ARBfp1.0\n" "PARAM mask = program.local[0];\n" "TEMP R0;\n" "SLT R0.xy, fragment.position, mask.zwzw;\n" "MUL R0.x, R0.x, R0.y;\n" "KIL -R0.x;\n" "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n" "MOV result.depth.z, R0.x;\n" "END\n", /* WINED3D_GL_RES_TYPE_TEX_3D */ NULL, /* WINED3D_GL_RES_TYPE_TEX_CUBE */ "!!ARBfp1.0\n" "PARAM mask = program.local[0];\n" "TEMP R0;\n" "SLT R0.xy, fragment.position, mask.zwzw;\n" "MUL R0.x, R0.x, R0.y;\n" "KIL -R0.x;\n" "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n" "MOV result.depth.z, R0.x;\n" "END\n", /* WINED3D_GL_RES_TYPE_TEX_RECT */ "!!ARBfp1.0\n" "PARAM mask = program.local[0];\n" "TEMP R0;\n" "SLT R0.xy, fragment.position, mask.zwzw;\n" "MUL R0.x, R0.x, R0.y;\n" "KIL -R0.x;\n" "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n" "MOV result.depth.z, R0.x;\n" "END\n", }; fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type]; if (!fprogram) { FIXME("tex_type %#x not supported, falling back to 2D\n", tex_type); tex_type = WINED3D_GL_RES_TYPE_TEX_2D; fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type]; } GL_EXTCALL(glGenProgramsARB(1, &program_id)); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id)); shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, fprogram); return program_id; } static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor, const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) { /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */ if(condcode) { /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */ shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor); /* Calculate the > 0.0031308 case */ shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor); shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor); shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor); shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor); shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor); /* Calculate the < case */ shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor); } else { /* Calculate the > 0.0031308 case */ shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor); shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor); shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor); shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1); shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1); /* Calculate the < case */ shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor); /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */ shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor); shader_addline(buffer, "SGE %s, srgb_consts1.x, %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. */ } /* [0.0;1.0] clamping. Not needed, this is done implicitly */ } static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx) { const struct wined3d_shader_lconst *constant; LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry) { if (constant->idx == idx) { return constant->value; } } return NULL; } static void init_ps_input(const struct wined3d_shader *shader, const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv) { static const char * const texcoords[8] = { "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]", "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]" }; unsigned int i; const struct wined3d_shader_signature_element *input; const char *semantic_name; DWORD semantic_idx; switch(args->super.vp_mode) { case pretransformed: case fixedfunction: /* The pixelshader has to collect the varyings on its own. In any case properly load * color0 and color1. In the case of pretransformed vertices also load texcoords. Set * other attribs to 0.0. * * For fixedfunction this behavior is correct, according to the tests. For pretransformed * we'd either need a replacement shader that can load other attribs like BINORMAL, or * load the texcoord attrib pointers to match the pixel shader signature */ for (i = 0; i < shader->input_signature.element_count; ++i) { input = &shader->input_signature.elements[i]; if (!(semantic_name = input->semantic_name)) continue; semantic_idx = input->semantic_idx; if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR)) { if (!semantic_idx) priv->ps_input[input->register_idx] = "fragment.color.primary"; else if (semantic_idx == 1) priv->ps_input[input->register_idx] = "fragment.color.secondary"; else priv->ps_input[input->register_idx] = "0.0"; } else if (args->super.vp_mode == fixedfunction) { priv->ps_input[input->register_idx] = "0.0"; } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) { if (semantic_idx < 8) priv->ps_input[input->register_idx] = texcoords[semantic_idx]; else priv->ps_input[input->register_idx] = "0.0"; } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG)) { if (!semantic_idx) priv->ps_input[input->register_idx] = "fragment.fogcoord"; else priv->ps_input[input->register_idx] = "0.0"; } else { priv->ps_input[input->register_idx] = "0.0"; } TRACE("v%u, semantic %s%u is %s\n", input->register_idx, semantic_name, semantic_idx, priv->ps_input[input->register_idx]); } break; case vertexshader: /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in * fragment.color */ for(i = 0; i < 8; i++) { priv->ps_input[i] = texcoords[i]; } priv->ps_input[8] = "fragment.color.primary"; priv->ps_input[9] = "fragment.color.secondary"; break; } } static void arbfp_add_linear_fog(struct wined3d_shader_buffer *buffer, const char *fragcolor, const char *tmp) { shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp); shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp); shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor); } /* Context activation is done by the caller. */ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled) { const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const DWORD *function = shader->function; GLuint retval; char fragcolor[16]; DWORD next_local = 0; struct shader_arb_ctx_priv priv_ctx; BOOL dcl_td = FALSE; BOOL want_nv_prog = FALSE; struct arb_pshader_private *shader_priv = shader->backend_data; DWORD map; BOOL custom_linear_fog = FALSE; char srgbtmp[4][4]; char ftoa_tmp[17]; unsigned int i, found = 0; for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i) { if (!(map & 1) || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg) || (reg_maps->shader_version.major < 2 && !i)) continue; sprintf(srgbtmp[found], "R%u", i); ++found; if (found == 4) break; } switch(found) { 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; case 4: break; } /* Create the hw ARB shader */ memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.cur_ps_args = args; priv_ctx.compiled_fprog = compiled; priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info; init_ps_input(shader, args, &priv_ctx); list_init(&priv_ctx.control_frames); priv_ctx.ps_post_process = args->super.srgb_correction; /* Avoid enabling NV_fragment_program* if we do not need it. * * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register, * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation * is faster than what we gain from using higher native instructions. There are some things though * that cannot be emulated. In that case enable the extensions. * If the extension is enabled, instruction handlers that support both ways will use it. * * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program. * So enable the best we can get. */ if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd || reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall) { want_nv_prog = TRUE; } shader_addline(buffer, "!!ARBfp1.0\n"); if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2]) { shader_addline(buffer, "OPTION NV_fragment_program2;\n"); priv_ctx.target_version = NV3; } else if (want_nv_prog && gl_info->supported[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->rt_mask > 1) { shader_addline(buffer, "OPTION ARB_draw_buffers;\n"); } if (reg_maps->shader_version.major < 3) { switch (args->super.fog) { case WINED3D_FFP_PS_FOG_OFF: break; case WINED3D_FFP_PS_FOG_LINEAR: if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG) { custom_linear_fog = TRUE; priv_ctx.ps_post_process = TRUE; break; } shader_addline(buffer, "OPTION ARB_fog_linear;\n"); break; case WINED3D_FFP_PS_FOG_EXP: shader_addline(buffer, "OPTION ARB_fog_exp;\n"); break; case WINED3D_FFP_PS_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"); wined3d_ftoa(eps, ftoa_tmp); shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp); if (reg_maps->shader_version.major < 2) { strcpy(fragcolor, "R0"); } else { if (priv_ctx.ps_post_process) { if (shader->u.ps.color0_mov) { sprintf(fragcolor, "R%u", shader->u.ps.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_consts0 = "); shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0); shader_addline(buffer, ";\n"); shader_addline(buffer, "PARAM srgb_consts1 = "); shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1); shader_addline(buffer, ";\n"); } /* Base Declarations */ shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx); for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i) { unsigned char bump_const; if (!(map & 1)) continue; bump_const = compiled->numbumpenvmatconsts; compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED; compiled->bumpenvmatconst[bump_const].texunit = i; compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED; compiled->luminanceconst[bump_const].texunit = i; /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped * textures due to conditional NP2 restrictions) * * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants, * their location is shader dependent anyway and they cannot be loaded globally. */ compiled->bumpenvmatconst[bump_const].const_num = next_local++; shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n", i, compiled->bumpenvmatconst[bump_const].const_num); compiled->numbumpenvmatconsts = bump_const + 1; if (!(reg_maps->luminanceparams & (1 << i))) continue; compiled->luminanceconst[bump_const].const_num = next_local++; shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n", i, compiled->luminanceconst[bump_const].const_num); } for(i = 0; i < MAX_CONST_I; i++) { compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED; if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2) { const DWORD *control_values = find_loop_control_values(shader, i); if(control_values) { shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i, control_values[0], control_values[1], control_values[2]); } else { compiled->int_consts[i] = next_local; compiled->num_int_consts++; shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++); } } } if(reg_maps->vpos || reg_maps->usesdsy) { compiled->ycorrection = next_local; shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++); if(reg_maps->vpos) { shader_addline(buffer, "TEMP vpos;\n"); /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen). * ycorrection.y: -1.0(onscreen), 1.0(offscreen) * ycorrection.z: 1.0 * ycorrection.w: 0.0 */ shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n"); shader_addline(buffer, "FLR vpos.xy, vpos;\n"); } } else { compiled->ycorrection = WINED3D_CONST_NUM_UNUSED; } /* Load constants to fixup NP2 texcoords if there are still free constants left: * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not * applied / activated. This will probably result in wrong rendering of the texture, but will save us from * shader compilation errors and the subsequent errors when drawing with this shader. */ if (priv_ctx.cur_ps_args->super.np2_fixup) { unsigned char cur_fixup_sampler = 0; struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info; const WORD map = priv_ctx.cur_ps_args->super.np2_fixup; const UINT max_lconsts = gl_info->limits.arb_ps_local_constants; fixup->offset = next_local; fixup->super.active = 0; for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { if (!(map & (1 << i))) continue; if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) { fixup->super.active |= (1 << i); fixup->super.idx[i] = cur_fixup_sampler++; } else { FIXME("No free constant found to load NP2 fixup data into shader. " "Sampling from this texture will probably look wrong.\n"); break; } } fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1; if (fixup->super.num_consts) { shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n", fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1); } } if (shader_priv->clipplane_emulation != ~0U && args->clip) { shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation); } /* Base Shader Body */ shader_generate_main(shader, 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); } if (custom_linear_fog) arbfp_add_linear_fog(buffer, fragcolor, "TA"); if(strcmp(fragcolor, "result.color")) { 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); if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer)) return 0; return retval; } static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2) { unsigned int i; int ret; if (sig1->element_count != sig2->element_count) return sig1->element_count < sig2->element_count ? -1 : 1; for (i = 0; i < sig1->element_count; ++i) { const struct wined3d_shader_signature_element *e1, *e2; e1 = &sig1->elements[i]; e2 = &sig2->elements[i]; if (!e1->semantic_name || !e2->semantic_name) { /* Compare pointers, not contents. One string is NULL (element * does not exist), the other one is not NULL. */ if (e1->semantic_name != e2->semantic_name) return e1->semantic_name < e2->semantic_name ? -1 : 1; continue; } if ((ret = strcmp(e1->semantic_name, e2->semantic_name))) return ret; if (e1->semantic_idx != e2->semantic_idx) return e1->semantic_idx < e2->semantic_idx ? -1 : 1; if (e1->sysval_semantic != e2->sysval_semantic) return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1; if (e1->component_type != e2->component_type) return e1->component_type < e2->component_type ? -1 : 1; if (e1->register_idx != e2->register_idx) return e1->register_idx < e2->register_idx ? -1 : 1; if (e1->mask != e2->mask) return e1->mask < e2->mask ? -1 : 1; } return 0; } static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig) { unsigned int i; char *name; new->element_count = sig->element_count; new->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*new->elements) * new->element_count); for (i = 0; i < sig->element_count; ++i) { new->elements[i] = sig->elements[i]; if (!new->elements[i].semantic_name) continue; /* Clone the semantic string */ name = HeapAlloc(GetProcessHeap(), 0, strlen(sig->elements[i].semantic_name) + 1); strcpy(name, sig->elements[i].semantic_name); new->elements[i].semantic_name = name; } } static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig) { struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig); struct ps_signature *found_sig; if (entry) { found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry); TRACE("Found existing signature %u\n", found_sig->idx); return found_sig->idx; } found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig)); clone_sig(&found_sig->sig, sig); found_sig->idx = priv->ps_sig_number++; TRACE("New signature stored and assigned number %u\n", found_sig->idx); if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1) { ERR("Failed to insert program entry.\n"); } return found_sig->idx; } static void init_output_registers(const struct wined3d_shader *shader, const struct wined3d_shader_signature *ps_input_sig, struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled) { unsigned int i, j; static const char * const texcoords[8] = { "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]", "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]" }; /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary * and varying 9 to result.color.secondary */ static const char * const decl_idx_to_string[MAX_REG_INPUT] = { "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]", "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]", "result.color.primary", "result.color.secondary" }; if (!ps_input_sig) { TRACE("Pixel shader uses builtin varyings\n"); /* Map builtins to builtins */ for(i = 0; i < 8; i++) { priv_ctx->texcrd_output[i] = texcoords[i]; } priv_ctx->color_output[0] = "result.color.primary"; priv_ctx->color_output[1] = "result.color.secondary"; priv_ctx->fog_output = "TMP_FOGCOORD"; /* Map declared regs to builtins. Use "TA" to /dev/null unread output */ for (i = 0; i < shader->output_signature.element_count; ++i) { const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i]; if (!output->semantic_name) continue; if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION)) { TRACE("o%u is TMP_OUT\n", output->register_idx); if (!output->semantic_idx) priv_ctx->vs_output[output->register_idx] = "TMP_OUT"; else priv_ctx->vs_output[output->register_idx] = "TA"; } else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE)) { TRACE("o%u is result.pointsize\n", output->register_idx); if (!output->semantic_idx) priv_ctx->vs_output[output->register_idx] = "result.pointsize"; else priv_ctx->vs_output[output->register_idx] = "TA"; } else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR)) { TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx); if (!output->semantic_idx) priv_ctx->vs_output[output->register_idx] = "result.color.primary"; else if (output->semantic_idx == 1) priv_ctx->vs_output[output->register_idx] = "result.color.secondary"; else priv_ctx->vs_output[output->register_idx] = "TA"; } else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) { TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx); if (output->semantic_idx >= 8) priv_ctx->vs_output[output->register_idx] = "TA"; else priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx]; } else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG)) { TRACE("o%u is result.fogcoord\n", output->register_idx); if (output->semantic_idx > 0) priv_ctx->vs_output[output->register_idx] = "TA"; else priv_ctx->vs_output[output->register_idx] = "result.fogcoord"; } else { priv_ctx->vs_output[output->register_idx] = "TA"; } } return; } TRACE("Pixel shader uses declared varyings\n"); /* Map builtin to declared. /dev/null the results by default to the TA temp reg */ for(i = 0; i < 8; i++) { priv_ctx->texcrd_output[i] = "TA"; } priv_ctx->color_output[0] = "TA"; priv_ctx->color_output[1] = "TA"; priv_ctx->fog_output = "TA"; for (i = 0; i < ps_input_sig->element_count; ++i) { const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i]; if (!input->semantic_name) continue; /* If a declared input register is not written by builtin arguments, don't write to it. * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D * * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes * to TMP_OUT in any case */ if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) { if (input->semantic_idx < 8) priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx]; } else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR)) { if (input->semantic_idx < 2) priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx]; } else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG)) { if (!input->semantic_idx) priv_ctx->fog_output = decl_idx_to_string[input->register_idx]; } else { continue; } if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary") || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary")) { compiled->need_color_unclamp = TRUE; } } /* Map declared to declared */ for (i = 0; i < shader->output_signature.element_count; ++i) { const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i]; /* Write unread output to TA to throw them away */ priv_ctx->vs_output[output->register_idx] = "TA"; if (!output->semantic_name) continue; if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx) { priv_ctx->vs_output[output->register_idx] = "TMP_OUT"; continue; } else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx) { priv_ctx->vs_output[output->register_idx] = "result.pointsize"; continue; } for (j = 0; j < ps_input_sig->element_count; ++j) { const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j]; if (!input->semantic_name) continue; if (!strcmp(input->semantic_name, output->semantic_name) && input->semantic_idx == output->semantic_idx) { priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx]; if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary") || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary")) { compiled->need_color_unclamp = TRUE; } } } } } /* Context activation is done by the caller. */ static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled, const struct wined3d_shader_signature *ps_input_sig) { const struct arb_vshader_private *shader_data = shader->backend_data; const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; struct shader_arb_priv *priv = shader->device->shader_priv; const DWORD *function = shader->function; GLuint ret; DWORD next_local = 0; struct shader_arb_ctx_priv priv_ctx; unsigned int i; memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.cur_vs_args = args; list_init(&priv_ctx.control_frames); init_output_registers(shader, ps_input_sig, &priv_ctx, compiled); /* Create the hw ARB shader */ shader_addline(buffer, "!!ARBvp1.0\n"); /* Always enable the NV extension if available. Unlike fragment shaders, there is no * mesurable performance penalty, and we can always make use of it for clipplanes. */ if (gl_info->supported[NV_VERTEX_PROGRAM3]) { shader_addline(buffer, "OPTION NV_vertex_program3;\n"); priv_ctx.target_version = NV3; shader_addline(buffer, "ADDRESS aL;\n"); } else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) { shader_addline(buffer, "OPTION NV_vertex_program2;\n"); priv_ctx.target_version = NV2; shader_addline(buffer, "ADDRESS aL;\n"); } else { priv_ctx.target_version = ARB; } shader_addline(buffer, "TEMP TMP_OUT;\n"); if (reg_maps->fog) shader_addline(buffer, "TEMP TMP_FOGCOORD;\n"); if (need_helper_const(shader_data, reg_maps, gl_info)) { char ftoa_tmp[17]; wined3d_ftoa(eps, ftoa_tmp); shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp); } if (need_rel_addr_const(shader_data, reg_maps, gl_info)) { shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset); shader_addline(buffer, "TEMP A0_SHADOW;\n"); } shader_addline(buffer, "TEMP TA;\n"); shader_addline(buffer, "TEMP TB;\n"); /* Base Declarations */ shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, &priv_ctx.vs_clipplanes, &priv_ctx); for(i = 0; i < MAX_CONST_I; i++) { compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED; if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2) { const DWORD *control_values = find_loop_control_values(shader, i); if(control_values) { shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i, control_values[0], control_values[1], control_values[2]); } else { compiled->int_consts[i] = next_local; compiled->num_int_consts++; shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++); } } } /* We need a constant to fixup the final position */ shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local); compiled->pos_fixup = next_local++; /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values * for output parameters. D3D in theory does not do that either, but some applications depend on a * proper initialization of the secondary color, and programs using the fixed function pipeline without * a replacement shader depend on the texcoord.w being set properly. * * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex- * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and * this can eat a number of instructions, so skip it unless this cap is set as well */ if (!gl_info->supported[NV_VERTEX_PROGRAM]) { const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001); shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init); if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control) { int i; const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE); for(i = 0; i < MAX_REG_TEXCRD; i++) { if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one); } } } /* The shader starts with the main function */ priv_ctx.in_main_func = TRUE; /* Base Shader Body */ shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx); if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx, shader_data, args, reg_maps, gl_info, buffer); 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); if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer)) return -1; return ret; } /* Context activation is done by the caller. */ static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader, const struct arb_ps_compile_args *args) { struct wined3d_device *device = shader->device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; UINT i; DWORD new_size; struct arb_ps_compiled_shader *new_array; struct wined3d_shader_buffer buffer; struct arb_pshader_private *shader_data; GLuint ret; if (!shader->backend_data) { struct shader_arb_priv *priv = device->shader_priv; shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)); shader_data = shader->backend_data; shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1; if (shader->reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0U; else shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature); TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx); if (!d3d_info->vs_clipping) shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps, d3d_info->limits.ffp_blend_stages - 1); else shader_data->clipplane_emulation = ~0U; } shader_data = shader->backend_data; /* 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))) return &shader_data->gl_shaders[i]; } TRACE("No matching GL shader found, compiling a new shader\n"); if(shader_data->shader_array_size == shader_data->num_gl_shaders) { if (shader_data->num_gl_shaders) { new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2); new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders, new_size * sizeof(*shader_data->gl_shaders)); } else { new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders)); new_size = 1; } if(!new_array) { ERR("Out of memory\n"); return 0; } shader_data->gl_shaders = new_array; shader_data->shader_array_size = new_size; } shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args; pixelshader_update_resource_types(shader, args->super.tex_types); if (!shader_buffer_init(&buffer)) { ERR("Failed to initialize shader buffer.\n"); return 0; } ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args, &shader_data->gl_shaders[shader_data->num_gl_shaders]); shader_buffer_free(&buffer); shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret; return &shader_data->gl_shaders[shader_data->num_gl_shaders++]; } static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new, const DWORD use_map, BOOL skip_int) { if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE; if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE; if(stored->super.fog_src != new->super.fog_src) return FALSE; if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE; if(stored->ps_signature != new->ps_signature) return FALSE; if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE; if(skip_int) return TRUE; return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)); } static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args, const struct wined3d_shader_signature *ps_input_sig) { UINT i; DWORD new_size; struct arb_vs_compiled_shader *new_array; struct wined3d_shader_buffer buffer; struct arb_vshader_private *shader_data; GLuint ret; if (!shader->backend_data) { const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)); shader_data = shader->backend_data; if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) && reg_maps->min_rel_offset <= reg_maps->max_rel_offset) { if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127) { FIXME("The difference between the minimum and maximum relative offset is > 127.\n"); FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n"); FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset); } else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63) shader_data->rel_offset = reg_maps->min_rel_offset + 63; else if (reg_maps->max_rel_offset > 63) shader_data->rel_offset = reg_maps->min_rel_offset; } } shader_data = shader->backend_data; /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), * so a linear search is more performant than a hashmap or a binary search * (cache coherency etc) */ for(i = 0; i < shader_data->num_gl_shaders; i++) { if (vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])) { return &shader_data->gl_shaders[i]; } } TRACE("No matching GL shader found, compiling a new shader\n"); if(shader_data->shader_array_size == shader_data->num_gl_shaders) { if (shader_data->num_gl_shaders) { new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2); new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders, new_size * sizeof(*shader_data->gl_shaders)); } else { new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders)); new_size = 1; } if(!new_array) { ERR("Out of memory\n"); return 0; } shader_data->gl_shaders = new_array; shader_data->shader_array_size = new_size; } shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args; if (!shader_buffer_init(&buffer)) { ERR("Failed to initialize shader buffer.\n"); return 0; } ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args, &shader_data->gl_shaders[shader_data->num_gl_shaders], ps_input_sig); shader_buffer_free(&buffer); shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret; return &shader_data->gl_shaders[shader_data->num_gl_shaders++]; } static void find_arb_ps_compile_args(const struct wined3d_state *state, const struct wined3d_context *context, const struct wined3d_shader *shader, struct arb_ps_compile_args *args) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_d3d_info *d3d_info = context->d3d_info; int i; WORD int_skip; find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, gl_info); /* This forces all local boolean constants to 1 to make them stateblock independent */ args->bools = shader->reg_maps.local_bool_consts; for(i = 0; i < MAX_CONST_B; i++) { if (state->ps_consts_b[i]) args->bools |= ( 1 << i); } /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to * duplicate the shader than have a no-op KIL instruction in every shader */ if (!d3d_info->vs_clipping && use_vs(state) && state->render_states[WINED3D_RS_CLIPPING] && state->render_states[WINED3D_RS_CLIPPLANEENABLE]) args->clip = 1; else args->clip = 0; /* Skip if unused or local, or supported natively */ int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts; if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]) { memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl)); return; } for(i = 0; i < MAX_CONST_I; i++) { if(int_skip & (1 << i)) { args->loop_ctrl[i][0] = 0; args->loop_ctrl[i][1] = 0; args->loop_ctrl[i][2] = 0; } else { args->loop_ctrl[i][0] = state->ps_consts_i[i * 4]; args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1]; args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2]; } } } static void find_arb_vs_compile_args(const struct wined3d_state *state, const struct wined3d_context *context, const struct wined3d_shader *shader, struct arb_vs_compile_args *args) { const struct wined3d_device *device = shader->device; const struct wined3d_adapter *adapter = device->adapter; const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_d3d_info *d3d_info = context->d3d_info; int i; WORD int_skip; find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super); args->clip.boolclip_compare = 0; if (use_ps(state)) { const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL]; const struct arb_pshader_private *shader_priv = ps->backend_data; args->ps_signature = shader_priv->input_signature_idx; args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1; } else { args->ps_signature = ~0; if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline) args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0; /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */ } if (args->clip.boolclip.clip_texcoord) { if (state->render_states[WINED3D_RS_CLIPPING]) args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE]; /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */ } /* This forces all local boolean constants to 1 to make them stateblock independent */ args->clip.boolclip.bools = shader->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 (state->vs_consts_b[i]) args->clip.boolclip.bools |= ( 1 << i); } args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0]; args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1]; args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2]; args->vertex.samplers[3] = 0; /* Skip if unused or local */ int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts; /* This is about flow control, not clipping. */ if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) { memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl)); return; } for(i = 0; i < MAX_CONST_I; i++) { if(int_skip & (1 << i)) { args->loop_ctrl[i][0] = 0; args->loop_ctrl[i][1] = 0; args->loop_ctrl[i][2] = 0; } else { args->loop_ctrl[i][0] = state->vs_consts_i[i * 4]; args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1]; args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2]; } } } /* Context activation is done by the caller. */ static void shader_arb_select(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { struct shader_arb_priv *priv = shader_priv; const struct wined3d_gl_info *gl_info = context->gl_info; int i; /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */ if (use_ps(state)) { struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL]; struct arb_ps_compile_args compile_args; struct arb_ps_compiled_shader *compiled; TRACE("Using pixel shader %p.\n", ps); find_arb_ps_compile_args(state, context, ps, &compile_args); compiled = find_arb_pshader(ps, &compile_args); priv->current_fprogram_id = compiled->prgId; priv->compiled_fprog = compiled; /* Bind the fragment program */ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);"); if (!priv->use_arbfp_fixed_func) priv->fragment_pipe->enable_extension(gl_info, FALSE); /* Enable OpenGL fragment programs. */ gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id); /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between * a 1.x and newer shader, reload the first 8 constants */ if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts) { priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts; priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8); for(i = 0; i < 8; i++) { priv->pshader_const_dirty[i] = 1; } /* Also takes care of loading local constants */ shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE); } else { UINT rt_height = state->fb->render_targets[0]->height; shader_arb_ps_local_constants(compiled, context, state, rt_height); } /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */ if (compiled->np2fixup_info.super.active) context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP; if (ps->load_local_constsF) context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F; } else { if (gl_info->supported[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. */ gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); priv->current_fprogram_id = 0; } priv->fragment_pipe->enable_extension(gl_info, TRUE); } if (use_vs(state)) { struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX]; struct arb_vs_compile_args compile_args; struct arb_vs_compiled_shader *compiled; const struct wined3d_shader_signature *ps_input_sig; TRACE("Using vertex shader %p\n", vs); find_arb_vs_compile_args(state, context, vs, &compile_args); /* Instead of searching for the signature in the signature list, read the one from the * current pixel shader. It's maybe not the shader where the signature came from, but it * is the same signature and faster to find. */ if (compile_args.ps_signature == ~0U) ps_input_sig = NULL; else ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature; compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map, &compile_args, ps_input_sig); priv->current_vprogram_id = compiled->prgId; priv->compiled_vprog = compiled; /* Bind the vertex program */ GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);"); priv->vertex_pipe->vp_enable(gl_info, FALSE); /* Enable OpenGL vertex programs */ gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id); shader_arb_vs_local_constants(compiled, context, state); if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) { priv->last_vs_color_unclamp = compiled->need_color_unclamp; if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT]) { GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp)); checkGLcall("glClampColorARB"); } else { FIXME("vertex color clamp needs to be changed, but extension not supported.\n"); } } if (vs->load_local_constsF) context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F; } else { if (gl_info->supported[ARB_VERTEX_PROGRAM]) { priv->current_vprogram_id = 0; gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); } priv->vertex_pipe->vp_enable(gl_info, TRUE); } } /* Context activation is done by the caller. */ static void shader_arb_disable(void *shader_priv, struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; struct shader_arb_priv *priv = shader_priv; if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); priv->current_fprogram_id = 0; } priv->fragment_pipe->enable_extension(gl_info, FALSE); if (gl_info->supported[ARB_VERTEX_PROGRAM]) { priv->current_vprogram_id = 0; gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); } priv->vertex_pipe->vp_enable(gl_info, FALSE); if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp) { GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB)); checkGLcall("glClampColorARB"); priv->last_vs_color_unclamp = FALSE; } context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL) | (1 << WINED3D_SHADER_TYPE_VERTEX) | (1 << WINED3D_SHADER_TYPE_GEOMETRY); } /* Context activation is done by the caller. */ static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size) { const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy}; BOOL masked = ds_mask_size->cx && ds_mask_size->cy; struct shader_arb_priv *priv = shader_priv; GLuint *blt_fprogram; 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)); gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB); blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type]; if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram)); if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask)); gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); } /* Context activation is done by the caller. */ static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) { struct shader_arb_priv *priv = shader_priv; if (priv->current_vprogram_id) { GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id); } else { gl_info->gl_ops.gl.p_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);"); TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id); } else if(!priv->use_arbfp_fixed_func) { gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); } } static void shader_arb_destroy(struct wined3d_shader *shader) { struct wined3d_device *device = shader->device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; if (shader_is_pshader_version(shader->reg_maps.shader_version.type)) { struct arb_pshader_private *shader_data = shader->backend_data; UINT i; if(!shader_data) return; /* This can happen if a shader was never compiled */ if (shader_data->num_gl_shaders) { struct wined3d_context *context = context_acquire(device, NULL); 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))"); } context_release(context); } HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders); HeapFree(GetProcessHeap(), 0, shader_data); shader->backend_data = NULL; } else { struct arb_vshader_private *shader_data = shader->backend_data; UINT i; if(!shader_data) return; /* This can happen if a shader was never compiled */ if (shader_data->num_gl_shaders) { struct wined3d_context *context = context_acquire(device, NULL); 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))"); } context_release(context); } HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders); HeapFree(GetProcessHeap(), 0, shader_data); shader->backend_data = NULL; } } static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry) { struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry); return compare_sig(key, &e->sig); } static const struct wine_rb_functions sig_tree_functions = { wined3d_rb_alloc, wined3d_rb_realloc, wined3d_rb_free, sig_tree_compare }; static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct fragment_pipeline *fragment_pipe) { struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv)); struct fragment_caps fragment_caps; void *vertex_priv, *fragment_priv; const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv))) { ERR("Failed to initialize vertex pipe.\n"); HeapFree(GetProcessHeap(), 0, priv); return E_FAIL; } if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv))) { ERR("Failed to initialize fragment pipe.\n"); vertex_pipe->vp_free(device); HeapFree(GetProcessHeap(), 0, priv); return E_FAIL; } priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count); if (!priv->vshader_const_dirty) goto fail; memset(priv->vshader_const_dirty, 1, sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count); priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count); if (!priv->pshader_const_dirty) goto fail; memset(priv->pshader_const_dirty, 1, sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count); if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1) { ERR("RB tree init failed\n"); goto fail; } priv->vertex_pipe = vertex_pipe; priv->fragment_pipe = fragment_pipe; fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps); priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL; device->vertex_priv = vertex_priv; device->fragment_priv = fragment_priv; device->shader_priv = priv; return WINED3D_OK; fail: HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty); HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty); fragment_pipe->free_private(device); vertex_pipe->vp_free(device); HeapFree(GetProcessHeap(), 0, priv); return E_OUTOFMEMORY; } static void release_signature(struct wine_rb_entry *entry, void *context) { struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry); unsigned int i; for (i = 0; i < sig->sig.element_count; ++i) { HeapFree(GetProcessHeap(), 0, (char *)sig->sig.elements[i].semantic_name); } HeapFree(GetProcessHeap(), 0, sig->sig.elements); HeapFree(GetProcessHeap(), 0, sig); } /* Context activation is done by the caller. */ static void shader_arb_free(struct wined3d_device *device) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct shader_arb_priv *priv = device->shader_priv; int i; if (priv->depth_blt_vprogram_id) GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id)); for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i) { if (priv->depth_blt_fprogram_id_full[i]) { GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i])); } if (priv->depth_blt_fprogram_id_masked[i]) { GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i])); } } wine_rb_destroy(&priv->signature_tree, release_signature, NULL); HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty); HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty); priv->fragment_pipe->free_private(device); priv->vertex_pipe->vp_free(device); HeapFree(GetProcessHeap(), 0, device->shader_priv); } static BOOL shader_arb_allocate_context_data(struct wined3d_context *context) { return TRUE; } static void shader_arb_free_context_data(struct wined3d_context *context) { struct shader_arb_priv *priv; if (!context->swapchain) return; priv = context->swapchain->device->shader_priv; if (priv->last_context == context) priv->last_context = NULL; } static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps) { if (gl_info->supported[ARB_VERTEX_PROGRAM]) { DWORD vs_consts; UINT vs_version; /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB * for vertex programs. If the native limit is less than that it's * not very useful, and e.g. Mesa swrast returns 0, probably to * indicate it's a software implementation. */ if (gl_info->limits.arb_vs_native_constants < 96) vs_consts = gl_info->limits.arb_vs_float_constants; else vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants); if (gl_info->supported[NV_VERTEX_PROGRAM3]) { vs_version = 3; TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n"); } else if (vs_consts >= 256) { /* Shader Model 2.0 requires at least 256 vertex shader constants */ vs_version = 2; TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n"); } else { vs_version = 1; TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n"); } caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version); caps->vs_uniform_count = vs_consts; } else { caps->vs_version = 0; caps->vs_uniform_count = 0; } caps->gs_version = 0; if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { DWORD ps_consts; UINT ps_version; /* Similar as above for vertex programs, but the minimum for fragment * programs is 24. */ if (gl_info->limits.arb_ps_native_constants < 24) ps_consts = gl_info->limits.arb_ps_float_constants; else ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants); if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) { ps_version = 3; TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n"); } else if (ps_consts >= 32) { /* Shader Model 2.0 requires at least 32 pixel shader constants */ ps_version = 2; TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n"); } else { ps_version = 1; TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); } caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version); caps->ps_uniform_count = ps_consts; caps->ps_1x_max_value = 8.0f; } else { caps->ps_version = 0; caps->ps_uniform_count = 0; caps->ps_1x_max_value = 0.0f; } caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE; if (use_nv_clip(gl_info)) caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING; } 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 complex conversions. */ if (!is_complex_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]; struct wined3d_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) 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_AND */ NULL, /* WINED3DSIH_BEM */ pshader_hw_bem, /* WINED3DSIH_BREAK */ shader_hw_break, /* WINED3DSIH_BREAKC */ shader_hw_breakc, /* WINED3DSIH_BREAKP */ NULL, /* WINED3DSIH_CALL */ shader_hw_call, /* WINED3DSIH_CALLNZ */ NULL, /* WINED3DSIH_CMP */ pshader_hw_cmp, /* WINED3DSIH_CND */ pshader_hw_cnd, /* WINED3DSIH_CRS */ shader_hw_map2gl, /* WINED3DSIH_CUT */ NULL, /* WINED3DSIH_DCL */ shader_hw_nop, /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop, /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop, /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop, /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop, /* WINED3DSIH_DEF */ shader_hw_nop, /* WINED3DSIH_DEFB */ shader_hw_nop, /* WINED3DSIH_DEFI */ shader_hw_nop, /* WINED3DSIH_DIV */ NULL, /* WINED3DSIH_DP2 */ NULL, /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add, /* WINED3DSIH_DP3 */ shader_hw_map2gl, /* WINED3DSIH_DP4 */ shader_hw_map2gl, /* WINED3DSIH_DST */ shader_hw_map2gl, /* WINED3DSIH_DSX */ shader_hw_map2gl, /* WINED3DSIH_DSY */ shader_hw_dsy, /* WINED3DSIH_ELSE */ shader_hw_else, /* WINED3DSIH_EMIT */ NULL, /* WINED3DSIH_ENDIF */ shader_hw_endif, /* WINED3DSIH_ENDLOOP */ shader_hw_endloop, /* WINED3DSIH_ENDREP */ shader_hw_endrep, /* WINED3DSIH_EQ */ NULL, /* WINED3DSIH_EXP */ shader_hw_scalar_op, /* WINED3DSIH_EXPP */ shader_hw_scalar_op, /* WINED3DSIH_FRC */ shader_hw_map2gl, /* WINED3DSIH_FTOI */ NULL, /* WINED3DSIH_GE */ NULL, /* WINED3DSIH_IADD */ NULL, /* WINED3DSIH_IEQ */ NULL, /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */, /* WINED3DSIH_IFC */ shader_hw_ifc, /* WINED3DSIH_IGE */ NULL, /* WINED3DSIH_IMUL */ NULL, /* WINED3DSIH_ISHL */ NULL, /* WINED3DSIH_ITOF */ NULL, /* WINED3DSIH_LABEL */ shader_hw_label, /* WINED3DSIH_LD */ NULL, /* WINED3DSIH_LIT */ shader_hw_map2gl, /* WINED3DSIH_LOG */ shader_hw_scalar_op, /* WINED3DSIH_LOGP */ shader_hw_scalar_op, /* WINED3DSIH_LOOP */ shader_hw_loop, /* WINED3DSIH_LRP */ shader_hw_lrp, /* WINED3DSIH_LT */ NULL, /* 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_MOVC */ NULL, /* WINED3DSIH_MUL */ shader_hw_map2gl, /* WINED3DSIH_NE */ NULL, /* WINED3DSIH_NOP */ shader_hw_nop, /* WINED3DSIH_NRM */ shader_hw_nrm, /* WINED3DSIH_OR */ NULL, /* WINED3DSIH_PHASE */ shader_hw_nop, /* WINED3DSIH_POW */ shader_hw_pow, /* WINED3DSIH_RCP */ shader_hw_scalar_op, /* WINED3DSIH_REP */ shader_hw_rep, /* WINED3DSIH_RET */ shader_hw_ret, /* WINED3DSIH_ROUND_NI */ NULL, /* WINED3DSIH_RSQ */ shader_hw_scalar_op, /* WINED3DSIH_SAMPLE */ NULL, /* WINED3DSIH_SAMPLE_GRAD */ NULL, /* WINED3DSIH_SAMPLE_LOD */ NULL, /* WINED3DSIH_SETP */ NULL, /* WINED3DSIH_SGE */ shader_hw_map2gl, /* WINED3DSIH_SGN */ shader_hw_sgn, /* WINED3DSIH_SINCOS */ shader_hw_sincos, /* WINED3DSIH_SLT */ shader_hw_map2gl, /* WINED3DSIH_SQRT */ NULL, /* WINED3DSIH_SUB */ shader_hw_map2gl, /* WINED3DSIH_TEX */ pshader_hw_tex, /* WINED3DSIH_TEXBEM */ pshader_hw_texbem, /* WINED3DSIH_TEXBEML */ pshader_hw_texbem, /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord, /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth, /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3, /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex, /* WINED3DSIH_TEXKILL */ pshader_hw_texkill, /* WINED3DSIH_TEXLDD */ shader_hw_texldd, /* WINED3DSIH_TEXLDL */ shader_hw_texldl, /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth, /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad, /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex, /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3, /* WINED3DSIH_TEXM3x3DIFF */ NULL, /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad, /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec, /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex, /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec, /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar, /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb, /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb, /* WINED3DSIH_UDIV */ NULL, /* WINED3DSIH_UGE */ NULL, /* WINED3DSIH_USHR */ NULL, /* WINED3DSIH_UTOF */ NULL, /* WINED3DSIH_XOR */ NULL, }; static BOOL get_bool_const(const struct wined3d_shader_instruction *ins, const struct wined3d_shader *shader, DWORD idx) { const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type); const struct wined3d_shader_lconst *constant; WORD bools = 0; WORD flag = (1 << idx); struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; if (reg_maps->local_bool_consts & flag) { /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */ LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, 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->clip.boolclip.bools; else bools = priv->cur_ps_args->bools; return bools & flag; } } static void get_loop_control_const(const struct wined3d_shader_instruction *ins, const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control) { const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; /* Integer constants can either be a local constant, or they can be stored in the shader * type specific compile args. */ if (reg_maps->local_int_consts & (1 << idx)) { const struct wined3d_shader_lconst *constant; LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry) { if (constant->idx == idx) { loop_control->count = constant->value[0]; loop_control->start = constant->value[1]; /* Step is signed. */ loop_control->step = (int)constant->value[2]; return; } } /* If this happens the flag was set incorrectly */ ERR("Local constant not found\n"); loop_control->count = 0; loop_control->start = 0; loop_control->step = 0; return; } switch (reg_maps->shader_version.type) { case WINED3D_SHADER_TYPE_VERTEX: /* Count and aL start value are unsigned */ loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0]; loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1]; /* Step is signed. */ loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]); break; case WINED3D_SHADER_TYPE_PIXEL: loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0]; loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1]; loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]); break; default: FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type); break; } } static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins) { unsigned int i; struct wined3d_shader_dst_param *dst_param = NULL; struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL; struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec)); if(!rec) { ERR("Out of memory\n"); return; } rec->ins = *ins; dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param)); if(!dst_param) goto free; *dst_param = *ins->dst; if (ins->dst->reg.idx[0].rel_addr) { rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr)); if (!rel_addr) goto free; *rel_addr = *ins->dst->reg.idx[0].rel_addr; dst_param->reg.idx[0].rel_addr = rel_addr; } rec->ins.dst = dst_param; src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count); if (!src_param) goto free; for (i = 0; i < ins->src_count; ++i) { src_param[i] = ins->src[i]; if (ins->src[i].reg.idx[0].rel_addr) { rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr)); if (!rel_addr) goto free; *rel_addr = *ins->src[i].reg.idx[0].rel_addr; src_param[i].reg.idx[0].rel_addr = rel_addr; } } rec->ins.src = src_param; list_add_tail(list, &rec->entry); return; free: ERR("Out of memory\n"); if(dst_param) { HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr); HeapFree(GetProcessHeap(), 0, dst_param); } if(src_param) { for(i = 0; i < ins->src_count; i++) { HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr); } HeapFree(GetProcessHeap(), 0, src_param); } HeapFree(GetProcessHeap(), 0, rec); } static void free_recorded_instruction(struct list *list) { struct recorded_instruction *rec_ins, *entry2; unsigned int i; LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry) { list_remove(&rec_ins->entry); if (rec_ins->ins.dst) { HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr); HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst); } if (rec_ins->ins.src) { for (i = 0; i < rec_ins->ins.src_count; ++i) { HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr); } HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src); } HeapFree(GetProcessHeap(), 0, rec_ins); } } static void pop_control_frame(const struct wined3d_shader_instruction *ins) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct control_frame *control_frame; if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP) { struct list *e = list_head(&priv->control_frames); control_frame = LIST_ENTRY(e, struct control_frame, entry); list_remove(&control_frame->entry); HeapFree(GetProcessHeap(), 0, control_frame); priv->loop_depth--; } else if (ins->handler_idx == WINED3DSIH_ENDIF) { /* Non-ifc ENDIFs were already handled previously. */ struct list *e = list_head(&priv->control_frames); control_frame = LIST_ENTRY(e, struct control_frame, entry); list_remove(&control_frame->entry); HeapFree(GetProcessHeap(), 0, control_frame); } } 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; const struct wined3d_shader *shader = ins->ctx->shader; struct control_frame *control_frame; struct wined3d_shader_buffer *buffer = ins->ctx->buffer; BOOL bool_const; if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP) { control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); list_add_head(&priv->control_frames, &control_frame->entry); if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP; if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP; if(priv->target_version >= NV2) { control_frame->no.loop = priv->num_loops++; priv->loop_depth++; } else { /* Don't bother recording when we're in a not used if branch */ if(priv->muted) { return; } if(!priv->recording) { list_init(&priv->record); priv->recording = TRUE; control_frame->outer_loop = TRUE; get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control); return; /* Instruction is handled */ } /* Record this loop in the outer loop's recording */ } } else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP) { if(priv->target_version >= NV2) { /* Nothing to do. The control frame is popped after the HW instr handler */ } else { struct list *e = list_head(&priv->control_frames); control_frame = LIST_ENTRY(e, struct control_frame, entry); list_remove(&control_frame->entry); if(control_frame->outer_loop) { unsigned int iteration; int aL = 0; struct list copy; /* Turn off recording before playback */ priv->recording = FALSE; /* Move the recorded instructions to a separate list and get them out of the private data * structure. If there are nested loops, the shader_arb_handle_instruction below will * be recorded again, thus priv->record might be overwritten */ list_init(©); list_move_tail(©, &priv->record); list_init(&priv->record); if(ins->handler_idx == WINED3DSIH_ENDLOOP) { shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n", control_frame->loop_control.count, control_frame->loop_control.start, control_frame->loop_control.step); aL = control_frame->loop_control.start; } else { shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count); } for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration) { struct recorded_instruction *rec_ins; if(ins->handler_idx == WINED3DSIH_ENDLOOP) { priv->aL = aL; shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL); } else { shader_addline(buffer, "#Iteration %u\n", iteration); } LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry) { shader_arb_handle_instruction(&rec_ins->ins); } if(ins->handler_idx == WINED3DSIH_ENDLOOP) { aL += control_frame->loop_control.step; } } shader_addline(buffer, "#end loop/rep\n"); free_recorded_instruction(©); HeapFree(GetProcessHeap(), 0, control_frame); return; /* Instruction is handled */ } else { /* This is a nested loop. Proceed to the normal recording function */ HeapFree(GetProcessHeap(), 0, control_frame); } } } if(priv->recording) { record_instruction(&priv->record, ins); return; } /* boolean if */ if(ins->handler_idx == WINED3DSIH_IF) { control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); list_add_head(&priv->control_frames, &control_frame->entry); control_frame->type = IF; bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset); if (ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const; if (!priv->muted && !bool_const) { shader_addline(buffer, "#if(FALSE){\n"); priv->muted = TRUE; control_frame->muting = TRUE; } else shader_addline(buffer, "#if(TRUE) {\n"); return; /* Instruction is handled */ } else if(ins->handler_idx == WINED3DSIH_IFC) { /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */ control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); control_frame->type = IFC; control_frame->no.ifc = priv->num_ifcs++; list_add_head(&priv->control_frames, &control_frame->entry); } else if(ins->handler_idx == WINED3DSIH_ELSE) { struct list *e = list_head(&priv->control_frames); control_frame = LIST_ENTRY(e, struct control_frame, entry); if(control_frame->type == IF) { shader_addline(buffer, "#} else {\n"); if(!priv->muted && !control_frame->muting) { priv->muted = TRUE; control_frame->muting = TRUE; } else if(control_frame->muting) priv->muted = FALSE; return; /* Instruction is handled. */ } /* In case of an ifc, generate a HW shader instruction */ if (control_frame->type != IFC) ERR("Control frame does not match.\n"); } else if(ins->handler_idx == WINED3DSIH_ENDIF) { struct list *e = list_head(&priv->control_frames); control_frame = LIST_ENTRY(e, struct control_frame, entry); if(control_frame->type == IF) { shader_addline(buffer, "#} endif\n"); if(control_frame->muting) priv->muted = FALSE; list_remove(&control_frame->entry); HeapFree(GetProcessHeap(), 0, control_frame); return; /* Instruction is handled */ } /* In case of an ifc, generate a HW shader instruction */ if (control_frame->type != IFC) ERR("Control frame does not match.\n"); } if(priv->muted) { pop_control_frame(ins); 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); pop_control_frame(ins); shader_arb_add_instruction_modifiers(ins); } static BOOL shader_arb_has_ffp_proj_control(void *shader_priv) { struct shader_arb_priv *priv = shader_priv; return priv->ffp_proj_control; } const struct wined3d_shader_backend_ops arb_program_shader_backend = { shader_arb_handle_instruction, shader_arb_select, shader_arb_disable, 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_destroy, shader_arb_alloc, shader_arb_free, shader_arb_allocate_context_data, shader_arb_free_context_data, shader_arb_get_caps, shader_arb_color_fixup_supported, shader_arb_has_ffp_proj_control, }; /* ARB_fragment_program fixed function pipeline replacement definitions */ #define ARB_FFP_CONST_TFACTOR 0 #define ARB_FFP_CONST_COLOR_KEY ((ARB_FFP_CONST_TFACTOR) + 1) #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY) + 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; }; /* Context activation is done by the caller. */ static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) { if (enable) { gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)"); } else { gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); } } static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) { 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 (shader_backend == &arb_program_shader_backend) priv = shader_priv; else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv)))) return NULL; if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1) { ERR("Failed to initialize rbtree.\n"); if (priv != shader_priv) HeapFree(GetProcessHeap(), 0, priv); return NULL; } priv->use_arbfp_fixed_func = TRUE; return priv; } /* Context activation is done by the caller. */ static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context) { const struct wined3d_gl_info *gl_info = context; struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry); GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader)); checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)"); HeapFree(GetProcessHeap(), 0, entry_arb); } /* Context activation is done by the caller. */ static void arbfp_free(struct wined3d_device *device) { struct shader_arb_priv *priv = device->fragment_priv; wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info); priv->use_arbfp_fixed_func = FALSE; if (device->shader_backend != &arb_program_shader_backend) { HeapFree(GetProcessHeap(), 0, device->fragment_priv); } } static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps) { caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL | WINED3D_FRAGMENT_CAP_SRGB_WRITE | WINED3D_FRAGMENT_CAP_COLOR_KEY; caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP; 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_info->limits.fragment_samplers, 8); } static void state_texfactor_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { struct wined3d_device *device = context->swapchain->device; const struct wined3d_gl_info *gl_info = context->gl_info; float col[4]; /* 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) { struct shader_arb_priv *priv; if (use_ps(state)) return; priv = device->shader_priv; priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1; priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1); } D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_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(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { struct wined3d_device *device = context->swapchain->device; const struct wined3d_gl_info *gl_info = context->gl_info; float col[4]; /* 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) { struct shader_arb_priv *priv; if (use_ps(state)) return; priv = device->shader_priv; priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1; priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1); } if (state->render_states[WINED3D_RS_SPECULARENABLE]) { /* The specular color has no alpha */ col[0] = 1.0f; col[1] = 1.0f; col[2] = 1.0f; col[3] = 0.0f; } else { col[0] = 0.0f; col[1] = 0.0f; col[2] = 0.0f; col[3] = 0.0f; } GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)); checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)"); } static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); struct wined3d_device *device = context->swapchain->device; const struct wined3d_gl_info *gl_info = context->gl_info; float mat[2][2]; context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV; if (device->shader_backend == &arb_program_shader_backend) { struct shader_arb_priv *priv = device->shader_priv; /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */ if (use_ps(state)) return; priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1; priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1); } mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]); mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]); mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]); mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]); 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(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); struct wined3d_device *device = context->swapchain->device; const struct wined3d_gl_info *gl_info = context->gl_info; float param[4]; context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV; if (device->shader_backend == &arb_program_shader_backend) { struct shader_arb_priv *priv = device->shader_priv; /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */ if (use_ps(state)) return; priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1; priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1); } param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]); param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]); param[2] = 0.0f; param[3] = 0.0f; GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)); checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)"); } static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; int glParm; float ref; TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); if (state->render_states[WINED3D_RS_ALPHATESTENABLE]) { gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST); checkGLcall("glEnable GL_ALPHA_TEST"); } else { gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); checkGLcall("glDisable GL_ALPHA_TEST"); return; } ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f; glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]); if (glParm) { gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref); checkGLcall("glAlphaFunc"); } } static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { struct wined3d_device *device = context->swapchain->device; const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_color float_key; const struct wined3d_texture *texture = state->textures[0]; if (!texture) return; /* 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) { struct shader_arb_priv *priv; if (use_ps(state)) return; priv = device->shader_priv; priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY] = 1; priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY + 1); } wined3d_format_convert_color_to_float(texture->resource.format, NULL, texture->async.src_blt_color_key.color_space_high_value, &float_key); GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r)); checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r)"); } static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg) { const char *ret; if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */ switch(arg & WINED3DTA_SELECTMASK) { case WINED3DTA_DIFFUSE: ret = "fragment.color.primary"; break; case WINED3DTA_CURRENT: if (!stage) 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(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color, BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) { const char *dstmask, *dstreg, *arg0, *arg1, *arg2; unsigned int mul = 1; 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 WINED3D_TOP_DISABLE: if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask); break; case WINED3D_TOP_SELECT_ARG2: arg1 = arg2; /* FALLTHROUGH */ case WINED3D_TOP_SELECT_ARG1: shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1); break; case WINED3D_TOP_MODULATE_4X: mul = 2; /* FALLTHROUGH */ case WINED3D_TOP_MODULATE_2X: mul *= 2; /* FALLTHROUGH */ case WINED3D_TOP_MODULATE: shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); break; case WINED3D_TOP_ADD_SIGNED_2X: mul = 2; /* FALLTHROUGH */ case WINED3D_TOP_ADD_SIGNED: shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2); arg2 = "arg2"; /* FALLTHROUGH */ case WINED3D_TOP_ADD: shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); break; case WINED3D_TOP_SUBTRACT: shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); break; case WINED3D_TOP_ADD_SMOOTH: 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 WINED3D_TOP_BLEND_CURRENT_ALPHA: 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 WINED3D_TOP_BLEND_FACTOR_ALPHA: 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 WINED3D_TOP_BLEND_TEXTURE_ALPHA: 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 WINED3D_TOP_BLEND_DIFFUSE_ALPHA: 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 WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: 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 WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: 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 WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1); break; case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: 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 WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1); break; case WINED3D_TOP_DOTPRODUCT3: mul = 4; 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 WINED3D_TOP_MULTIPLY_ADD: shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0); break; case WINED3D_TOP_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 WINED3D_TOP_BUMPENVMAP: case WINED3D_TOP_BUMPENVMAP_LUMINANCE: /* 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", dstreg, dstmask, dstreg); else if (mul == 4) shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg); } static const char *arbfp_texture_target(enum wined3d_gl_resource_type type) { switch(type) { case WINED3D_GL_RES_TYPE_TEX_1D: return "1D"; case WINED3D_GL_RES_TYPE_TEX_2D: return "2D"; case WINED3D_GL_RES_TYPE_TEX_3D: return "3D"; case WINED3D_GL_RES_TYPE_TEX_CUBE: return "CUBE"; case WINED3D_GL_RES_TYPE_TEX_RECT: return "RECT"; default: return "unexpected_resource_type"; } } static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info) { unsigned int stage; struct wined3d_shader_buffer buffer; BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; UINT lowest_disabled_stage; const char *textype; const char *instr; 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"; BOOL custom_linear_fog = FALSE; if (!shader_buffer_init(&buffer)) { ERR("Failed to initialize shader buffer.\n"); return 0; } shader_addline(&buffer, "!!ARBfp1.0\n"); if (settings->color_key_enabled) { shader_addline(&buffer, "PARAM color_key = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY); tex_read[0] = TRUE; } /* Find out which textures are read */ for (stage = 0; stage < MAX_TEXTURES; ++stage) { if (settings->op[stage].cop == WINED3D_TOP_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 == WINED3D_TOP_BLEND_TEXTURE_ALPHA) tex_read[stage] = TRUE; if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM) tex_read[stage] = TRUE; if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP) { bump_used[stage] = TRUE; tex_read[stage] = TRUE; } if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE) { bump_used[stage] = TRUE; tex_read[stage] = TRUE; luminance_used[stage] = TRUE; } else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA) { 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 == WINED3D_TOP_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; } } lowest_disabled_stage = stage; switch (settings->fog) { case WINED3D_FFP_PS_FOG_OFF: break; case WINED3D_FFP_PS_FOG_LINEAR: if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG) { custom_linear_fog = TRUE; break; } shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break; case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break; case WINED3D_FFP_PS_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_consts0 = "); shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0); shader_addline(&buffer, ";\n"); shader_addline(&buffer, "PARAM srgb_consts1 = "); shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1); shader_addline(&buffer, ";\n"); } if (lowest_disabled_stage < 7 && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n"); if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "MOV tempreg, 0.0;\n"); /* Generate texture sampling instructions) */ for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) { if (!tex_read[stage]) continue; textype = arbfp_texture_target(settings->op[stage].tex_type); 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 == WINED3D_TOP_BUMPENVMAP || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)) { 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 tex%u, ret, texture[%u], %s;\n", instr, stage, stage, textype); if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE) { 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 tex%u, ret, texture[%u], %s;\n", instr, stage, stage, textype); } else { shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n", instr, 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); } if (settings->color_key_enabled) { shader_addline(&buffer, "SUB TMP, tex0, color_key;\n"); shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); shader_addline(&buffer, "KIL -TMP;\n"); } /* Generate the main shader */ for (stage = 0; stage < MAX_TEXTURES; ++stage) { if (settings->op[stage].cop == WINED3D_TOP_DISABLE) { if (!stage) final_combiner_src = "fragment.color.primary"; break; } if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1) op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1; else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2) op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2; else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1) op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1; else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2) 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 == WINED3D_TOP_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) 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 || custom_linear_fog) { shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src); if (settings->sRGB_write) arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE); if (custom_linear_fog) arbfp_add_linear_fog(&buffer, "ret", "arg0"); shader_addline(&buffer, "MOV result.color, ret;\n"); } 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)); shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer); shader_buffer_free(&buffer); return ret; } static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_device *device = context->swapchain->device; const struct wined3d_gl_info *gl_info = context->gl_info; struct shader_arb_priv *priv = device->fragment_priv; BOOL use_pshader = use_ps(state); struct ffp_frag_settings settings; const struct arbfp_ffp_desc *desc; unsigned int i; TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); if (isStateDirty(context, STATE_RENDER(WINED3D_RS_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(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00)); } state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR)); state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE)); color_key_arbfp(context, state, STATE_COLOR_KEY); } else if (use_pshader) { context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL; } return; } if (!use_pshader) { /* Find or create a shader implementing the fixed function pipeline * settings, then activate it. */ gen_ffp_frag_op(context, state, &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->parent.settings = settings; new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info); 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(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00)); } state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR)); state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE)); } context->last_was_pshader = FALSE; } else if (!context->last_was_pshader) { if (device->shader_backend == &arb_program_shader_backend) context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F; context->last_was_pshader = TRUE; } context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL; } /* 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(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { enum fogsource new_source; DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART]; DWORD fogend = state->render_states[WINED3D_RS_FOGEND]; TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) fragment_prog_arbfp(context, state, state_id); if (!state->render_states[WINED3D_RS_FOGENABLE]) return; if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE) { if (use_vs(state)) { new_source = FOGSOURCE_VS; } else { if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_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 || fogstart == fogend) { context->fog_source = new_source; state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART)); } } static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) fragment_prog_arbfp(context, state, state_id); } static const struct StateEntryTemplate arbfp_fragmentstate_template[] = { {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB }, {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, }; static BOOL arbfp_alloc_context_data(struct wined3d_context *context) { return TRUE; } static void arbfp_free_context_data(struct wined3d_context *context) { } const struct fragment_pipeline arbfp_fragment_pipeline = { arbfp_enable, arbfp_get_caps, arbfp_alloc, arbfp_free, arbfp_alloc_context_data, arbfp_free_context_data, shader_arb_color_fixup_supported, arbfp_fragmentstate_template, }; struct arbfp_blit_type { enum complex_fixup fixup : 4; enum wined3d_gl_resource_type res_type : 3; DWORD use_color_key : 1; DWORD padding : 24; }; struct arbfp_blit_desc { GLenum shader; struct arbfp_blit_type type; struct wine_rb_entry entry; }; #define ARBFP_BLIT_PARAM_SIZE 0 #define ARBFP_BLIT_PARAM_COLOR_KEY 1 struct arbfp_blit_priv { struct wine_rb_tree shaders; GLuint palette_texture; }; static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry) { const struct arbfp_blit_type *ka = key; const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type; return memcmp(ka, kb, sizeof(*ka)); } /* Context activation is done by the caller. */ static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context) { const struct wined3d_gl_info *gl_info = context; struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry); GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader)); checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)"); HeapFree(GetProcessHeap(), 0, entry_arb); } static const struct wine_rb_functions wined3d_arbfp_blit_rb_functions = { wined3d_rb_alloc, wined3d_rb_realloc, wined3d_rb_free, arbfp_blit_type_compare, }; static HRESULT arbfp_blit_alloc(struct wined3d_device *device) { struct arbfp_blit_priv *priv; if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv)))) return E_OUTOFMEMORY; if (wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions) == -1) { ERR("Failed to initialize rbtree.\n"); HeapFree(GetProcessHeap(), 0, priv); return E_OUTOFMEMORY; } device->blit_priv = priv; return WINED3D_OK; } /* Context activation is done by the caller. */ static void arbfp_blit_free(struct wined3d_device *device) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct arbfp_blit_priv *priv = device->blit_priv; wine_rb_destroy(&priv->shaders, arbfp_free_blit_shader, &device->adapter->gl_info); checkGLcall("Delete blit programs"); if (priv->palette_texture) gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture); HeapFree(GetProcessHeap(), 0, device->blit_priv); device->blit_priv = NULL; } static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, const struct arbfp_blit_type *type, char *luminance) { char chroma; const char *tex, *texinstr = "TXP"; if (type->fixup == COMPLEX_FIXUP_UYVY) { chroma = 'x'; *luminance = 'w'; } else { chroma = 'w'; *luminance = 'x'; } tex = arbfp_texture_target(type->res_type); if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT) texinstr = "TEX"; /* 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 (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT) { 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(struct wined3d_shader_buffer *buffer, const struct arbfp_blit_type *type, char *luminance) { const char *tex; static const float yv12_coef[] = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f}; tex = arbfp_texture_target(type->res_type); /* 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 * | | * | | * | | * | | * +----------------+-----------------+---- * | | | * | V even rows | V odd rows | * | | | 1 * +----------------+------------------ - * | | | 3 * | U even rows | U 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 = "); shader_arb_append_imm_vec4(buffer, yv12_coef); shader_addline(buffer, ";\n"); 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 (type->res_type == WINED3D_GL_RES_TYPE_TEX_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 (type->res_type == WINED3D_GL_RES_TYPE_TEX_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 (type->res_type == WINED3D_GL_RES_TYPE_TEX_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 BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, const struct arbfp_blit_type *type, char *luminance) { const char *tex; static const float nv12_coef[] = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f}; tex = arbfp_texture_target(type->res_type); /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2) * sized plane where each component is an UV pair. So the effective * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance * data it looks approximately like this: * * +----------------------------------+---- * | | * | | * | | * | | * | | 2 * | LUMINANCE | - * | | 3 * | | * | | * | | * | | * +----------------------------------+---- * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV| * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV| * | | 1 * | | - * | | 3 * | | * | | * +----------------------------------+---- * * 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 nv12_coef = "); shader_arb_append_imm_vec4(buffer, nv12_coef); shader_addline(buffer, ";\n"); shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); /* We only have half the number of chroma pixels. */ shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n"); if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D) { shader_addline(buffer, "RCP chroma.w, size.x;\n"); shader_addline(buffer, "RCP chroma.z, size.y;\n"); shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n"); /* We must not allow filtering horizontally, 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. */ /* Convert to non-normalized coordinates so we can find the * individual pixel. */ shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n"); shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n"); /* Multiply by 2 since chroma components are stored in UV pixel pairs, * add 0.5 to hit the center of the pixel. */ shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n"); /* Convert back to normalized coordinates. */ shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n"); /* Clamp, keep the half pixel origin in mind. */ shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n"); shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n"); shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n"); shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); } else { /* Read from [size - size+size/2] */ shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n"); shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n"); /* Multiply by 2 since chroma components are stored in UV pixel pairs, * add 0.5 to hit the center of the pixel. */ shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n"); /* Clamp */ shader_addline(buffer, "MAD temp.y, size.y, coef.y, 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.y, temp.w;\n"); if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D) { /* Add 1/size.x */ shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n"); } else { /* Add 1 */ shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n"); } shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex); shader_addline(buffer, "MOV chroma.x, 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 (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D) { /* Multiply the y coordinate by 2/3 and clamp it */ shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n"); shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_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; } /* Context activation is done by the caller. */ static GLuint gen_p8_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type) { GLenum shader; struct wined3d_shader_buffer buffer; const char *tex_target = arbfp_texture_target(type->res_type); /* This should not happen because we only use this conversion for * present blits which don't use color keying. */ if (type->use_color_key) FIXME("Implement P8 color keying.\n"); /* Shader header */ if (!shader_buffer_init(&buffer)) { ERR("Failed to initialize shader buffer.\n"); return 0; } GL_EXTCALL(glGenProgramsARB(1, &shader)); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)); if (!shader) { shader_buffer_free(&buffer); return 0; } shader_addline(&buffer, "!!ARBfp1.0\n"); shader_addline(&buffer, "TEMP index;\n"); /* { 255/256, 0.5/255*255/256, 0, 0 } */ shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"); /* The alpha-component contains the palette index */ shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target); /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */ shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n"); /* Use the alpha-component as an index in the palette to get the final color */ shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n"); shader_addline(&buffer, "END\n"); shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer); shader_buffer_free(&buffer); return shader; } /* Context activation is done by the caller. */ static void upload_palette(const struct wined3d_texture *texture, struct wined3d_context *context) { const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL; struct wined3d_device *device = texture->resource.device; const struct wined3d_gl_info *gl_info = context->gl_info; struct arbfp_blit_priv *priv = device->blit_priv; if (!priv->palette_texture) gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture); GL_EXTCALL(glActiveTexture(GL_TEXTURE1)); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */ if (palette) { gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors); } else { static const DWORD black; FIXME("P8 surface loaded without a palette.\n"); gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black); } /* Switch back to unit 0 in which the 2D texture will be stored. */ context_active_texture(context, gl_info, 0); } /* Context activation is done by the caller. */ static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type) { GLenum shader; struct wined3d_shader_buffer buffer; char luminance_component; if (type->use_color_key) FIXME("Implement YUV color keying.\n"); /* Shader header */ if (!shader_buffer_init(&buffer)) { ERR("Failed to initialize shader buffer.\n"); return 0; } 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)"); 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. * * Apart 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[%u];\n", ARBFP_BLIT_PARAM_SIZE); switch (type->fixup) { case COMPLEX_FIXUP_UYVY: case COMPLEX_FIXUP_YUY2: if (!gen_planar_yuv_read(&buffer, type, &luminance_component)) { shader_buffer_free(&buffer); return 0; } break; case COMPLEX_FIXUP_YV12: if (!gen_yv12_read(&buffer, type, &luminance_component)) { shader_buffer_free(&buffer); return 0; } break; case COMPLEX_FIXUP_NV12: if (!gen_nv12_read(&buffer, type, &luminance_component)) { shader_buffer_free(&buffer); return 0; } break; default: FIXME("Unsupported YUV fixup %#x\n", type->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"); shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer); shader_buffer_free(&buffer); return shader; } /* Context activation is done by the caller. */ static GLuint arbfp_gen_plain_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type) { GLenum shader; struct wined3d_shader_buffer buffer; const char *tex_target = arbfp_texture_target(type->res_type); /* Shader header */ if (!shader_buffer_init(&buffer)) { ERR("Failed to initialize shader buffer.\n"); return 0; } GL_EXTCALL(glGenProgramsARB(1, &shader)); if (!shader) { shader_buffer_free(&buffer); return 0; } GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)); shader_addline(&buffer, "!!ARBfp1.0\n"); if (type->use_color_key) { shader_addline(&buffer, "TEMP color;\n"); shader_addline(&buffer, "TEMP compare;\n"); shader_addline(&buffer, "PARAM color_key = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY); shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target); shader_addline(&buffer, "SUB compare, color, color_key;\n"); shader_addline(&buffer, "DP4 compare.r, compare, compare;\n"); shader_addline(&buffer, "SGE compare, -compare.r, 0.0;\n"); shader_addline(&buffer, "KIL -compare;\n"); shader_addline(&buffer, "MOV result.color, color;\n"); } else { shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target); } shader_addline(&buffer, "END\n"); shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer); shader_buffer_free(&buffer); return shader; } /* Context activation is done by the caller. */ static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface, const struct wined3d_color_key *color_key) { GLenum shader; float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f}; struct arbfp_blit_priv *priv = blit_priv; enum complex_fixup fixup; const struct wined3d_gl_info *gl_info = context->gl_info; GLenum gl_texture_type = surface->container->target; struct wine_rb_entry *entry; struct arbfp_blit_type type; struct arbfp_blit_desc *desc; struct wined3d_color float_color_key; if (is_complex_fixup(surface->resource.format->color_fixup)) fixup = get_complex_fixup(surface->resource.format->color_fixup); else fixup = COMPLEX_FIXUP_NONE; switch (gl_texture_type) { case GL_TEXTURE_1D: type.res_type = WINED3D_GL_RES_TYPE_TEX_1D; break; case GL_TEXTURE_2D: type.res_type = WINED3D_GL_RES_TYPE_TEX_2D; break; case GL_TEXTURE_3D: type.res_type = WINED3D_GL_RES_TYPE_TEX_3D; break; case GL_TEXTURE_CUBE_MAP_ARB: type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE; break; case GL_TEXTURE_RECTANGLE_ARB: type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT; break; default: ERR("Unexpected GL texture type %x.\n", gl_texture_type); type.res_type = WINED3D_GL_RES_TYPE_TEX_2D; } type.fixup = fixup; type.use_color_key = !!color_key; type.padding = 0; entry = wine_rb_get(&priv->shaders, &type); if (entry) { desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry); shader = desc->shader; } else { switch (fixup) { case COMPLEX_FIXUP_NONE: if (!is_identity_fixup(surface->resource.format->color_fixup)) FIXME("Implement support for sign or swizzle fixups.\n"); shader = arbfp_gen_plain_shader(priv, gl_info, &type); break; case COMPLEX_FIXUP_P8: shader = gen_p8_shader(priv, gl_info, &type); break; case COMPLEX_FIXUP_YUY2: case COMPLEX_FIXUP_UYVY: case COMPLEX_FIXUP_YV12: case COMPLEX_FIXUP_NV12: shader = gen_yuv_shader(priv, gl_info, &type); break; } if (!shader) { FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup); return E_NOTIMPL; } desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc)); if (!desc) goto err_out; desc->type = type; desc->shader = shader; if (wine_rb_put(&priv->shaders, &desc->type, &desc->entry) == -1) { err_out: ERR("Out of memory\n"); GL_EXTCALL(glDeleteProgramsARB(1, &shader)); checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))"); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)"); HeapFree(GetProcessHeap(), 0, desc); return E_OUTOFMEMORY; } } if (fixup == COMPLEX_FIXUP_P8) upload_palette(surface->container, context); gl_info->gl_ops.gl.p_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, ARBFP_BLIT_PARAM_SIZE, size)); checkGLcall("glProgramLocalParameter4fvARB"); if (type.use_color_key) { wined3d_format_convert_color_to_float(surface->resource.format, NULL, surface->container->async.src_blt_color_key.color_space_high_value, &float_color_key); GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_COLOR_KEY, &float_color_key.r)); checkGLcall("glProgramLocalParameter4fvARB"); } return WINED3D_OK; } /* Context activation is done by the caller. */ static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info) { gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); } static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op, const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format) { enum complex_fixup src_fixup; if (!gl_info->supported[ARB_FRAGMENT_PROGRAM]) return FALSE; switch (blit_op) { case WINED3D_BLIT_OP_COLOR_BLIT_CKEY: if (!d3d_info->shader_color_key) { /* The conversion modifies the alpha channel so the color key might no longer match. */ TRACE("Color keying not supported with converted textures.\n"); return FALSE; } case WINED3D_BLIT_OP_COLOR_BLIT: break; default: TRACE("Unsupported blit_op=%d\n", blit_op); return FALSE; } if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM) return FALSE; src_fixup = get_complex_fixup(src_format->color_fixup); if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) { TRACE("Checking support for fixup:\n"); dump_color_fixup_desc(src_format->color_fixup); } if (!is_identity_fixup(dst_format->color_fixup)) { TRACE("Destination fixups are not supported\n"); return FALSE; } if (is_identity_fixup(src_format->color_fixup)) { TRACE("[OK]\n"); return TRUE; } /* We only support YUV conversions. */ if (!is_complex_fixup(src_format->color_fixup)) { TRACE("[FAILED]\n"); return FALSE; } switch(src_fixup) { case COMPLEX_FIXUP_YUY2: case COMPLEX_FIXUP_UYVY: case COMPLEX_FIXUP_YV12: case COMPLEX_FIXUP_NV12: case COMPLEX_FIXUP_P8: TRACE("[OK]\n"); return TRUE; default: FIXME("Unsupported YUV fixup %#x\n", src_fixup); TRACE("[FAILED]\n"); return FALSE; } } static void arbfp_blit_surface(struct wined3d_device *device, DWORD filter, struct wined3d_surface *src_surface, const RECT *src_rect_in, struct wined3d_surface *dst_surface, const RECT *dst_rect_in, const struct wined3d_color_key *color_key) { struct wined3d_context *context; RECT src_rect = *src_rect_in; RECT dst_rect = *dst_rect_in; /* Activate the destination context, set it up for blitting */ context = context_acquire(device, dst_surface); /* Now load the surface */ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE && !wined3d_resource_is_offscreen(&src_surface->container->resource)) { /* Without FBO blits transferring from the drawable to the texture is * expensive, because we have to flip the data in sysmem. Since we can * flip in the blitter, we don't actually need that flip anyway. So we * use the surface's texture as scratch texture, and flip the source * rectangle instead. */ surface_load_fb_texture(src_surface, FALSE); src_rect.top = src_surface->resource.height - src_rect.top; src_rect.bottom = src_surface->resource.height - src_rect.bottom; } else wined3d_texture_load(src_surface->container, context, FALSE); context_apply_blit_state(context, device); if (!wined3d_resource_is_offscreen(&dst_surface->container->resource)) surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect); arbfp_blit_set(device->blit_priv, context, src_surface, color_key); /* Draw a textured quad */ draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter); /* Leave the opengl state valid for blitting */ arbfp_blit_unset(context->gl_info); if (wined3d_settings.strict_draw_ordering || (dst_surface->container->swapchain && (dst_surface->container->swapchain->front_buffer == dst_surface->container))) context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ context_release(context); surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding); surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding); } static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface, const RECT *dst_rect, const struct wined3d_color *color) { FIXME("Color filling not implemented by arbfp_blit\n"); return WINED3DERR_INVALIDCALL; } static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device, struct wined3d_surface *surface, const RECT *rect, float depth) { FIXME("Depth filling not implemented by arbfp_blit.\n"); return WINED3DERR_INVALIDCALL; } const struct blit_shader arbfp_blit = { arbfp_blit_alloc, arbfp_blit_free, arbfp_blit_set, arbfp_blit_unset, arbfp_blit_supported, arbfp_blit_color_fill, arbfp_blit_depth_fill, arbfp_blit_surface, };