/* * Pixel and vertex shaders implementation using ARB_vertex_program * and ARB_fragment_program GL extensions. * * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006 Ivan Gyurdiev * Copyright 2006 Jason Green * Copyright 2006 Henri Verbeet * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d_constants); WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); #define GLINFO_LOCATION (*gl_info) /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1, * so upload them above that */ #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF) #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0 /* ARB_program_shader private data */ struct shader_arb_priv { GLuint current_vprogram_id; GLuint current_fprogram_id; GLuint depth_blt_vprogram_id; GLuint depth_blt_fprogram_id[tex_type_count]; BOOL use_arbfp_fixed_func; struct hash_table_t *fragment_shaders; }; /******************************************************** * ARB_[vertex/fragment]_program helper functions follow ********************************************************/ /** * Loads floating point constants into the currently set ARB_vertex/fragment_program. * When constant_list == NULL, it will load all the constants. * * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders) * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders) */ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info, GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts) { local_constant* lconst; DWORD i, j; unsigned int ret; if (TRACE_ON(d3d_shader)) { for(i = 0; i < max_constants; i++) { if(!dirty_consts[i]) continue; TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i, constants[i * 4 + 0], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); } } /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */ if(target_type == GL_FRAGMENT_PROGRAM_ARB && WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) { float lcl_const[4]; for(i = 0; i < max_constants; i++) { if(!dirty_consts[i]) continue; dirty_consts[i] = 0; j = 4 * i; if(constants[j + 0] > 1.0) lcl_const[0] = 1.0; else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0; else lcl_const[0] = constants[j + 0]; if(constants[j + 1] > 1.0) lcl_const[1] = 1.0; else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0; else lcl_const[1] = constants[j + 1]; if(constants[j + 2] > 1.0) lcl_const[2] = 1.0; else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0; else lcl_const[2] = constants[j + 2]; if(constants[j + 3] > 1.0) lcl_const[3] = 1.0; else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0; else lcl_const[3] = constants[j + 3]; GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const)); } } else { if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) { /* TODO: Benchmark if we're better of with finding the dirty constants ourselves, * or just reloading *all* constants at once * GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants)); */ for(i = 0; i < max_constants; i++) { if(!dirty_consts[i]) continue; /* Find the next block of dirty constants */ dirty_consts[i] = 0; j = i; for(i++; (i < max_constants) && dirty_consts[i]; i++) { dirty_consts[i] = 0; } GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4))); } } else { for(i = 0; i < max_constants; i++) { if(dirty_consts[i]) { dirty_consts[i] = 0; GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4))); } } } } checkGLcall("glProgramEnvParameter4fvARB()"); /* Load immediate constants */ if(This->baseShader.load_local_constsF) { if (TRACE_ON(d3d_shader)) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { GLfloat* values = (GLfloat*)lconst->value; TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx, values[0], values[1], values[2], values[3]); } } /* Immediate constants are clamped for 1.X shaders at loading times */ ret = 0; LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */ ret = max(ret, lconst->idx + 1); GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value)); } checkGLcall("glProgramEnvParameter4fvARB()"); return ret; /* The loaded immediate constants need reloading for the next shader */ } else { return 0; /* No constants are dirty now */ } } /** * Loads the 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 */ static void shader_arb_load_constants( IWineD3DDevice* device, char usePixelShader, char useVertexShader) { IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; unsigned char i; if (useVertexShader) { IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; /* Load DirectX 9 float constants for vertex shader */ deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF( vshader, gl_info, GL_VERTEX_PROGRAM_ARB, deviceImpl->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, deviceImpl->activeContext->vshader_const_dirty); /* Upload the position fixup */ GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup)); } if (usePixelShader) { IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader; IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader; /* Load DirectX 9 float constants for pixel shader */ deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF( pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB, deviceImpl->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, deviceImpl->activeContext->pshader_const_dirty); for(i = 0; i < psi->numbumpenvmatconsts; i++) { /* The state manager takes care that this function is always called if the bump env matrix changes */ const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00]; GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data)); deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1; if(psi->luminanceconst[i].const_num != -1) { /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other. * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we * don't care about them. The pointers are valid for sure because the stateblock is bigger. * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN */ const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE]; GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale)); deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1; } } } } /* Generate the variable & register declarations for the ARB_vertex_program output target */ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps, SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; DWORD i, cur; char pshader = shader_is_pshader_version(This->baseShader.hex_version); unsigned max_constantsF = min(This->baseShader.limits.constant_float, (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF))); UINT extra_constants_needed = 0; const local_constant *lconst; /* Temporary Output register */ shader_addline(buffer, "TEMP TMP_OUT;\n"); for(i = 0; i < This->baseShader.limits.temporary; i++) { if (reg_maps->temporary[i]) shader_addline(buffer, "TEMP R%u;\n", i); } for (i = 0; i < This->baseShader.limits.address; i++) { if (reg_maps->address[i]) shader_addline(buffer, "ADDRESS A%d;\n", i); } for(i = 0; i < This->baseShader.limits.texcoord; i++) { if (reg_maps->texcoord[i]) shader_addline(buffer,"TEMP T%u;\n", i); } /* Texture coordinate registers must be pre-loaded */ for (i = 0; i < This->baseShader.limits.texcoord; i++) { if (reg_maps->texcoord[i]) shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i); } for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) { IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This; if(!reg_maps->bumpmat[i]) continue; cur = ps->numbumpenvmatconsts; ps->bumpenvmatconst[cur].const_num = -1; ps->bumpenvmatconst[cur].texunit = i; ps->luminanceconst[cur].const_num = -1; ps->luminanceconst[cur].texunit = i; /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying * bump mapping. */ if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) { ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed; shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n", i, ps->bumpenvmatconst[cur].const_num); extra_constants_needed++; if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) { ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed; shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n", i, ps->luminanceconst[cur].const_num); extra_constants_needed++; } else if(reg_maps->luminanceparams) { FIXME("No free constant to load the luminance parameters\n"); } } else { FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n"); } ps->numbumpenvmatconsts = cur + 1; } if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) { shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n", srgb_mul_low, srgb_mul_low, srgb_mul_low); shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n", srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n", srgb_pow, srgb_pow, srgb_pow); shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n", srgb_mul_high, srgb_mul_high, srgb_mul_high); shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n", srgb_sub_high, srgb_sub_high, srgb_sub_high); } /* Load local constants using the program-local space, * this avoids reloading them each time the shader is used */ if(!This->baseShader.load_local_constsF) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx, lconst->idx); } } /* we use the array-based constants array if the local constants are marked for loading, * because then we use indirect addressing, or when the local constant list is empty, * because then we don't know if we're using indirect addressing or not. If we're hardcoding * local constants do not declare the loaded constants as an array because ARB compilers usually * do not optimize unused constants away */ if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) { /* 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++) { if(!shader_constant_is_local(This, i)) { 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 SHADER_OPCODE_ARG *arg, const DWORD param, char *write_mask) { IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader; char *ptr = write_mask; char vshader = shader_is_vshader_version(This->baseShader.hex_version); if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) { *ptr++ = '.'; *ptr++ = 'x'; } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) { *ptr++ = '.'; if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x'; if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y'; if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w'; } *ptr = '\0'; } static void shader_arb_get_swizzle(const DWORD 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 & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT; 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 ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || 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 pshader_get_register_name(IWineD3DBaseShader* iface, const DWORD param, char* regstr) { DWORD reg = param & WINED3DSP_REGNUM_MASK; DWORD regtype = shader_get_regtype(param); IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface; switch (regtype) { case WINED3DSPR_TEMP: sprintf(regstr, "R%u", reg); break; case WINED3DSPR_INPUT: if (reg==0) { strcpy(regstr, "fragment.color.primary"); } else { strcpy(regstr, "fragment.color.secondary"); } break; case WINED3DSPR_CONST: if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) { sprintf(regstr, "C[%u]", reg); } else { sprintf(regstr, "C%u", reg); } break; case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ sprintf(regstr,"T%u", reg); break; case WINED3DSPR_COLOROUT: if (reg == 0) sprintf(regstr, "TMP_COLOR"); else { /* TODO: See GL_ARB_draw_buffers */ FIXME("Unsupported write to render target %u\n", reg); sprintf(regstr, "unsupported_register"); } break; case WINED3DSPR_DEPTHOUT: sprintf(regstr, "result.depth"); break; case WINED3DSPR_ATTROUT: sprintf(regstr, "oD[%u]", reg); break; case WINED3DSPR_TEXCRDOUT: sprintf(regstr, "oT[%u]", reg); break; default: FIXME("Unhandled register name Type(%d)\n", regtype); sprintf(regstr, "unrecognized_register"); break; } } /* TODO: merge with pixel shader */ static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) { IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader; /* oPos, oFog and oPts in D3D */ static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" }; DWORD reg = param & WINED3DSP_REGNUM_MASK; DWORD regtype = shader_get_regtype(param); char tmpReg[255]; BOOL is_color = FALSE; if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) { strcat(hwLine, " -"); } else { strcat(hwLine, " "); } switch (regtype) { case WINED3DSPR_TEMP: sprintf(tmpReg, "R%u", reg); strcat(hwLine, tmpReg); break; case WINED3DSPR_INPUT: if (vshader_input_is_color((IWineD3DVertexShader*) This, reg)) is_color = TRUE; sprintf(tmpReg, "vertex.attrib[%u]", reg); strcat(hwLine, tmpReg); break; case WINED3DSPR_CONST: if(param & WINED3DSHADER_ADDRMODE_RELATIVE) { if(reg >= This->rel_offset) { sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset); } else { sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset); } } else { if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) { sprintf(tmpReg, "C[%u]", reg); } else { sprintf(tmpReg, "C%u", reg); } } strcat(hwLine, tmpReg); break; case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/ sprintf(tmpReg, "A%u", reg); strcat(hwLine, tmpReg); break; case WINED3DSPR_RASTOUT: sprintf(tmpReg, "%s", hwrastout_reg_names[reg]); strcat(hwLine, tmpReg); break; case WINED3DSPR_ATTROUT: if (reg==0) { strcat(hwLine, "result.color.primary"); } else { strcat(hwLine, "result.color.secondary"); } break; case WINED3DSPR_TEXCRDOUT: sprintf(tmpReg, "result.texcoord[%u]", reg); strcat(hwLine, tmpReg); break; default: FIXME("Unknown reg type %d %d\n", regtype, reg); strcat(hwLine, "unrecognized_register"); break; } if (!is_input) { char write_mask[6]; shader_arb_get_write_mask(arg, param, write_mask); strcat(hwLine, write_mask); } else { char swizzle[6]; shader_arb_get_swizzle(param, is_color, swizzle); strcat(hwLine, swizzle); } } static void shader_hw_sample(const SHADER_OPCODE_ARG *arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) { SHADER_BUFFER* buffer = arg->buffer; DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; const char *tex_type; switch(sampler_type) { case WINED3DSTT_1D: tex_type = "1D"; break; case WINED3DSTT_2D: { IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; if(device->stateBlock->textures[sampler_idx] && IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) { tex_type = "RECT"; } else { tex_type = "2D"; } break; } case WINED3DSTT_VOLUME: tex_type = "3D"; break; case WINED3DSTT_CUBE: tex_type = "CUBE"; break; default: ERR("Unexpected texture type %d\n", sampler_type); tex_type = ""; } if (bias) { /* Shouldn't be possible, but let's check for it */ if(projected) FIXME("Biased and Projected texture sampling\n"); /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */ shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); } else if (projected) { shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); } else { shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); } } static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const char *writemask, const char *one, const char *two, WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info) { switch(fmt) { case WINED3DFMT_V8U8: case WINED3DFMT_V16U16: if(GL_SUPPORT(NV_TEXTURE_SHADER) && fmt == WINED3DFMT_V8U8) { /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) * The dx7 sdk BumpEarth demo needs it because it uses BUMPENVMAPLUMINANCE with V8U8. * With the luminance(b) value = 1.0, BUMPENVMAPLUMINANCE == BUMPENVMAP, but if b is * 0.0(without this fixup), the rendering breaks. */ if(strlen(writemask) >= 4) { shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one); } } else { /* Correct the sign, but leave the blue as it is - it was loaded correctly already * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale * all registers, do so, this saves an instruction. */ if(strlen(writemask) >= 5) { shader_addline(buffer, "MAD %s, %s, %s, -%s;\n", reg, reg, two, one); } else if(strlen(writemask) >= 3) { shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1], reg, writemask[1], two, one); shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[2], reg, writemask[2], two, one); } else if(strlen(writemask) == 2) { shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1], reg, writemask[1], two, one); } } break; case WINED3DFMT_X8L8V8U8: if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already, * and a(X) is always 1.0. Cannot do a full conversion due to L(blue) */ if(strlen(writemask) >= 3) { shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1], reg, writemask[1], two, one); shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[2], reg, writemask[2], two, one); } else if(strlen(writemask) == 2) { shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1], reg, writemask[1], two, one); } } break; case WINED3DFMT_L6V5U5: if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { if(strlen(writemask) >= 4) { /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */ shader_addline(buffer, "MOV TMP.g, %s.%c;\n", reg, writemask[2]); shader_addline(buffer, "MAD %s.%c%c, %s.%c%c%c%c, %s, -%s;\n", reg, writemask[1], writemask[2], reg, writemask[3], writemask[1], writemask[3], writemask[1], two, one); shader_addline(buffer, "MOV %s.%c, TMP.g;\n", reg, writemask[3]); } else if(strlen(writemask) == 3) { /* This is bad: We have VL, but we need VU */ FIXME("2 components sampled from a converted L6V5U5 texture\n"); } else { shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1], reg, writemask[1], two, one); } } break; case WINED3DFMT_Q8W8V8U8: if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { /* Correct the sign in all channels */ switch(strlen(writemask)) { case 4: shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[3], reg, writemask[3]); /* drop through */ case 3: shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[2], reg, writemask[2]); /* drop through */ case 2: shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1], reg, writemask[1]); break; /* Should not occur, since it's at minimum '.' and a letter */ case 1: ERR("Unexpected writemask: \"%s\"\n", writemask); break; case 5: default: shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg); } } break; case WINED3DFMT_ATI2N: /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha, * which means the first one is replicated across .rgb, and the 2nd one is in * .a. We need the 2nd in .g * * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they * are swapped compared to d3d. So swap red and green. */ if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) { shader_addline(buffer, "SWZ %s, %s, %c, %c, 1, 0;\n", reg, reg, writemask[2], writemask[1]); } else { if(strlen(writemask) == 5) { shader_addline(buffer, "MOV %s.%c, %s.%c;\n", reg, writemask[2], reg, writemask[4]); } else if(strlen(writemask) == 2) { /* Nothing to do */ } else { /* This is bad: We have VL, but we need VU */ FIXME("2 or 3 components sampled from a converted ATI2N texture\n"); } } break; /* stupid compiler */ default: break; } } static void shader_arb_color_correction(const SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device; const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; WINED3DFORMAT fmt; WINED3DFORMAT conversion_group; IWineD3DBaseTextureImpl *texture; UINT i; BOOL recorded = FALSE; DWORD sampler_idx; DWORD hex_version = shader->baseShader.hex_version; char reg[256]; char writemask[6]; switch(arg->opcode->opcode) { case WINED3DSIO_TEX: if (hex_version < WINED3DPS_VERSION(2,0)) { sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; } else { sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; } break; case WINED3DSIO_TEXLDL: FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n"); return; case WINED3DSIO_TEXDP3TEX: case WINED3DSIO_TEXM3x3TEX: case WINED3DSIO_TEXM3x3SPEC: case WINED3DSIO_TEXM3x3VSPEC: case WINED3DSIO_TEXBEM: case WINED3DSIO_TEXREG2AR: case WINED3DSIO_TEXREG2GB: case WINED3DSIO_TEXREG2RGB: sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; break; default: /* Not a texture sampling instruction, nothing to do */ return; }; texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx]; if(texture) { fmt = texture->resource.format; conversion_group = texture->baseTexture.shader_conversion_group; } else { fmt = WINED3DFMT_UNKNOWN; conversion_group = WINED3DFMT_UNKNOWN; } /* before doing anything, record the sampler with the format in the format conversion list, * but check if it's not there already */ for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) { if(shader->baseShader.sampled_samplers[i] == sampler_idx) { recorded = TRUE; } } if(!recorded) { shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx; shader->baseShader.num_sampled_samplers++; shader->baseShader.sampled_format[sampler_idx] = conversion_group; } pshader_get_register_name(arg->shader, arg->dst, reg); shader_arb_get_write_mask(arg, arg->dst, writemask); if(strlen(writemask) == 0) strcpy(writemask, ".xyzw"); gen_color_correction(arg->buffer, reg, writemask, "one", "coefmul.x", fmt, gl_info); } static void pshader_gen_input_modifier_line ( IWineD3DBaseShader *iface, SHADER_BUFFER* buffer, const DWORD instr, int tmpreg, char *outregstr) { /* Generate a line that does the input modifier computation and return the input register to use */ char regstr[256]; char swzstr[20]; int insert_line; /* Assume a new line will be added */ insert_line = 1; /* Get register name */ pshader_get_register_name(iface, instr, regstr); shader_arb_get_swizzle(instr, FALSE, swzstr); switch (instr & WINED3DSP_SRCMOD_MASK) { case WINED3DSPSM_NONE: sprintf(outregstr, "%s%s", regstr, swzstr); insert_line = 0; break; case WINED3DSPSM_NEG: sprintf(outregstr, "-%s%s", regstr, swzstr); insert_line = 0; break; case WINED3DSPSM_BIAS: shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr); break; case WINED3DSPSM_BIASNEG: shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr); break; case WINED3DSPSM_SIGN: shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr); break; case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr); break; case WINED3DSPSM_COMP: shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr); break; case WINED3DSPSM_X2: shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr); break; case WINED3DSPSM_X2NEG: shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr); break; case WINED3DSPSM_DZ: shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr); shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); break; case WINED3DSPSM_DW: shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr); shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); break; default: sprintf(outregstr, "%s%s", regstr, swzstr); insert_line = 0; } /* Return modified or original register, with swizzle */ if (insert_line) sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr); } static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int saturate, const char *write_mask, int shift, const char *regstr) { /* Generate a line that does the output modifier computation */ shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "", regstr, write_mask, regstr, shift_tab[shift]); } static void pshader_hw_bem(const SHADER_OPCODE_ARG *arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; char dst_name[50]; char src_name[2][50]; char dst_wmask[20]; DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK; BOOL has_bumpmat = FALSE; int i; for(i = 0; i < This->numbumpenvmatconsts; i++) { if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) { has_bumpmat = TRUE; break; } } pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); strcat(dst_name, dst_wmask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); if(has_bumpmat) { /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */ shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code); shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]); shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code); shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]); shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]); } else { shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]); } } static void pshader_hw_cnd(const SHADER_OPCODE_ARG *arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; char dst_name[50]; char src_name[3][50]; BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; /* FIXME: support output modifiers */ /* Handle output register */ pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); /* Generate input register names (with modifiers) */ pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]); /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */ if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) && arg->opcode_token & WINED3DSI_COISSUE) { shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]); } else { shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]); shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]); } if (shift != 0) pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } static void pshader_hw_cmp(const SHADER_OPCODE_ARG *arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; char dst_name[50]; char src_name[3][50]; DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; /* FIXME: support output modifiers */ /* Handle output register */ pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); /* Generate input register names (with modifiers) */ pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]); shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[0], src_name[2], src_name[1]); if (shift != 0) pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } /** Process the WINED3DSIO_DP2ADD instruction in ARB. * dst = dot2(src0, src1) + src2 */ static void pshader_hw_dp2add(const SHADER_OPCODE_ARG *arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; char dst_name[50]; char src_name[3][50]; DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]); /* Emulate a DP2 with a DP3 and 0.0 */ shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]); shader_addline(buffer, "MOV TMP.z, 0.0;\n"); shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]); shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]); if (shift != 0) pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } /* Map the opcode 1-to-1 to the GL code */ static void shader_hw_map2gl(const SHADER_OPCODE_ARG *arg) { IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader; CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; DWORD dst = arg->dst; const DWORD *src = arg->src; char arguments[256]; unsigned int i; if (shader_is_pshader_version(shader->baseShader.hex_version)) { /* Output token related */ char output_rname[256]; char output_wmask[20]; char operands[4][100]; BOOL saturate = FALSE; BOOL centroid = FALSE; BOOL partialprecision = FALSE; const char *modifier; DWORD shift; if (!curOpcode->num_params) { ERR("Opcode \"%s\" has no parameters\n", curOpcode->name); return; } /* Process modifiers */ if (dst & WINED3DSP_DSTMOD_MASK) { DWORD mask = dst & WINED3DSP_DSTMOD_MASK; saturate = mask & WINED3DSPDM_SATURATE; centroid = mask & WINED3DSPDM_MSAMPCENTROID; partialprecision = mask & WINED3DSPDM_PARTIALPRECISION; mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE); if (mask) FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT); if (centroid) FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT); } shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; modifier = (saturate && !shift) ? "_SAT" : ""; /* Generate input register names (with modifiers) */ for (i = 1; i < curOpcode->num_params; ++i) pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]); /* Handle output register */ pshader_get_register_name(arg->shader, dst, output_rname); strcpy(operands[0], output_rname); shader_arb_get_write_mask(arg, dst, output_wmask); strcat(operands[0], output_wmask); arguments[0] = '\0'; strcat(arguments, operands[0]); for (i = 1; i < curOpcode->num_params; i++) { strcat(arguments, ", "); strcat(arguments, operands[i]); } shader_addline(buffer, "%s%s %s;\n", curOpcode->glname, modifier, arguments); /* A shift requires another line. */ if (shift) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname); } else { /* Note that vshader_program_add_param() adds spaces. */ arguments[0] = '\0'; if (curOpcode->num_params > 0) { vshader_program_add_param(arg, dst, FALSE, arguments); for (i = 1; i < curOpcode->num_params; ++i) { strcat(arguments, ","); vshader_program_add_param(arg, src[i-1], TRUE, arguments); } } shader_addline(buffer, "%s%s;\n", curOpcode->glname, arguments); } } static void shader_hw_mov(const SHADER_OPCODE_ARG *arg) { IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader; if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 && !shader_is_pshader_version(shader->baseShader.hex_version) && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) || arg->opcode->opcode == WINED3DSIO_MOVA) { SHADER_BUFFER *buffer = arg->buffer; char src0_param[256]; if (arg->opcode->opcode == WINED3DSIO_MOVA) FIXME("mova should round\n"); src0_param[0] = '\0'; if (((IWineD3DVertexShaderImpl *)shader)->rel_offset) { vshader_program_add_param(arg, arg->src[0], TRUE, src0_param); shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param); shader_addline(buffer, "ARL A0.x, TMP.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) */ DWORD parm = arg->src[0] & ~(WINED3DVS_SWIZZLE_MASK); if((arg->src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W; else if((arg->src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z; else if((arg->src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y; else if((arg->src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X; vshader_program_add_param(arg, parm, TRUE, src0_param); shader_addline(buffer, "ARL A0.x, %s;\n", src0_param); } } else { shader_hw_map2gl(arg); } } static void pshader_hw_texkill(const SHADER_OPCODE_ARG *arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD hex_version = This->baseShader.hex_version; SHADER_BUFFER* buffer = arg->buffer; char reg_dest[40]; /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented, * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit) */ pshader_get_register_name(arg->shader, arg->dst, reg_dest); if(hex_version >= WINED3DPS_VERSION(2,0)) { /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */ shader_addline(buffer, "KIL %s;\n", reg_dest); } 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 */ shader_addline(buffer, "MOV TMP, %s;\n", reg_dest); shader_addline(buffer, "MOV TMP.w, one.w;\n"); shader_addline(buffer, "KIL TMP;\n"); } } static void pshader_hw_tex(const SHADER_OPCODE_ARG *arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD dst = arg->dst; const DWORD *src = arg->src; SHADER_BUFFER* buffer = arg->buffer; DWORD hex_version = This->baseShader.hex_version; BOOL projected = FALSE, bias = FALSE; char reg_dest[40]; char reg_coord[40]; DWORD reg_dest_code; DWORD reg_sampler_code; /* All versions have a destination register */ reg_dest_code = dst & WINED3DSP_REGNUM_MASK; pshader_get_register_name(arg->shader, dst, reg_dest); /* 1.0-1.3: Use destination register as coordinate source. 1.4+: Use provided coordinate source register. */ if (hex_version < WINED3DPS_VERSION(1,4)) strcpy(reg_coord, reg_dest); else pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord); /* 1.0-1.4: Use destination register number as texture code. 2.0+: Use provided sampler number as texure code. */ if (hex_version < WINED3DPS_VERSION(2,0)) reg_sampler_code = reg_dest_code; else reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK; /* projection flag: * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0] * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode */ if(hex_version < WINED3DPS_VERSION(1,4)) { DWORD flags = 0; if(reg_sampler_code < MAX_TEXTURES) { flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]; } if (flags & WINED3DTTFF_PROJECTED) { projected = TRUE; } } else if(hex_version < WINED3DPS_VERSION(2,0)) { DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK; if (src_mod == WINED3DSPSM_DZ) { projected = TRUE; } else if(src_mod == WINED3DSPSM_DW) { projected = TRUE; } } else { if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) { projected = TRUE; } if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) { bias = TRUE; } } shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias); } static void pshader_hw_texcoord(const SHADER_OPCODE_ARG *arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD dst = arg->dst; SHADER_BUFFER* buffer = arg->buffer; DWORD hex_version = This->baseShader.hex_version; char tmp[20]; shader_arb_get_write_mask(arg, dst, tmp); if (hex_version != WINED3DPS_VERSION(1,4)) { DWORD reg = dst & WINED3DSP_REGNUM_MASK; shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg); } else { DWORD reg1 = dst & WINED3DSP_REGNUM_MASK; char reg_src[40]; pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src); shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src); } } static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG *arg) { SHADER_BUFFER* buffer = arg->buffer; IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; char dst_str[8]; char src_str[50]; sprintf(dst_str, "T%u", reg1); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str); shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str); shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str); flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); } static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG *arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; char dst_str[8]; char src_str[50]; sprintf(dst_str, "T%u", reg1); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str); shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str); shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str); shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE); } static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG *arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; char dst_str[8]; char src_str[50]; sprintf(dst_str, "T%u", reg1); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str); shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE); } static void pshader_hw_texbem(const SHADER_OPCODE_ARG *arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; BOOL has_bumpmat = FALSE; BOOL has_luminance = FALSE; int i; DWORD dst = arg->dst; DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; char reg_coord[40]; DWORD reg_dest_code; /* All versions have a destination register */ reg_dest_code = dst & WINED3DSP_REGNUM_MASK; /* Can directly use the name because texbem is only valid for <= 1.3 shaders */ pshader_get_register_name(arg->shader, dst, reg_coord); for(i = 0; i < This->numbumpenvmatconsts; i++) { if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) { has_bumpmat = TRUE; break; } } for(i = 0; i < This->numbumpenvmatconsts; i++) { if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) { has_luminance = TRUE; break; } } if(has_bumpmat) { /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */ shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code); shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src); shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code); shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src); /* with projective textures, texbem only divides the static texture coord, not the displacement, * so we can't let the GL handle this. */ if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) { shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord); shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord); shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n"); } else { shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord); } shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE); if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) { shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n", src, reg_dest_code, reg_dest_code); shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord); } } else { DWORD tf; if(reg_dest_code < MAX_TEXTURES) { tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]; } else { tf = 0; } /* Without a bump matrix loaded, just sample with the unmodified coordinates */ shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE); } } static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG *arg) { DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; char src0_name[50]; pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name); } static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG *arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; char dst_str[8]; char src0_name[50]; sprintf(dst_str, "T%u", reg); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); } static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG *arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; char src0_name[50]; pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name); current_state->texcoord_w[current_state->current_row++] = reg; } static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG *arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; char dst_str[8]; char src0_name[50]; pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); /* Sample the texture using the calculated coordinates */ sprintf(dst_str, "T%u", reg); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); current_state->current_row = 0; } static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG *arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; char dst_str[8]; char src0_name[50]; pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); /* Construct the eye-ray vector from w coordinates */ shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]); shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]); shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg); /* Calculate reflection vector */ shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n"); /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */ shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n"); shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n"); shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n"); shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n"); /* Sample the texture using the calculated coordinates */ sprintf(dst_str, "T%u", reg); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); current_state->current_row = 0; } static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG *arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; SHADER_BUFFER* buffer = arg->buffer; char dst_str[8]; char src0_name[50]; pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); /* Calculate reflection vector. * * dot(N, E) * TMP.xyz = 2 * --------- * N - E * dot(N, N) * * Which normalizes the normal vector */ shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3); shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n"); shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n"); shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n"); shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3); /* Sample the texture using the calculated coordinates */ sprintf(dst_str, "T%u", reg); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); current_state->current_row = 0; } static void pshader_hw_texdepth(const SHADER_OPCODE_ARG *arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_name[50]; /* texdepth has an implicit destination, the fragment depth value. It's only parameter, * which is essentially an input, is the destination register because it is the first * parameter. According to the msdn, this must be register r5, but let's keep it more flexible * here */ pshader_get_register_name(arg->shader, arg->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.g, %s.g, one.g;\n", dst_name, dst_name); /* How to deal with the special case dst_name.g == 0? if r != 0, then * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct * result. But if r = 0.0, then 0 * inf = 0, which is incorrect. */ shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name); shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name); shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n"); shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n"); } /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB: * Take a 3-component dot product of the TexCoord[dstreg] and src, * then perform a 1D texture lookup from stage dstregnum, place into dst. */ static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG *arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; char src0[50]; char dst_str[8]; pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); shader_addline(buffer, "MOV TMP, 0.0;\n"); shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0); sprintf(dst_str, "T%u", sampler_idx); shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE); } /** Process the WINED3DSIO_TEXDP3 instruction in ARB: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ static void pshader_hw_texdp3(const SHADER_OPCODE_ARG *arg) { char src0[50]; char dst_str[50]; char dst_mask[6]; DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; /* Handle output register */ pshader_get_register_name(arg->shader, arg->dst, dst_str); shader_arb_get_write_mask(arg, arg->dst, dst_mask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0); /* TODO: Handle output modifiers */ } /** Process the WINED3DSIO_TEXM3X3 instruction in ARB * Perform the 3rd row of a 3x3 matrix multiply */ static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG *arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_str[50]; char dst_mask[6]; char src0[50]; DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK; pshader_get_register_name(arg->shader, arg->dst, dst_str); shader_arb_get_write_mask(arg, arg->dst, dst_mask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0); shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask); /* TODO: Handle output modifiers */ } /** 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 SHADER_OPCODE_ARG *arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK; char src0[50]; pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0); /* How to deal with the special case dst_name.g == 0? if r != 0, then * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct * result. But if r = 0.0, then 0 * inf = 0, which is incorrect. */ shader_addline(buffer, "RCP TMP.y, TMP.y;\n"); shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n"); shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n"); shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n"); } /** Handles transforming all WINED3DSIO_M?x? opcodes for Vertex/Pixel shaders to ARB_vertex_program codes */ static void shader_hw_mnxn(const SHADER_OPCODE_ARG *arg) { int i; int nComponents = 0; SHADER_OPCODE_ARG tmpArg; memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG)); /* Set constants for the temporary argument */ tmpArg.shader = arg->shader; tmpArg.buffer = arg->buffer; tmpArg.src[0] = arg->src[0]; tmpArg.src_addr[0] = arg->src_addr[0]; tmpArg.src_addr[1] = arg->src_addr[1]; tmpArg.reg_maps = arg->reg_maps; switch(arg->opcode->opcode) { case WINED3DSIO_M4x4: nComponents = 4; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); break; case WINED3DSIO_M4x3: nComponents = 3; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); break; case WINED3DSIO_M3x4: nComponents = 4; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); break; case WINED3DSIO_M3x3: nComponents = 3; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); break; case WINED3DSIO_M3x2: nComponents = 2; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); break; default: break; } for (i = 0; i < nComponents; i++) { tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<src[1]+i; shader_hw_map2gl(&tmpArg); } } static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG *arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; DWORD dst = arg->dst; DWORD src = arg->src[0]; DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT; char tmpLine[256]; strcpy(tmpLine, curOpcode->glname); /* Opcode */ vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */ strcat(tmpLine, ","); vshader_program_add_param(arg, src, TRUE, tmpLine); if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) { /* Dx sdk says .x is used if no swizzle is given, but our test shows that * .w is used */ strcat(tmpLine, ".w"); } shader_addline(buffer, "%s;\n", tmpLine); } static void shader_hw_nrm(const SHADER_OPCODE_ARG *arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_name[50]; char src_name[50]; char dst_wmask[20]; DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name); shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name); shader_addline(buffer, "RSQ TMP, TMP.x;\n"); /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/ shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name); if (shift != 0) pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } static void shader_hw_sincos(const SHADER_OPCODE_ARG *arg) { /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which * must contain fixed constants. So we need a separate function to filter those constants and * can't use map2gl */ SHADER_BUFFER* buffer = arg->buffer; char dst_name[50]; char src_name[50]; char dst_wmask[20]; DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name); shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name); if (shift != 0) pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info) { GLuint program_id = 0; const char *blt_vprogram = "!!ARBvp1.0\n" "PARAM c[1] = { { 1, 0.5 } };\n" "MOV result.position, vertex.position;\n" "MOV result.color, c[0].x;\n" "MOV result.texcoord[0], vertex.texcoord[0];\n" "END\n"; GL_EXTCALL(glGenProgramsARB(1, &program_id)); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id)); GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram)); if (glGetError() == GL_INVALID_OPERATION) { GLint pos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); FIXME("Vertex program error at position %d: %s\n", pos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); } return program_id; } static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type) { GLuint program_id = 0; const char *blt_fprograms[tex_type_count] = { /* tex_1d */ NULL, /* tex_2d */ "!!ARBfp1.0\n" "TEMP R0;\n" "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n" "MOV result.depth.z, R0.x;\n" "END\n", /* tex_3d */ NULL, /* tex_cube */ "!!ARBfp1.0\n" "TEMP R0;\n" "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n" "MOV result.depth.z, R0.x;\n" "END\n", /* tex_rect */ "!!ARBfp1.0\n" "TEMP R0;\n" "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n" "MOV result.depth.z, R0.x;\n" "END\n", }; if (!blt_fprograms[tex_type]) { FIXME("tex_type %#x not supported\n", tex_type); tex_type = tex_2d; } GL_EXTCALL(glGenProgramsARB(1, &program_id)); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id)); GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type])); if (glGetError() == GL_INVALID_OPERATION) { GLint pos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); FIXME("Fragment program error at position %d: %s\n", pos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); } return program_id; } static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (useVS) { TRACE("Using vertex shader\n"); IWineD3DVertexShaderImpl_CompileShader(This->stateBlock->vertexShader); priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId; /* Bind the vertex program */ GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); /* Enable OpenGL vertex programs */ glEnable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id); } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) { priv->current_vprogram_id = 0; glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); } if (usePS) { struct ps_compile_args compile_args; TRACE("Using pixel shader\n"); find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args); priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, &compile_args); /* Bind the fragment program */ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);"); if(!priv->use_arbfp_fixed_func) { /* Enable OpenGL fragment programs */ glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); } TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id); } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) { /* Disable only if we're not using arbfp fixed function fragment processing. If this is used, * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function * replacement shader */ glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); priv->current_fprogram_id = 0; } } static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type]; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id)); glEnable(GL_VERTEX_PROGRAM_ARB); if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram)); glEnable(GL_FRAGMENT_PROGRAM_ARB); } static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (priv->current_vprogram_id) { GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); glEnable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id); } else { glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); } if (priv->current_fprogram_id) { GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);"); glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id); } else { glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); } } static void shader_arb_cleanup(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB); if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB); } static void shader_arb_destroy(IWineD3DBaseShader *iface) { IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface; const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info; char pshader = shader_is_pshader_version(baseShader->baseShader.hex_version); if(pshader) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface; UINT i; ENTER_GL(); for(i = 0; i < This->num_gl_shaders; i++) { GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId)); checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))"); } LEAVE_GL(); HeapFree(GetProcessHeap(), 0, This->gl_shaders); This->gl_shaders = NULL; This->num_gl_shaders = 0; } else { IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface; ENTER_GL(); GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId)); checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId))"); ((IWineD3DVertexShaderImpl *) This)->prgId = 0; LEAVE_GL(); } baseShader->baseShader.is_compiled = FALSE; } static HRESULT shader_arb_alloc(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv)); return WINED3D_OK; } static void shader_arb_free(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; int i; if(priv->depth_blt_vprogram_id) { GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id)); } for (i = 0; i < tex_type_count; ++i) { if (priv->depth_blt_fprogram_id[i]) { GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i])); } } HeapFree(GetProcessHeap(), 0, This->shader_priv); } static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) { return TRUE; } static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4) { /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */ /* Calculate the > 0.0031308 case */ shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor); shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor); shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor); shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1); shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1); /* Calculate the < case */ shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor); /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */ shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor); shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor); /* Store the components > 0.0031308 in the destination */ shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3); /* Add the components that are < 0.0031308 */ shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor); /* [0.0;1.0] clamping. Not needed, this is done implicitly */ } static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; const shader_reg_maps* reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; const char *fragcolor; const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; const local_constant *lconst; GLuint retval; /* Create the hw ARB shader */ shader_addline(buffer, "!!ARBfp1.0\n"); shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */ shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */ shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */ shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */ shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */ shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n"); shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n"); shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n"); /* Base Declarations */ shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION); /* We need two variables for fog blending */ shader_addline(buffer, "TEMP TMP_FOG;\n"); if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) { shader_addline(buffer, "TEMP TMP_COLOR;\n"); } /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); /* calculate fog and blend it * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but * -1/(e-s) and e/(e-s) respectively. */ shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n"); if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { fragcolor = "R0"; } else { fragcolor = "TMP_COLOR"; } if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB"); } if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) { shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor); shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor); } shader_addline(buffer, "END\n"); /* TODO: change to resource.glObjectHandle or something like that */ GL_EXTCALL(glGenProgramsARB(1, &retval)); TRACE("Creating a hw pixel shader, prg=%d\n", retval); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval)); TRACE("Created hw pixel shader, prg=%d\n", retval); /* Create the program and check for errors */ GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, buffer->bsize, buffer->buffer)); if (glGetError() == GL_INVALID_OPERATION) { GLint errPos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); FIXME("HW PixelShader Error at position %d: %s\n", errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); retval = 0; } /* Load immediate constants */ if(!This->baseShader.load_local_constsF) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { const float *value = (const float *)lconst->value; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value)); checkGLcall("glProgramLocalParameter4fvARB"); } } return retval; } static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) { IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; const shader_reg_maps *reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device; const WineD3D_GL_Info *gl_info = &device->adapter->gl_info; const local_constant *lconst; /* Create the hw ARB shader */ shader_addline(buffer, "!!ARBvp1.0\n"); shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset); /* Mesa supports only 95 constants */ if (GL_VEND(MESA) || GL_VEND(WINE)) This->baseShader.limits.constant_float = min(95, This->baseShader.limits.constant_float); shader_addline(buffer, "TEMP TMP;\n"); /* Base Declarations */ shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION); /* We need a constant to fixup the final position */ shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS); /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values * for output parameters. D3D in theory does not do that either, but some applications depend on a * proper initialization of the secondary color, and programs using the fixed function pipeline without * a replacement shader depend on the texcoord.w being set properly. * * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex- * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and * this can eat a number of instructions, so skip it unless this cap is set as well */ if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) { shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n"); if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) { int i; for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) { if(This->baseShader.reg_maps.texcoord_mask[i] != 0 && This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) { shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i); } } } } /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */ if (!reg_maps->fog) shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n"); /* Write the final position. * * OpenGL coordinates specify the center of the pixel while d3d coords specify * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that. */ shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n"); shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n"); shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n"); /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c * and the glsl equivalent */ shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n"); shader_addline(buffer, "MOV result.position, TMP_OUT;\n"); shader_addline(buffer, "END\n"); /* TODO: change to resource.glObjectHandle or something like that */ GL_EXTCALL(glGenProgramsARB(1, &This->prgId)); TRACE("Creating a hw vertex shader, prg=%d\n", This->prgId); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->prgId)); TRACE("Created hw vertex shader, prg=%d\n", This->prgId); /* Create the program and check for errors */ GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, buffer->bsize, buffer->buffer)); if (glGetError() == GL_INVALID_OPERATION) { GLint errPos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); FIXME("HW VertexShader Error at position %d: %s\n", errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); This->prgId = -1; } /* Load immediate constants */ if(!This->baseShader.load_local_constsF) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { const float *value = (const float *)lconst->value; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value)); } } } static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) { /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps, * then overwrite the shader specific ones */ none_shader_backend.shader_get_caps(devtype, gl_info, pCaps); if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) { pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1); TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n"); pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF); } if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4); pCaps->PixelShader1xMaxValue = 8.0; TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); } } static BOOL shader_arb_conv_supported(WINED3DFORMAT fmt) { TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt)); switch(fmt) { case WINED3DFMT_V8U8: case WINED3DFMT_V16U16: case WINED3DFMT_X8L8V8U8: case WINED3DFMT_L6V5U5: case WINED3DFMT_Q8W8V8U8: case WINED3DFMT_ATI2N: TRACE("[OK]\n"); return TRUE; default: TRACE("[FAILED\n"); return FALSE; } } static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = { /* WINED3DSIH_ABS */ shader_hw_map2gl, /* WINED3DSIH_ADD */ shader_hw_map2gl, /* WINED3DSIH_BEM */ pshader_hw_bem, /* WINED3DSIH_BREAK */ NULL, /* WINED3DSIH_BREAKC */ NULL, /* WINED3DSIH_BREAKP */ NULL, /* WINED3DSIH_CALL */ NULL, /* WINED3DSIH_CALLNZ */ NULL, /* WINED3DSIH_CMP */ pshader_hw_cmp, /* WINED3DSIH_CND */ pshader_hw_cnd, /* WINED3DSIH_CRS */ shader_hw_map2gl, /* WINED3DSIH_DCL */ NULL, /* WINED3DSIH_DEF */ NULL, /* WINED3DSIH_DEFB */ NULL, /* WINED3DSIH_DEFI */ NULL, /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add, /* WINED3DSIH_DP3 */ shader_hw_map2gl, /* WINED3DSIH_DP4 */ shader_hw_map2gl, /* WINED3DSIH_DST */ shader_hw_map2gl, /* WINED3DSIH_DSX */ NULL, /* WINED3DSIH_DSY */ NULL, /* WINED3DSIH_ELSE */ NULL, /* WINED3DSIH_ENDIF */ NULL, /* WINED3DSIH_ENDLOOP */ NULL, /* WINED3DSIH_ENDREP */ NULL, /* WINED3DSIH_EXP */ shader_hw_map2gl, /* WINED3DSIH_EXPP */ shader_hw_map2gl, /* WINED3DSIH_FRC */ shader_hw_map2gl, /* WINED3DSIH_IF */ NULL, /* WINED3DSIH_IFC */ NULL, /* WINED3DSIH_LABEL */ NULL, /* WINED3DSIH_LIT */ shader_hw_map2gl, /* WINED3DSIH_LOG */ shader_hw_map2gl, /* WINED3DSIH_LOGP */ shader_hw_map2gl, /* WINED3DSIH_LOOP */ NULL, /* WINED3DSIH_LRP */ shader_hw_map2gl, /* WINED3DSIH_M3x2 */ shader_hw_mnxn, /* WINED3DSIH_M3x3 */ shader_hw_mnxn, /* WINED3DSIH_M3x4 */ shader_hw_mnxn, /* WINED3DSIH_M4x3 */ shader_hw_mnxn, /* WINED3DSIH_M4x4 */ shader_hw_mnxn, /* WINED3DSIH_MAD */ shader_hw_map2gl, /* WINED3DSIH_MAX */ shader_hw_map2gl, /* WINED3DSIH_MIN */ shader_hw_map2gl, /* WINED3DSIH_MOV */ shader_hw_mov, /* WINED3DSIH_MOVA */ shader_hw_mov, /* WINED3DSIH_MUL */ shader_hw_map2gl, /* WINED3DSIH_NOP */ shader_hw_map2gl, /* WINED3DSIH_NRM */ shader_hw_nrm, /* WINED3DSIH_PHASE */ NULL, /* WINED3DSIH_POW */ shader_hw_map2gl, /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp, /* WINED3DSIH_REP */ NULL, /* WINED3DSIH_RET */ NULL, /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp, /* WINED3DSIH_SETP */ NULL, /* WINED3DSIH_SGE */ shader_hw_map2gl, /* WINED3DSIH_SGN */ NULL, /* WINED3DSIH_SINCOS */ shader_hw_sincos, /* WINED3DSIH_SLT */ shader_hw_map2gl, /* WINED3DSIH_SUB */ shader_hw_map2gl, /* WINED3DSIH_TEX */ pshader_hw_tex, /* WINED3DSIH_TEXBEM */ pshader_hw_texbem, /* WINED3DSIH_TEXBEML */ pshader_hw_texbem, /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord, /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth, /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3, /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex, /* WINED3DSIH_TEXKILL */ pshader_hw_texkill, /* WINED3DSIH_TEXLDD */ NULL, /* WINED3DSIH_TEXLDL */ NULL, /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth, /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad, /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex, /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3, /* WINED3DSIH_TEXM3x3DIFF */ NULL, /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad, /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec, /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex, /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec, /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar, /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb, /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb, }; const shader_backend_t arb_program_shader_backend = { shader_arb_instruction_handler_table, shader_arb_select, shader_arb_select_depth_blt, shader_arb_deselect_depth_blt, shader_arb_load_constants, shader_arb_cleanup, shader_arb_color_correction, shader_arb_destroy, shader_arb_alloc, shader_arb_free, shader_arb_dirty_const, shader_arb_generate_pshader, shader_arb_generate_vshader, shader_arb_get_caps, shader_arb_conv_supported, }; /* ARB_fragment_program fixed function pipeline replacement definitions */ #define ARB_FFP_CONST_TFACTOR 0 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1) #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i) #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i) #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i) struct arbfp_ffp_desc { struct ffp_frag_desc parent; GLuint shader; unsigned int num_textures_used; }; static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) { if(enable) { glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)"); } else { glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); } } static HRESULT arbfp_alloc(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; struct shader_arb_priv *priv; /* Share private data between the shader backend and the pipeline replacement, if both * are the arb implementation. This is needed to figure out whether ARBfp should be disabled * if no pixel shader is bound or not */ if(This->shader_backend == &arb_program_shader_backend) { This->fragment_priv = This->shader_priv; } else { This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv)); if(!This->fragment_priv) return E_OUTOFMEMORY; } priv = (struct shader_arb_priv *) This->fragment_priv; priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare); priv->use_arbfp_fixed_func = TRUE; return WINED3D_OK; } static void arbfp_free_ffpshader(void *value, void *gli) { const WineD3D_GL_Info *gl_info = gli; struct arbfp_ffp_desc *entry_arb = value; ENTER_GL(); GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader)); checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)"); HeapFree(GetProcessHeap(), 0, entry_arb); LEAVE_GL(); } static void arbfp_free(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv; hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info); priv->use_arbfp_fixed_func = FALSE; if(This->shader_backend != &arb_program_shader_backend) { HeapFree(GetProcessHeap(), 0, This->fragment_priv); } } static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps) { caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE | WINED3DTEXOPCAPS_SELECTARG1 | WINED3DTEXOPCAPS_SELECTARG2 | WINED3DTEXOPCAPS_MODULATE4X | WINED3DTEXOPCAPS_MODULATE2X | WINED3DTEXOPCAPS_MODULATE | WINED3DTEXOPCAPS_ADDSIGNED2X | WINED3DTEXOPCAPS_ADDSIGNED | WINED3DTEXOPCAPS_ADD | WINED3DTEXOPCAPS_SUBTRACT | WINED3DTEXOPCAPS_ADDSMOOTH | WINED3DTEXOPCAPS_BLENDCURRENTALPHA | WINED3DTEXOPCAPS_BLENDFACTORALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | WINED3DTEXOPCAPS_DOTPRODUCT3 | WINED3DTEXOPCAPS_MULTIPLYADD | WINED3DTEXOPCAPS_LERP | WINED3DTEXOPCAPS_BUMPENVMAP | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE; /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */ caps->MaxTextureBlendStages = 8; caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8); caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP; } #undef GLINFO_LOCATION #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { float col[4]; IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite * application provided constants */ if(device->shader_backend == &arb_program_shader_backend) { if(use_ps(device)) return; device = stateblock->wineD3DDevice; device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1; device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1); } D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col); GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)); checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)"); } static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { float col[4]; IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite * application provided constants */ if(device->shader_backend == &arb_program_shader_backend) { if(use_ps(device)) return; device = stateblock->wineD3DDevice; device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1; device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1); } if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) { /* The specular color has no alpha */ col[0] = 1.0; col[1] = 1.0; col[2] = 1.0; col[3] = 0.0; } else { col[0] = 0.0; col[1] = 0.0; col[2] = 0.0; col[3] = 0.0; } GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)); checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)"); } static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; float mat[2][2]; if(use_ps(device)) { if(stage != 0 && ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) { /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled * anyway */ if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) { device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context); } } if(device->shader_backend == &arb_program_shader_backend) { /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */ return; } } else if(device->shader_backend == &arb_program_shader_backend) { device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1; device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1); } mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]); mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]); mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]); mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]); GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])); checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])"); } static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; float param[4]; if(use_ps(device)) { if(stage != 0 && ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) { /* The pixel shader has to know the luminance offset. Do a constants update if it * isn't scheduled anyway */ if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) { device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context); } } if(device->shader_backend == &arb_program_shader_backend) { /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */ return; } } else if(device->shader_backend == &arb_program_shader_backend) { device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1; device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1); } param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]); param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]); param[2] = 0.0; param[3] = 0.0; GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)); checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)"); } static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) { const char *ret; if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */ switch(arg & WINED3DTA_SELECTMASK) { case WINED3DTA_DIFFUSE: ret = "fragment.color.primary"; break; case WINED3DTA_CURRENT: if(stage == 0) ret = "fragment.color.primary"; else ret = "ret"; break; case WINED3DTA_TEXTURE: switch(stage) { case 0: ret = "tex0"; break; case 1: ret = "tex1"; break; case 2: ret = "tex2"; break; case 3: ret = "tex3"; break; case 4: ret = "tex4"; break; case 5: ret = "tex5"; break; case 6: ret = "tex6"; break; case 7: ret = "tex7"; break; default: ret = "unknown texture"; } break; case WINED3DTA_TFACTOR: ret = "tfactor"; break; case WINED3DTA_SPECULAR: ret = "fragment.color.secondary"; break; case WINED3DTA_TEMP: ret = "tempreg"; break; case WINED3DTA_CONSTANT: FIXME("Implement perstage constants\n"); switch(stage) { case 0: ret = "const0"; break; case 1: ret = "const1"; break; case 2: ret = "const2"; break; case 3: ret = "const3"; break; case 4: ret = "const4"; break; case 5: ret = "const5"; break; case 6: ret = "const6"; break; case 7: ret = "const7"; break; default: ret = "unknown constant"; } break; default: return "unknown"; } if(arg & WINED3DTA_COMPLEMENT) { shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret); if(argnum == 0) ret = "arg0"; if(argnum == 1) ret = "arg1"; if(argnum == 2) ret = "arg2"; } if(arg & WINED3DTA_ALPHAREPLICATE) { shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret); if(argnum == 0) ret = "arg0"; if(argnum == 1) ret = "arg1"; if(argnum == 2) ret = "arg2"; } return ret; } static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) { const char *dstmask, *dstreg, *arg0, *arg1, *arg2; unsigned int mul = 1; BOOL mul_final_dest = FALSE; if(color && alpha) dstmask = ""; else if(color) dstmask = ".rgb"; else dstmask = ".a"; if(dst == tempreg) dstreg = "tempreg"; else dstreg = "ret"; arg0 = get_argreg(buffer, 0, stage, dw_arg0); arg1 = get_argreg(buffer, 1, stage, dw_arg1); arg2 = get_argreg(buffer, 2, stage, dw_arg2); switch(op) { case WINED3DTOP_DISABLE: if(stage == 1) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask); break; case WINED3DTOP_SELECTARG2: arg1 = arg2; case WINED3DTOP_SELECTARG1: shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1); break; case WINED3DTOP_MODULATE4X: mul = 2; case WINED3DTOP_MODULATE2X: mul *= 2; if(strcmp(dstreg, "result.color") == 0) { dstreg = "ret"; mul_final_dest = TRUE; } case WINED3DTOP_MODULATE: shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); break; case WINED3DTOP_ADDSIGNED2X: mul = 2; if(strcmp(dstreg, "result.color") == 0) { dstreg = "ret"; mul_final_dest = TRUE; } case WINED3DTOP_ADDSIGNED: shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2); arg2 = "arg2"; case WINED3DTOP_ADD: shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); break; case WINED3DTOP_SUBTRACT: shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); break; case WINED3DTOP_ADDSMOOTH: shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1); shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1); break; case WINED3DTOP_BLENDCURRENTALPHA: arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT); shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); break; case WINED3DTOP_BLENDFACTORALPHA: arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR); shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); break; case WINED3DTOP_BLENDTEXTUREALPHA: arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE); shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); break; case WINED3DTOP_BLENDDIFFUSEALPHA: arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE); shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); break; case WINED3DTOP_BLENDTEXTUREALPHAPM: arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE); shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0); shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1); break; /* D3DTOP_PREMODULATE ???? */ case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR: shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1); shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1); break; case WINED3DTOP_MODULATEALPHA_ADDCOLOR: shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1); break; case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA: shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1); shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1); break; case WINED3DTOP_MODULATECOLOR_ADDALPHA: shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1); break; case WINED3DTOP_DOTPRODUCT3: mul = 4; if(strcmp(dstreg, "result.color") == 0) { dstreg = "ret"; mul_final_dest = TRUE; } shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1); shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2); shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask); break; case WINED3DTOP_MULTIPLYADD: shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0); break; case WINED3DTOP_LERP: /* The msdn is not quite right here */ shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); break; case WINED3DTOP_BUMPENVMAP: case WINED3DTOP_BUMPENVMAPLUMINANCE: /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */ break; default: FIXME("Unhandled texture op %08x\n", op); } if(mul == 2) { shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg); } else if(mul == 4) { shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg); } } /* The stateblock is passed for GLINFO_LOCATION */ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock) { unsigned int stage; SHADER_BUFFER buffer; BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; const char *textype; const char *instr, *sat; char colorcor_dst[8]; GLuint ret; DWORD arg0, arg1, arg2; BOOL tempreg_used = FALSE, tfactor_used = FALSE; BOOL op_equal; const char *final_combiner_src = "ret"; /* Find out which textures are read */ for(stage = 0; stage < MAX_TEXTURES; stage++) { if(settings->op[stage].cop == WINED3DTOP_DISABLE) break; arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK; arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK; arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK; if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE; if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE; if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) { bump_used[stage] = TRUE; tex_read[stage] = TRUE; } if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) { bump_used[stage] = TRUE; tex_read[stage] = TRUE; luminance_used[stage] = TRUE; } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) { tfactor_used = TRUE; } if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) { tfactor_used = TRUE; } if(settings->op[stage].dst == tempreg) tempreg_used = TRUE; if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) { tempreg_used = TRUE; } if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue; arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK; arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK; arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK; if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) { tempreg_used = TRUE; } if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) { tfactor_used = TRUE; } } /* Shader header */ buffer.bsize = 0; buffer.lineNo = 0; buffer.newline = TRUE; buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); shader_addline(&buffer, "!!ARBfp1.0\n"); switch(settings->fog) { case FOG_OFF: break; case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break; case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break; case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break; default: FIXME("Unexpected fog setting %d\n", settings->fog); } shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n"); shader_addline(&buffer, "TEMP TMP;\n"); shader_addline(&buffer, "TEMP ret;\n"); if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n"); shader_addline(&buffer, "TEMP arg0;\n"); shader_addline(&buffer, "TEMP arg1;\n"); shader_addline(&buffer, "TEMP arg2;\n"); for(stage = 0; stage < MAX_TEXTURES; stage++) { if(!tex_read[stage]) continue; shader_addline(&buffer, "TEMP tex%u;\n", stage); if(!bump_used[stage]) continue; shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage)); if(!luminance_used[stage]) continue; shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage)); } if(tfactor_used) { shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR); } shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE); if(settings->sRGB_write) { shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n", srgb_mul_low, srgb_mul_low, srgb_mul_low); shader_addline(&buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n", srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); shader_addline(&buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n", srgb_pow, srgb_pow, srgb_pow); shader_addline(&buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n", srgb_mul_high, srgb_mul_high, srgb_mul_high); shader_addline(&buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n", srgb_sub_high, srgb_sub_high, srgb_sub_high); } /* Generate texture sampling instructions) */ for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) { if(!tex_read[stage]) continue; switch(settings->op[stage].tex_type) { case tex_1d: textype = "1D"; break; case tex_2d: textype = "2D"; break; case tex_3d: textype = "3D"; break; case tex_cube: textype = "CUBE"; break; case tex_rect: textype = "RECT"; break; default: textype = "unexpected_textype"; break; } if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP || settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) { sat = ""; } else { sat = "_SAT"; } if(settings->op[stage].projected == proj_none) { instr = "TEX"; } else if(settings->op[stage].projected == proj_count4 || settings->op[stage].projected == proj_count3) { instr = "TXP"; } else { FIXME("Unexpected projection mode %d\n", settings->op[stage].projected); instr = "TXP"; } if(stage > 0 && (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP || settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) { shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1); shader_addline(&buffer, "DP3 ret.r, 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.g, 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.a, fragment.texcoord[%u].a;\n", stage); shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage); } else { shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage); shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage); } } else { shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage); } shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n", instr, sat, stage, stage, textype); if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) { shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n", stage - 1, stage - 1, stage - 1); shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\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.a, ret.b;\n"); shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n", instr, sat, stage, stage, textype); } else { shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n", instr, sat, stage, stage, stage, textype); } sprintf(colorcor_dst, "tex%u", stage); gen_color_correction(&buffer, colorcor_dst, ".rgba", "const.x", "const.y", settings->op[stage].color_correction, &GLINFO_LOCATION); } /* Generate the main shader */ for(stage = 0; stage < MAX_TEXTURES; stage++) { if(settings->op[stage].cop == WINED3DTOP_DISABLE) { if(stage == 0) { final_combiner_src = "fragment.color.primary"; } break; } if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 && settings->op[stage].aop == WINED3DTOP_SELECTARG1) { op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1; } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 && settings->op[stage].aop == WINED3DTOP_SELECTARG2) { op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2; } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 && settings->op[stage].aop == WINED3DTOP_SELECTARG1) { op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1; } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 && settings->op[stage].aop == WINED3DTOP_SELECTARG2) { op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2; } else { op_equal = settings->op[stage].aop == settings->op[stage].cop && settings->op[stage].carg0 == settings->op[stage].aarg0 && settings->op[stage].carg1 == settings->op[stage].aarg1 && settings->op[stage].carg2 == settings->op[stage].aarg2; } if(settings->op[stage].aop == WINED3DTOP_DISABLE) { gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst, settings->op[stage].cop, settings->op[stage].carg0, settings->op[stage].carg1, settings->op[stage].carg2); if(stage == 0) { shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n"); } } else if(op_equal) { gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst, settings->op[stage].cop, settings->op[stage].carg0, settings->op[stage].carg1, settings->op[stage].carg2); } else { gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst, settings->op[stage].cop, settings->op[stage].carg0, settings->op[stage].carg1, settings->op[stage].carg2); gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst, settings->op[stage].aop, settings->op[stage].aarg0, settings->op[stage].aarg1, settings->op[stage].aarg2); } } if(settings->sRGB_write) { shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src); arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg"); shader_addline(&buffer, "MOV result.color.a, ret.a;\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)); GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer)); if (glGetError() == GL_INVALID_OPERATION) { GLint pos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); FIXME("Fragment program error at position %d: %s\n", pos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); } HeapFree(GetProcessHeap(), 0, buffer.buffer); return ret; } static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv; BOOL use_pshader = use_ps(device); BOOL use_vshader = use_vs(device); struct ffp_frag_settings settings; const struct arbfp_ffp_desc *desc; unsigned int i; if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) { if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) { /* Reload fixed function constants since they collide with the pixel shader constants */ for(i = 0; i < MAX_TEXTURES; i++) { set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context); } state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context); state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context); } return; } if(!use_pshader) { /* Find or create a shader implementing the fixed function pipeline settings, then activate it */ gen_ffp_frag_op(stateblock, &settings, FALSE); desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings); if(!desc) { struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc)); if (!new_desc) { ERR("Out of memory\n"); return; } new_desc->num_textures_used = 0; for(i = 0; i < GL_LIMITS(texture_stages); i++) { if(settings.op[i].cop == WINED3DTOP_DISABLE) break; new_desc->num_textures_used = i; } memcpy(&new_desc->parent.settings, &settings, sizeof(settings)); new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock); add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent); TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc); desc = new_desc; } /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will * deactivate it. */ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)"); priv->current_fprogram_id = desc->shader; if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) { /* Reload fixed function constants since they collide with the pixel shader constants */ for(i = 0; i < MAX_TEXTURES; i++) { set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context); } state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context); state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context); } } /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend. * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace- * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here * * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders * to be compiled before activating them(needs some cleanups in the shader backend interface) */ if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) { device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader); if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) { device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context); } } if(use_pshader) { device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context); } } /* We can't link the fog states to the fragment state directly since the vertex pipeline links them * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined * state table, so we need to handle that with a forwarding function. The other invisible side effect * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here */ static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { if(!isStateDirty(context, STATE_PIXELSHADER)) { fragment_prog_arbfp(state, stateblock, context); } } static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { if(!isStateDirty(context, STATE_PIXELSHADER)) { fragment_prog_arbfp(state, stateblock, context); } } #undef GLINFO_LOCATION static const struct StateEntryTemplate arbfp_fragmentstate_template[] = { {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 }, { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 }, { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 }, { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 }, { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 }, { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 }, { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 }, { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 }, { STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 }, { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 }, { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 }, { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 }, {0 /* Terminate */, { 0, 0 }, 0 }, }; const struct fragment_pipeline arbfp_fragment_pipeline = { arbfp_enable, arbfp_get_caps, arbfp_alloc, arbfp_free, shader_arb_conv_supported, arbfp_fragmentstate_template, TRUE /* We can disable projected textures */ }; #define GLINFO_LOCATION device->adapter->gl_info struct arbfp_blit_priv { GLenum yuy2_rect_shader, yuy2_2d_shader; GLenum uyvy_rect_shader, uyvy_2d_shader; GLenum yv12_rect_shader, yv12_2d_shader; }; static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) { IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface; device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv)); if(!device->blit_priv) { ERR("Out of memory\n"); return E_OUTOFMEMORY; } return WINED3D_OK; } static void arbfp_blit_free(IWineD3DDevice *iface) { IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface; struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv; ENTER_GL(); GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader)); GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader)); GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader)); GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader)); GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader)); GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader)); checkGLcall("Delete yuv programs\n"); LEAVE_GL(); } static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) { char chroma; const char *tex, *texinstr; if(fmt == WINED3DFMT_UYVY) { chroma = 'r'; *luminance = 'a'; } else { chroma = 'a'; *luminance = 'r'; } switch(textype) { case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break; case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break; default: /* This is more tricky than just replacing the texture type - we have to navigate * properly in the texture to find the correct chroma values */ FIXME("Implement yuv correction for non-2d, non-rect textures\n"); return FALSE; } /* First we have to read the chroma values. This means we need at least two pixels(no filtering), * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the * filtering when we sample the texture. * * These are the rules for reading the chroma: * * Even pixel: Cr * Even pixel: U * Odd pixel: V * * So we have to get the sampling x position in non-normalized coordinates in integers */ if(textype != GL_TEXTURE_RECTANGLE_ARB) { shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n"); shader_addline(buffer, "MOV texcrd.a, 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.r, luminance.%c, temp.x;\n", chroma); shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n"); shader_addline(buffer, "MUL chroma.g, 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.g, luminance.%c, temp.x, chroma.g;\n", chroma); shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n"); shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma); /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of * the current one and lerp the two U and V values */ /* This gives the correctly filtered luminance value */ shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex); return TRUE; } static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) { const char *tex; switch(textype) { case GL_TEXTURE_2D: tex = "2D"; break; case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break; default: FIXME("Implement yv12 correction for non-2d, non-rect textures\n"); return FALSE; } /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2) * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective * bitdepth is 12 bits per pixel. Since the U and V planes have only half the * pitch of the luminance plane, the packing into the gl texture is a bit * unfortunate. If the whole texture is interpreted as luminance data it looks * approximately like this: * * +----------------------------------+---- * | | * | | * | | * | | * | | 2 * | LUMINANCE | - * | | 3 * | | * | | * | | * | | * +----------------+-----------------+---- * | | | * | U even rows | U odd rows | * | | | 1 * +----------------+------------------ - * | | | 3 * | V even rows | V odd rows | * | | | * +----------------+-----------------+---- * | | | * | 0.5 | 0.5 | * * So it appears as if there are 4 chroma images, but in fact the odd rows * in the chroma images are in the same row as the even ones. So its is * kinda tricky to read * * When reading from rectangle textures, keep in mind that the input y coordinates * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height */ shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n", 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0); shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); /* the chroma planes have only half the width */ shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n"); /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias * the coordinate. Also read the right side of the image when reading odd lines * * Don't forget to clamp the y values in into the range, otherwise we'll get filtering * bleeding */ if(textype == GL_TEXTURE_2D) { shader_addline(buffer, "RCP chroma.w, size.y;\n"); shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n"); shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n"); shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n"); /* Read odd lines from the right side(add size * 0.5 to the x coordinate */ shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */ shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n"); shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n"); shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n"); /* clamp, keep the half pixel origin in mind */ shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n"); shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n"); shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n"); shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); } else { /* Read from [size - size+size/4] */ shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n"); shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n"); /* Read odd lines from the right side(add size * 0.5 to the x coordinate */ shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */ shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n"); shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n"); shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n"); shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n"); /* Make sure to read exactly from the pixel center */ shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n"); shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n"); /* Clamp */ shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n"); shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n"); shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n"); shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n"); } /* Read the texture, put the result into the output register */ shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex); shader_addline(buffer, "MOV chroma.r, temp.a;\n"); /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th * No need to clamp because we're just reusing the already clamped value from above */ if(textype == GL_TEXTURE_2D) { shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n"); } else { shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n"); } shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex); shader_addline(buffer, "MOV chroma.g, temp.a;\n"); /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate. * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance * values due to filtering */ shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); if(textype == GL_TEXTURE_2D) { /* Multiply the y coordinate by 2/3 and clamp it */ shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n"); shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n"); shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex); } else { /* Reading from texture_rectangles is pretty streightforward, just use the unmodified * texture coordinate. It is still a good idea to clamp it though, since the opengl texture * is bigger */ shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n"); shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n"); shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex); } *luminance = 'a'; return TRUE; } static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) { GLenum shader; SHADER_BUFFER buffer; char luminance_component; struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv; /* Shader header */ buffer.bsize = 0; buffer.lineNo = 0; buffer.newline = TRUE; buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); ENTER_GL(); GL_EXTCALL(glGenProgramsARB(1, &shader)); checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))"); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)"); LEAVE_GL(); if(!shader) { HeapFree(GetProcessHeap(), 0, buffer.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 streightforward - just sample the texture. The hardware * takes care of filtering in the horizontal and vertical direction. * * Reading the U and V values is harder. We have to avoid filtering horizontally, * because that would mix the U and V values of one pixel or two adjacent pixels. * Thus floor the texture coordinate and add 0.5 to get an unfiltered read, * regardless of the filtering setting. Vertical filtering works automatically * though - the U and V values of two rows are mixed nicely. * * Appart of avoiding filtering issues, the code has to know which value it just * read, and where it can find the other one. To determine this, it checks if * it sampled an even or odd pixel, and shifts the 2nd read accordingly. * * Handling horizontal filtering of U and V values requires reading a 2nd pair * of pixels, extracting U and V and mixing them. This is not implemented yet. * * An alternative implementation idea is to load the texture as A8R8G8B8 texture, * with width / 2. This way one read gives all 3 values, finding U and V is easy * in an unfiltered situation. Finding the luminance on the other hand requires * finding out if it is an odd or even pixel. The real drawback of this approach * is filtering. This would have to be emulated completely in the shader, reading * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and * vertically. Beyond that it would require adjustments to the texture handling * code to deal with the width scaling */ shader_addline(&buffer, "!!ARBfp1.0\n"); shader_addline(&buffer, "TEMP luminance;\n"); shader_addline(&buffer, "TEMP temp;\n"); shader_addline(&buffer, "TEMP chroma;\n"); shader_addline(&buffer, "TEMP texcrd;\n"); shader_addline(&buffer, "TEMP texcrd2;\n"); shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n"); shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n"); shader_addline(&buffer, "PARAM size = program.local[0];\n"); if(fmt == WINED3DFMT_UYVY || fmt ==WINED3DFMT_YUY2) { if(gen_planar_yuv_read(&buffer, fmt, textype, &luminance_component) == FALSE) { HeapFree(GetProcessHeap(), 0, buffer.buffer); return 0; } } else { if(gen_yv12_read(&buffer, fmt, textype, &luminance_component) == FALSE) { HeapFree(GetProcessHeap(), 0, buffer.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.rg, chroma, coef.y;\n"); shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component); shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component); shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n"); shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component); shader_addline(&buffer, "END\n"); ENTER_GL(); GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer)); if (glGetError() == GL_INVALID_OPERATION) { GLint pos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); FIXME("Fragment program error at position %d: %s\n", pos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); } HeapFree(GetProcessHeap(), 0, buffer.buffer); LEAVE_GL(); if(fmt == WINED3DFMT_YUY2) { if(textype == GL_TEXTURE_RECTANGLE_ARB) { priv->yuy2_rect_shader = shader; } else { priv->yuy2_2d_shader = shader; } } else if(fmt == WINED3DFMT_UYVY) { if(textype == GL_TEXTURE_RECTANGLE_ARB) { priv->uyvy_rect_shader = shader; } else { priv->uyvy_2d_shader = shader; } } else { if(textype == GL_TEXTURE_RECTANGLE_ARB) { priv->yv12_rect_shader = shader; } else { priv->yv12_2d_shader = shader; } } return shader; } static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) { GLenum shader; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface; float size[4] = {width, height, 1, 1}; struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv; const GlPixelFormatDesc *glDesc; getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc); if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY && glDesc->conversion_group != WINED3DFMT_YV12) { TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group)); /* Don't bother setting up a shader for unconverted formats */ ENTER_GL(); glEnable(textype); checkGLcall("glEnable(textype)"); LEAVE_GL(); return WINED3D_OK; } if(glDesc->conversion_group == WINED3DFMT_YUY2) { if(textype == GL_TEXTURE_RECTANGLE_ARB) { shader = priv->yuy2_rect_shader; } else { shader = priv->yuy2_2d_shader; } } else if(glDesc->conversion_group == WINED3DFMT_UYVY) { if(textype == GL_TEXTURE_RECTANGLE_ARB) { shader = priv->uyvy_rect_shader; } else { shader = priv->uyvy_2d_shader; } } else { if(textype == GL_TEXTURE_RECTANGLE_ARB) { shader = priv->yv12_rect_shader; } else { shader = priv->yv12_2d_shader; } } if(!shader) { shader = gen_yuv_shader(device, glDesc->conversion_group, textype); } ENTER_GL(); glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)"); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)"); GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size)); checkGLcall("glProgramLocalParameter4fvARB"); LEAVE_GL(); return WINED3D_OK; } static void arbfp_blit_unset(IWineD3DDevice *iface) { IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface; ENTER_GL(); glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) { glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } LEAVE_GL(); } static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) { TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt)); switch(fmt) { case WINED3DFMT_YUY2: case WINED3DFMT_UYVY: case WINED3DFMT_YV12: TRACE("[OK]\n"); return TRUE; default: TRACE("[FAILED]\n"); return FALSE; } } const struct blit_shader arbfp_blit = { arbfp_blit_alloc, arbfp_blit_free, arbfp_blit_set, arbfp_blit_unset, arbfp_blit_conv_supported }; #undef GLINFO_LOCATION