Sweden-Number/dlls/wined3d/arb_program_shader.c

7889 lines
326 KiB
C

/*
* Pixel and vertex shaders implementation using ARB_vertex_program
* and ARB_fragment_program GL extensions.
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2006 Jason Green
* Copyright 2006 Henri Verbeet
* Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include <math.h>
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
{
return type == WINED3D_SHADER_TYPE_PIXEL;
}
static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
{
return type == WINED3D_SHADER_TYPE_VERTEX;
}
static const char *get_line(const char **ptr)
{
const char *p, *q;
p = *ptr;
if (!(q = strstr(p, "\n")))
{
if (!*p) return NULL;
*ptr += strlen(p);
return p;
}
*ptr = q + 1;
return p;
}
enum arb_helper_value
{
ARB_ZERO,
ARB_ONE,
ARB_TWO,
ARB_0001,
ARB_EPS,
ARB_VS_REL_OFFSET
};
static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
{
if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
{
ERR("Geometry shaders are unsupported\n");
return "bad";
}
if (shader == WINED3D_SHADER_TYPE_PIXEL)
{
switch (value)
{
case ARB_ZERO: return "ps_helper_const.x";
case ARB_ONE: return "ps_helper_const.y";
case ARB_TWO: return "coefmul.x";
case ARB_0001: return "ps_helper_const.xxxy";
case ARB_EPS: return "ps_helper_const.z";
default: break;
}
}
else
{
switch (value)
{
case ARB_ZERO: return "helper_const.x";
case ARB_ONE: return "helper_const.y";
case ARB_TWO: return "helper_const.z";
case ARB_EPS: return "helper_const.w";
case ARB_0001: return "helper_const.xxxy";
case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
}
}
FIXME("Unmanaged %s shader helper constant requested: %u\n",
shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
switch (value)
{
case ARB_ZERO: return "0.0";
case ARB_ONE: return "1.0";
case ARB_TWO: return "2.0";
case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
case ARB_EPS: return "1e-8";
default: return "bad";
}
}
static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
{
return context->lowest_disabled_stage < 7;
}
/* ARB_program_shader private data */
struct control_frame
{
struct list entry;
enum
{
IF,
IFC,
LOOP,
REP
} type;
BOOL muting;
BOOL outer_loop;
union
{
unsigned int loop;
unsigned int ifc;
} no;
struct wined3d_shader_loop_control loop_control;
BOOL had_else;
};
struct arb_ps_np2fixup_info
{
struct ps_np2fixup_info super;
/* For ARB we need an offset value:
* With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
* consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
* array we need an offset to the index inside the program local parameter array. */
UINT offset;
};
struct arb_ps_compile_args
{
struct ps_compile_args super;
WORD bools;
WORD clip; /* only a boolean, use a WORD for alignment */
unsigned char loop_ctrl[MAX_CONST_I][3];
};
struct stb_const_desc
{
unsigned char texunit;
UINT const_num;
};
struct arb_ps_compiled_shader
{
struct arb_ps_compile_args args;
struct arb_ps_np2fixup_info np2fixup_info;
struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
struct stb_const_desc luminanceconst[MAX_TEXTURES];
UINT int_consts[MAX_CONST_I];
GLuint prgId;
UINT ycorrection;
unsigned char numbumpenvmatconsts;
char num_int_consts;
};
struct arb_vs_compile_args
{
struct vs_compile_args super;
union
{
struct
{
WORD bools;
unsigned char clip_texcoord;
unsigned char clipplane_mask;
} boolclip;
DWORD boolclip_compare;
} clip;
DWORD ps_signature;
union
{
unsigned char samplers[4];
DWORD samplers_compare;
} vertex;
unsigned char loop_ctrl[MAX_CONST_I][3];
};
struct arb_vs_compiled_shader
{
struct arb_vs_compile_args args;
GLuint prgId;
UINT int_consts[MAX_CONST_I];
char num_int_consts;
char need_color_unclamp;
UINT pos_fixup;
};
struct recorded_instruction
{
struct wined3d_shader_instruction ins;
struct list entry;
};
struct shader_arb_ctx_priv
{
char addr_reg[20];
enum
{
/* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
ARB,
/* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
NV2,
/* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
NV3
} target_version;
const struct arb_vs_compile_args *cur_vs_args;
const struct arb_ps_compile_args *cur_ps_args;
const struct arb_ps_compiled_shader *compiled_fprog;
const struct arb_vs_compiled_shader *compiled_vprog;
struct arb_ps_np2fixup_info *cur_np2fixup_info;
struct list control_frames;
struct list record;
BOOL recording;
BOOL muted;
unsigned int num_loops, loop_depth, num_ifcs;
int aL;
BOOL ps_post_process;
unsigned int vs_clipplanes;
BOOL footer_written;
BOOL in_main_func;
/* For 3.0 vertex shaders */
const char *vs_output[MAX_REG_OUTPUT];
/* For 2.x and earlier vertex shaders */
const char *texcrd_output[8], *color_output[2], *fog_output;
/* 3.0 pshader input for compatibility with fixed function */
const char *ps_input[MAX_REG_INPUT];
};
struct ps_signature
{
struct wined3d_shader_signature sig;
DWORD idx;
struct wine_rb_entry entry;
};
struct arb_pshader_private {
struct arb_ps_compiled_shader *gl_shaders;
UINT num_gl_shaders, shader_array_size;
DWORD input_signature_idx;
DWORD clipplane_emulation;
BOOL clamp_consts;
};
struct arb_vshader_private {
struct arb_vs_compiled_shader *gl_shaders;
UINT num_gl_shaders, shader_array_size;
UINT rel_offset;
};
struct shader_arb_priv
{
GLuint current_vprogram_id;
GLuint current_fprogram_id;
const struct arb_ps_compiled_shader *compiled_fprog;
const struct arb_vs_compiled_shader *compiled_vprog;
GLuint depth_blt_vprogram_id;
GLuint depth_blt_fprogram_id_full[WINED3D_GL_RES_TYPE_COUNT];
GLuint depth_blt_fprogram_id_masked[WINED3D_GL_RES_TYPE_COUNT];
BOOL use_arbfp_fixed_func;
struct wine_rb_tree fragment_shaders;
BOOL last_ps_const_clamped;
BOOL last_vs_color_unclamp;
struct wine_rb_tree signature_tree;
DWORD ps_sig_number;
unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
char *vshader_const_dirty, *pshader_const_dirty;
const struct wined3d_context *last_context;
const struct wined3d_vertex_pipe_ops *vertex_pipe;
const struct fragment_pipeline *fragment_pipe;
BOOL ffp_proj_control;
};
/* Context activation for state handlers is done by the caller. */
static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
{
if (shader_data->rel_offset) return TRUE;
if (!reg_maps->usesmova) return FALSE;
return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
}
/* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
{
return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
&& !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
}
static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
{
if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
if (reg_maps->usesnrm) return TRUE; /* 0.0 */
if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
return FALSE;
}
static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
{
unsigned int ret = 1;
/* We use one PARAM for the pos fixup, and in some cases one to load
* some immediate values into the shader. */
if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
return ret;
}
/* Loads floating point constants into the currently set ARB_vertex/fragment_program.
* When constant_list == NULL, it will load all the constants.
*
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
/* Context activation is done by the caller. */
static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
const float *constants, char *dirty_consts)
{
struct wined3d_shader_lconst *lconst;
DWORD i, j;
unsigned int ret;
if (TRACE_ON(d3d_constants))
{
for(i = 0; i < max_constants; i++) {
if(!dirty_consts[i]) continue;
TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
constants[i * 4 + 0], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
}
}
i = 0;
/* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
{
float lcl_const[4];
/* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
* shaders, the first 8 constants are marked dirty for reload
*/
for(; i < min(8, max_constants); i++) {
if(!dirty_consts[i]) continue;
dirty_consts[i] = 0;
j = 4 * i;
if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
else lcl_const[0] = constants[j + 0];
if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
else lcl_const[1] = constants[j + 1];
if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
else lcl_const[2] = constants[j + 2];
if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
else lcl_const[3] = constants[j + 3];
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
}
/* If further constants are dirty, reload them without clamping.
*
* The alternative is not to touch them, but then we cannot reset the dirty constant count
* to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
* above would always re-check the first 8 constants since max_constant remains at the init
* value
*/
}
if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
{
/* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
* or just reloading *all* constants at once
*
GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
*/
for(; i < max_constants; i++) {
if(!dirty_consts[i]) continue;
/* Find the next block of dirty constants */
dirty_consts[i] = 0;
j = i;
for(i++; (i < max_constants) && dirty_consts[i]; i++) {
dirty_consts[i] = 0;
}
GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
}
} else {
for(; i < max_constants; i++) {
if(dirty_consts[i]) {
dirty_consts[i] = 0;
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
}
}
}
checkGLcall("glProgramEnvParameter4fvARB()");
/* Load immediate constants */
if (shader->load_local_constsF)
{
if (TRACE_ON(d3d_shader))
{
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
GLfloat* values = (GLfloat*)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
values[0], values[1], values[2], values[3]);
}
}
/* Immediate constants are clamped for 1.X shaders at loading times */
ret = 0;
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
ret = max(ret, lconst->idx + 1);
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
}
checkGLcall("glProgramEnvParameter4fvARB()");
return ret; /* The loaded immediate constants need reloading for the next shader */
} else {
return 0; /* No constants are dirty now */
}
}
/* Loads the texture dimensions for NP2 fixup into the currently set
* ARB_[vertex/fragment]_programs. */
static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
{
GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
WORD active = fixup->super.active;
UINT i;
if (!active)
return;
for (i = 0; active; active >>= 1, ++i)
{
const struct wined3d_texture *tex = state->textures[i];
unsigned char idx = fixup->super.idx[i];
GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
if (!(active & 1))
continue;
if (!tex)
{
ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
continue;
}
if (idx % 2)
{
tex_dim[2] = tex->pow2_matrix[0];
tex_dim[3] = tex->pow2_matrix[5];
}
else
{
tex_dim[0] = tex->pow2_matrix[0];
tex_dim[1] = tex->pow2_matrix[5];
}
}
for (i = 0; i < fixup->super.num_consts; ++i)
{
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
fixup->offset + i, &np2fixup_constants[i * 4]));
}
}
/* Context activation is done by the caller. */
static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned char i;
for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
{
int texunit = gl_shader->bumpenvmatconst[i].texunit;
/* The state manager takes care that this function is always called if the bump env matrix changes */
const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
gl_shader->bumpenvmatconst[i].const_num, data));
if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
{
/* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
* point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
* don't care about them. The pointers are valid for sure because the stateblock is bigger.
* (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
*/
const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
gl_shader->luminanceconst[i].const_num, scale));
}
}
checkGLcall("Load bumpmap consts");
if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
{
/* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
* ycorrection.y: -1.0(onscreen), 1.0(offscreen)
* ycorrection.z: 1.0
* ycorrection.w: 0.0
*/
float val[4];
val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
val[1] = context->render_offscreen ? 1.0f : -1.0f;
val[2] = 1.0f;
val[3] = 0.0f;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
checkGLcall("y correction loading");
}
if (!gl_shader->num_int_consts) return;
for(i = 0; i < MAX_CONST_I; i++)
{
if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
{
float val[4];
val[0] = (float)state->ps_consts_i[4 * i];
val[1] = (float)state->ps_consts_i[4 * i + 1];
val[2] = (float)state->ps_consts_i[4 * i + 2];
val[3] = -1.0f;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
}
}
checkGLcall("Load ps int consts");
}
/* Context activation is done by the caller. */
static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
const struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float position_fixup[4];
unsigned char i;
/* Upload the position fixup */
shader_get_position_fixup(context, state, position_fixup);
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
if (!gl_shader->num_int_consts) return;
for(i = 0; i < MAX_CONST_I; i++)
{
if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
{
float val[4];
val[0] = (float)state->vs_consts_i[4 * i];
val[1] = (float)state->vs_consts_i[4 * i + 1];
val[2] = (float)state->vs_consts_i[4 * i + 2];
val[3] = -1.0f;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
}
}
checkGLcall("Load vs int consts");
}
static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state);
/**
* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
*
* We only support float constants in ARB at the moment, so don't
* worry about the Integers or Booleans
*/
/* Context activation is done by the caller (state handler). */
static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
struct wined3d_context *context, const struct wined3d_state *state,
BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
{
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!from_shader_select)
{
const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
if (vshader
&& (vshader->reg_maps.boolean_constants
|| (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
&& (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
{
TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
shader_arb_select(priv, context, state);
}
else if (pshader
&& (pshader->reg_maps.boolean_constants
|| (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
&& (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
{
TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
shader_arb_select(priv, context, state);
}
}
if (context != priv->last_context)
{
memset(priv->vshader_const_dirty, 1,
sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
memset(priv->pshader_const_dirty, 1,
sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
priv->last_context = context;
}
if (useVertexShader)
{
const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
/* Load DirectX 9 float constants for vertex shader */
priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
shader_arb_vs_local_constants(gl_shader, context, state);
}
if (usePixelShader)
{
const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
UINT rt_height = state->fb->render_targets[0]->height;
/* Load DirectX 9 float constants for pixel shader */
priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
}
}
static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
{
BOOL vs = use_vs(state);
BOOL ps = use_ps(state);
shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
}
static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
{
struct wined3d_context *context = context_get_current();
struct shader_arb_priv *priv = device->shader_priv;
unsigned int i;
for (i = 0; i < device->context_count; ++i)
{
device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
}
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
* context. On a context switch the old context will be fully dirtified */
if (!context || context->swapchain->device != device) return;
memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
}
static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
{
struct wined3d_context *context = context_get_current();
struct shader_arb_priv *priv = device->shader_priv;
unsigned int i;
for (i = 0; i < device->context_count; ++i)
{
device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
}
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
* context. On a context switch the old context will be fully dirtified */
if (!context || context->swapchain->device != device) return;
memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
}
static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
{
char str[4][17];
wined3d_ftoa(values[0], str[0]);
wined3d_ftoa(values[1], str[1]);
wined3d_ftoa(values[2], str[2]);
wined3d_ftoa(values[3], str[3]);
shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
}
/* Generate the variable & register declarations for the ARB_vertex_program output target */
static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
const struct shader_arb_ctx_priv *ctx)
{
DWORD i;
char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
const struct wined3d_shader_lconst *lconst;
unsigned max_constantsF;
DWORD map;
/* In pixel shaders, all private constants are program local, we don't need anything
* from program.env. Thus we can advertise the full set of constants in pixel shaders.
* If we need a private constant the GL implementation will squeeze it in somewhere
*
* With vertex shaders we need the posFixup and on some GL implementations 4 helper
* immediate values. The posFixup is loaded using program.env for now, so always
* subtract one from the number of constants. If the shader uses indirect addressing,
* account for the helper const too because we have to declare all available d3d constants
* and don't know which are actually used.
*/
if (pshader)
{
max_constantsF = gl_info->limits.arb_ps_native_constants;
/* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
if (max_constantsF < 24)
max_constantsF = gl_info->limits.arb_ps_float_constants;
}
else
{
const struct arb_vshader_private *shader_data = shader->backend_data;
max_constantsF = gl_info->limits.arb_vs_native_constants;
/* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
* Also prevents max_constantsF from becoming less than 0 and
* wrapping . */
if (max_constantsF < 96)
max_constantsF = gl_info->limits.arb_vs_float_constants;
if (reg_maps->usesrelconstF)
{
DWORD highest_constf = 0, clip_limit;
max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
max_constantsF -= count_bits(reg_maps->integer_constants);
max_constantsF -= gl_info->reserved_arb_constants;
for (i = 0; i < shader->limits->constant_float; ++i)
{
DWORD idx = i >> 5;
DWORD shift = i & 0x1f;
if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
}
if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
{
if(ctx->cur_vs_args->super.clip_enabled)
clip_limit = gl_info->limits.clipplanes;
else
clip_limit = 0;
}
else
{
unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
clip_limit = min(count_bits(mask), 4);
}
*num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
max_constantsF -= *num_clipplanes;
if(*num_clipplanes < clip_limit)
{
WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
}
}
else
{
if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
}
}
for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
{
if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
}
for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
{
if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
}
if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
{
for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
{
if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
}
}
if (!shader->load_local_constsF)
{
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
const float *value;
value = (const float *)lconst->value;
shader_addline(buffer, "PARAM C%u = ", lconst->idx);
shader_arb_append_imm_vec4(buffer, value);
shader_addline(buffer, ";\n");
}
}
/* After subtracting privately used constants from the hardware limit(they are loaded as
* local constants), make sure the shader doesn't violate the env constant limit
*/
if(pshader)
{
max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
}
else
{
max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
}
/* Avoid declaring more constants than needed */
max_constantsF = min(max_constantsF, shader->limits->constant_float);
/* we use the array-based constants array if the local constants are marked for loading,
* because then we use indirect addressing, or when the local constant list is empty,
* because then we don't know if we're using indirect addressing or not. If we're hardcoding
* local constants do not declare the loaded constants as an array because ARB compilers usually
* do not optimize unused constants away
*/
if (reg_maps->usesrelconstF)
{
/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
max_constantsF, max_constantsF - 1);
} else {
for(i = 0; i < max_constantsF; i++) {
DWORD idx, mask;
idx = i >> 5;
mask = 1 << (i & 0x1f);
if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
{
shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
}
}
}
}
static const char * const shift_tab[] = {
"dummy", /* 0 (none) */
"coefmul.x", /* 1 (x2) */
"coefmul.y", /* 2 (x4) */
"coefmul.z", /* 3 (x8) */
"coefmul.w", /* 4 (x16) */
"dummy", /* 5 (x32) */
"dummy", /* 6 (x64) */
"dummy", /* 7 (x128) */
"dummy", /* 8 (d256) */
"dummy", /* 9 (d128) */
"dummy", /* 10 (d64) */
"dummy", /* 11 (d32) */
"coefdiv.w", /* 12 (d16) */
"coefdiv.z", /* 13 (d8) */
"coefdiv.y", /* 14 (d4) */
"coefdiv.x" /* 15 (d2) */
};
static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_dst_param *dst, char *write_mask)
{
char *ptr = write_mask;
if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
{
*ptr++ = '.';
if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
}
*ptr = '\0';
}
static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
{
/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
* but addressed as "rgba". To fix this we need to swap the register's x
* and z components. */
const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
char *ptr = swizzle_str;
/* swizzle bits fields: wwzzyyxx */
DWORD swizzle = param->swizzle;
DWORD swizzle_x = swizzle & 0x03;
DWORD swizzle_y = (swizzle >> 2) & 0x03;
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD swizzle_w = (swizzle >> 6) & 0x03;
/* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
* generate a swizzle string. Unless we need to our own swizzling. */
if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
{
*ptr++ = '.';
if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
*ptr++ = swizzle_chars[swizzle_x];
} else {
*ptr++ = swizzle_chars[swizzle_x];
*ptr++ = swizzle_chars[swizzle_y];
*ptr++ = swizzle_chars[swizzle_z];
*ptr++ = swizzle_chars[swizzle_w];
}
}
*ptr = '\0';
}
static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
if (!strcmp(priv->addr_reg, src)) return;
strcpy(priv->addr_reg, src);
shader_addline(buffer, "ARL A0.x, %s;\n", src);
}
static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
{
/* oPos, oFog and oPts in D3D */
static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
*is_color = FALSE;
switch (reg->type)
{
case WINED3DSPR_TEMP:
sprintf(register_name, "R%u", reg->idx[0].offset);
break;
case WINED3DSPR_INPUT:
if (pshader)
{
if (reg_maps->shader_version.major < 3)
{
if (!reg->idx[0].offset)
strcpy(register_name, "fragment.color.primary");
else
strcpy(register_name, "fragment.color.secondary");
}
else
{
if (reg->idx[0].rel_addr)
{
char rel_reg[50];
shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
if (!strcmp(rel_reg, "**aL_emul**"))
{
DWORD idx = ctx->aL + reg->idx[0].offset;
if(idx < MAX_REG_INPUT)
{
strcpy(register_name, ctx->ps_input[idx]);
}
else
{
ERR("Pixel shader input register out of bounds: %u\n", idx);
sprintf(register_name, "out_of_bounds_%u", idx);
}
}
else if (reg_maps->input_registers & 0x0300)
{
/* There are two ways basically:
*
* 1) Use the unrolling code that is used for loop emulation and unroll the loop.
* That means trouble if the loop also contains a breakc or if the control values
* aren't local constants.
* 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
* source dynamically. The trouble is that we cannot simply read aL.y because it
* is an ADDRESS register. We could however push it, load .zw with a value and use
* ADAC to load the condition code register and pop it again afterwards
*/
FIXME("Relative input register addressing with more than 8 registers\n");
/* This is better than nothing for now */
sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
}
else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
{
/* This is problematic because we'd have to consult the ctx->ps_input strings
* for where to find the varying. Some may be "0.0", others can be texcoords or
* colors. This needs either a pipeline replacement to make the vertex shader feed
* proper varyings, or loop unrolling
*
* For now use the texcoords and hope for the best
*/
FIXME("Non-vertex shader varying input with indirect addressing\n");
sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
}
else
{
/* D3D supports indirect addressing only with aL in loop registers. The loop instruction
* pulls GL_NV_fragment_program2 in
*/
sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
}
}
else
{
if (reg->idx[0].offset < MAX_REG_INPUT)
{
strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
}
else
{
ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
}
}
}
}
else
{
if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
*is_color = TRUE;
sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
}
break;
case WINED3DSPR_CONST:
if (!pshader && reg->idx[0].rel_addr)
{
const struct arb_vshader_private *shader_data = shader->backend_data;
UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
BOOL aL = FALSE;
char rel_reg[50];
if (reg_maps->shader_version.major < 2)
{
sprintf(rel_reg, "A0.x");
}
else
{
shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
if (ctx->target_version == ARB)
{
if (!strcmp(rel_reg, "**aL_emul**"))
{
aL = TRUE;
} else {
shader_arb_request_a0(ins, rel_reg);
sprintf(rel_reg, "A0.x");
}
}
}
if (aL)
sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
else if (reg->idx[0].offset >= rel_offset)
sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
else
sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
}
else
{
if (reg_maps->usesrelconstF)
sprintf(register_name, "C[%u]", reg->idx[0].offset);
else
sprintf(register_name, "C%u", reg->idx[0].offset);
}
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
if (pshader)
{
if (reg_maps->shader_version.major == 1
&& reg_maps->shader_version.minor <= 3)
/* In ps <= 1.3, Tx is a temporary register as destination
* to all instructions, and as source to most instructions.
* For some instructions it is the texcoord input. Those
* instructions know about the special use. */
sprintf(register_name, "T%u", reg->idx[0].offset);
else
/* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
}
else
{
if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
sprintf(register_name, "A%u", reg->idx[0].offset);
else
sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
}
break;
case WINED3DSPR_COLOROUT:
if (ctx->ps_post_process && !reg->idx[0].offset)
{
strcpy(register_name, "TMP_COLOR");
}
else
{
if (ctx->cur_ps_args->super.srgb_correction)
FIXME("sRGB correction on higher render targets.\n");
if (reg_maps->rt_mask > 1)
sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
else
strcpy(register_name, "result.color");
}
break;
case WINED3DSPR_RASTOUT:
if (reg->idx[0].offset == 1)
sprintf(register_name, "%s", ctx->fog_output);
else
sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
break;
case WINED3DSPR_DEPTHOUT:
strcpy(register_name, "result.depth");
break;
case WINED3DSPR_ATTROUT:
/* case WINED3DSPR_OUTPUT: */
if (pshader)
sprintf(register_name, "oD[%u]", reg->idx[0].offset);
else
strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
break;
case WINED3DSPR_TEXCRDOUT:
if (pshader)
sprintf(register_name, "oT[%u]", reg->idx[0].offset);
else if (reg_maps->shader_version.major < 3)
strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
else
strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
break;
case WINED3DSPR_LOOP:
if(ctx->target_version >= NV2)
{
/* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
if(pshader) sprintf(register_name, "A0.x");
else sprintf(register_name, "aL.y");
}
else
{
/* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
* would be valid, but if aL is used for indexing(its only use), there's likely an offset,
* thus the result would be something like C[15 + 30], which is not valid in the ARB program
* grammar. So return a marker for the emulated aL and intercept it in constant and varying
* indexing
*/
sprintf(register_name, "**aL_emul**");
}
break;
case WINED3DSPR_CONSTINT:
sprintf(register_name, "I%u", reg->idx[0].offset);
break;
case WINED3DSPR_MISCTYPE:
if (!reg->idx[0].offset)
sprintf(register_name, "vpos");
else if (reg->idx[0].offset == 1)
sprintf(register_name, "fragment.facing.x");
else
FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
break;
default:
FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
break;
}
}
static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_dst_param *wined3d_dst, char *str)
{
char register_name[255];
char write_mask[6];
BOOL is_color;
shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
strcpy(str, register_name);
shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
strcat(str, write_mask);
}
static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
{
switch(channel_source)
{
case CHANNEL_SOURCE_ZERO: return "0";
case CHANNEL_SOURCE_ONE: return "1";
case CHANNEL_SOURCE_X: return "x";
case CHANNEL_SOURCE_Y: return "y";
case CHANNEL_SOURCE_Z: return "z";
case CHANNEL_SOURCE_W: return "w";
default:
FIXME("Unhandled channel source %#x\n", channel_source);
return "undefined";
}
}
struct color_fixup_masks
{
DWORD source;
DWORD sign;
};
static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
{
struct color_fixup_masks masks = {0, 0};
if (is_complex_fixup(fixup))
{
enum complex_fixup complex_fixup = get_complex_fixup(fixup);
FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
return masks;
}
if (fixup.x_source != CHANNEL_SOURCE_X)
masks.source |= WINED3DSP_WRITEMASK_0;
if (fixup.y_source != CHANNEL_SOURCE_Y)
masks.source |= WINED3DSP_WRITEMASK_1;
if (fixup.z_source != CHANNEL_SOURCE_Z)
masks.source |= WINED3DSP_WRITEMASK_2;
if (fixup.w_source != CHANNEL_SOURCE_W)
masks.source |= WINED3DSP_WRITEMASK_3;
masks.source &= dst_mask;
if (fixup.x_sign_fixup)
masks.sign |= WINED3DSP_WRITEMASK_0;
if (fixup.y_sign_fixup)
masks.sign |= WINED3DSP_WRITEMASK_1;
if (fixup.z_sign_fixup)
masks.sign |= WINED3DSP_WRITEMASK_2;
if (fixup.w_sign_fixup)
masks.sign |= WINED3DSP_WRITEMASK_3;
masks.sign &= dst_mask;
return masks;
}
static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
const char *src, const char *one, const char *two,
struct color_fixup_desc fixup, struct color_fixup_masks masks)
{
const char *sign_fixup_src = dst;
if (masks.source)
{
if (masks.sign)
sign_fixup_src = "TA";
shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
}
else if (masks.sign)
{
sign_fixup_src = src;
}
if (masks.sign)
{
char reg_mask[6];
char *ptr = reg_mask;
if (masks.sign != WINED3DSP_WRITEMASK_ALL)
{
*ptr++ = '.';
if (masks.sign & WINED3DSP_WRITEMASK_0)
*ptr++ = 'x';
if (masks.sign & WINED3DSP_WRITEMASK_1)
*ptr++ = 'y';
if (masks.sign & WINED3DSP_WRITEMASK_2)
*ptr++ = 'z';
if (masks.sign & WINED3DSP_WRITEMASK_3)
*ptr++ = 'w';
}
*ptr = '\0';
shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
}
}
static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
{
DWORD mod;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
if (!ins->dst_count) return "";
mod = ins->dst[0].modifiers;
/* Silently ignore PARTIALPRECISION if its not supported */
if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
if(mod & WINED3DSPDM_MSAMPCENTROID)
{
FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
mod &= ~WINED3DSPDM_MSAMPCENTROID;
}
switch(mod)
{
case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
return "H_SAT";
case WINED3DSPDM_SATURATE:
return "_SAT";
case WINED3DSPDM_PARTIALPRECISION:
return "H";
case 0:
return "";
default:
FIXME("Unknown modifiers 0x%08x\n", mod);
return "";
}
}
#define TEX_PROJ 0x1
#define TEX_BIAS 0x2
#define TEX_LOD 0x4
#define TEX_DERIV 0x10
static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
{
enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
const char *tex_type;
BOOL np2_fixup = FALSE;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const char *mod;
BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
const struct wined3d_shader *shader;
const struct wined3d_device *device;
const struct wined3d_gl_info *gl_info;
const char *tex_dst = dst_str;
struct color_fixup_masks masks;
/* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
switch (resource_type)
{
case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
tex_type = "1D";
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
shader = ins->ctx->shader;
device = shader->device;
gl_info = &device->adapter->gl_info;
if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
&& gl_info->supported[ARB_TEXTURE_RECTANGLE])
tex_type = "RECT";
else
tex_type = "2D";
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
{
if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
{
if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
else np2_fixup = TRUE;
}
}
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
tex_type = "3D";
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
tex_type = "CUBE";
break;
default:
ERR("Unexpected resource type %#x.\n", resource_type);
tex_type = "";
}
/* TEX, TXL, TXD and TXP do not support the "H" modifier,
* so don't use shader_arb_get_modifier
*/
if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
else mod = "";
/* Fragment samplers always have indentity mapping */
if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
{
sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
}
if (pshader)
{
masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
ins->dst[0].write_mask);
if (masks.source || masks.sign)
tex_dst = "TA";
}
if (flags & TEX_DERIV)
{
if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
dsx, dsy, sampler_idx, tex_type);
}
else if(flags & TEX_LOD)
{
if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
sampler_idx, tex_type);
}
else if (flags & TEX_BIAS)
{
/* Shouldn't be possible, but let's check for it */
if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
/* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
}
else if (flags & TEX_PROJ)
{
shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
}
else
{
if (np2_fixup)
{
const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
(idx % 2) ? "zwxy" : "xyzw", coord_reg);
shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
}
else
shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
}
if (pshader)
{
gen_color_correction(buffer, dst_str, tex_dst,
arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
}
}
static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
{
/* Generate a line that does the input modifier computation and return the input register to use */
BOOL is_color = FALSE, insert_line;
char regstr[256];
char swzstr[20];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
/* Assume a new line will be added */
insert_line = TRUE;
/* Get register name */
shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
shader_arb_get_swizzle(src, is_color, swzstr);
switch (src->modifiers)
{
case WINED3DSPSM_NONE:
sprintf(outregstr, "%s%s", regstr, swzstr);
insert_line = FALSE;
break;
case WINED3DSPSM_NEG:
sprintf(outregstr, "-%s%s", regstr, swzstr);
insert_line = FALSE;
break;
case WINED3DSPSM_BIAS:
shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_BIASNEG:
shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_SIGN:
shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
break;
case WINED3DSPSM_SIGNNEG:
shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
break;
case WINED3DSPSM_COMP:
shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
break;
case WINED3DSPSM_X2:
shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
break;
case WINED3DSPSM_X2NEG:
shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
break;
case WINED3DSPSM_DZ:
shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
break;
case WINED3DSPSM_DW:
shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
break;
case WINED3DSPSM_ABS:
if(ctx->target_version >= NV2) {
sprintf(outregstr, "|%s%s|", regstr, swzstr);
insert_line = FALSE;
} else {
shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
}
break;
case WINED3DSPSM_ABSNEG:
if(ctx->target_version >= NV2) {
sprintf(outregstr, "-|%s%s|", regstr, swzstr);
} else {
shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
}
insert_line = FALSE;
break;
default:
sprintf(outregstr, "%s%s", regstr, swzstr);
insert_line = FALSE;
}
/* Return modified or original register, with swizzle */
if (insert_line)
sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
}
static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
DWORD sampler_code = dst->reg.idx[0].offset;
char dst_name[50];
char src_name[2][50];
shader_arb_get_dst_param(ins, dst, dst_name);
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
*
* Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
* with bem. So delay loading the first parameter until after the perturbation calculation which needs two
* temps is done.
*/
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
}
static DWORD negate_modifiers(DWORD mod, char *extra_char)
{
*extra_char = ' ';
switch(mod)
{
case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
}
FIXME("Unknown modifier %u\n", mod);
return mod;
}
static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[3][50];
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
shader_arb_get_dst_param(ins, dst, dst_name);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
&& ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
{
shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
}
else
{
struct wined3d_shader_src_param src0_copy = ins->src[0];
char extra_neg;
/* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
dst_name, src_name[1], src_name[2]);
}
}
static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[3][50];
shader_arb_get_dst_param(ins, dst, dst_name);
/* Generate input register names (with modifiers) */
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
dst_name, src_name[0], src_name[2], src_name[1]);
}
/** Process the WINED3DSIO_DP2ADD instruction in ARB.
* dst = dot2(src0, src1) + src2 */
static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[3][50];
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
shader_arb_get_dst_param(ins, dst, dst_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
if(ctx->target_version >= NV3)
{
/* GL_NV_fragment_program2 has a 1:1 matching instruction */
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
dst_name, src_name[0], src_name[1], src_name[2]);
}
else if(ctx->target_version >= NV2)
{
/* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
* dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
* dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
* dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
*
* Make sure that src1.zw = src1.xy, then we get a classic dp2add
*
* .xyxy and other swizzles that we could get with this are not valid in
* plain ARBfp, but luckily the NV extension grammar lifts this limitation.
*/
struct wined3d_shader_src_param tmp_param = ins->src[1];
DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
dst_name, src_name[2], src_name[0], src_name[1]);
}
else
{
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
/* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
* src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
*/
shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
shader_addline(buffer, "MOV TA.z, 0.0;\n");
shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
}
}
/* Map the opcode 1-to-1 to the GL code */
static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
const char *instruction;
char arguments[256], dst_str[50];
unsigned int i;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
switch (ins->handler_idx)
{
case WINED3DSIH_ABS: instruction = "ABS"; break;
case WINED3DSIH_ADD: instruction = "ADD"; break;
case WINED3DSIH_CRS: instruction = "XPD"; break;
case WINED3DSIH_DP3: instruction = "DP3"; break;
case WINED3DSIH_DP4: instruction = "DP4"; break;
case WINED3DSIH_DST: instruction = "DST"; break;
case WINED3DSIH_FRC: instruction = "FRC"; break;
case WINED3DSIH_LIT: instruction = "LIT"; break;
case WINED3DSIH_LRP: instruction = "LRP"; break;
case WINED3DSIH_MAD: instruction = "MAD"; break;
case WINED3DSIH_MAX: instruction = "MAX"; break;
case WINED3DSIH_MIN: instruction = "MIN"; break;
case WINED3DSIH_MOV: instruction = "MOV"; break;
case WINED3DSIH_MUL: instruction = "MUL"; break;
case WINED3DSIH_SGE: instruction = "SGE"; break;
case WINED3DSIH_SLT: instruction = "SLT"; break;
case WINED3DSIH_SUB: instruction = "SUB"; break;
case WINED3DSIH_MOVA:instruction = "ARR"; break;
case WINED3DSIH_DSX: instruction = "DDX"; break;
default: instruction = "";
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
break;
}
/* Note that shader_arb_add_dst_param() adds spaces. */
arguments[0] = '\0';
shader_arb_get_dst_param(ins, dst, dst_str);
for (i = 0; i < ins->src_count; ++i)
{
char operand[100];
strcat(arguments, ", ");
shader_arb_get_src_param(ins, &ins->src[i], i, operand);
strcat(arguments, operand);
}
shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
}
static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
{
return ((swizzle >> 2 * component) & 0x3) * 0x55;
}
static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char src0_param[256];
if (ins->handler_idx == WINED3DSIH_MOVA)
{
const struct arb_vshader_private *shader_data = shader->backend_data;
char write_mask[6];
const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
if(ctx->target_version >= NV2) {
shader_hw_map2gl(ins);
return;
}
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
/* This implements the mova formula used in GLSL. The first two instructions
* prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
* in this case:
* mova A0.x, 0.0
*
* A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
*
* The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
* A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
*/
shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
if (shader_data->rel_offset)
{
shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
}
shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
}
else if (reg_maps->shader_version.major == 1
&& !shader_is_pshader_version(reg_maps->shader_version.type)
&& ins->dst[0].reg.type == WINED3DSPR_ADDR)
{
const struct arb_vshader_private *shader_data = shader->backend_data;
src0_param[0] = '\0';
if (shader_data->rel_offset && ctx->target_version == ARB)
{
const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
shader_addline(buffer, "ARL A0.x, TA.x;\n");
}
else
{
/* Apple's ARB_vertex_program implementation does not accept an ARL source argument
* with more than one component. Thus replicate the first source argument over all
* 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
struct wined3d_shader_src_param tmp_src = ins->src[0];
tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
}
}
else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
{
if (ctx->ps_post_process && shader->u.ps.color0_mov)
{
shader_addline(buffer, "#mov handled in srgb write or fog code\n");
return;
}
shader_hw_map2gl(ins);
}
else
{
shader_hw_map2gl(ins);
}
}
static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char reg_dest[40];
/* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
* but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
*/
shader_arb_get_dst_param(ins, dst, reg_dest);
if (ins->ctx->reg_maps->shader_version.major >= 2)
{
const char *kilsrc = "TA";
BOOL is_color;
shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
{
kilsrc = reg_dest;
}
else
{
/* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
* is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
* masked out components to 0(won't kill)
*/
char x = '0', y = '0', z = '0', w = '0';
if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
}
shader_addline(buffer, "KIL %s;\n", kilsrc);
}
else
{
/* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
* copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
*
* ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
* or pass in any temporary register(in shader phase 2)
*/
if (ins->ctx->reg_maps->shader_version.minor <= 3)
sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
else
shader_arb_get_dst_param(ins, dst, reg_dest);
shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
shader_addline(buffer, "KIL TA;\n");
}
}
static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
struct wined3d_shader_src_param src;
char reg_dest[40];
char reg_coord[40];
DWORD reg_sampler_code;
WORD myflags = 0;
BOOL swizzle_coord = FALSE;
/* All versions have a destination register */
shader_arb_get_dst_param(ins, dst, reg_dest);
/* 1.0-1.4: Use destination register number as texture code.
2.0+: Use provided sampler number as texure code. */
if (shader_version < WINED3D_SHADER_VERSION(2,0))
reg_sampler_code = dst->reg.idx[0].offset;
else
reg_sampler_code = ins->src[1].reg.idx[0].offset;
/* 1.0-1.3: Use the texcoord varying.
1.4+: Use provided coordinate source register. */
if (shader_version < WINED3D_SHADER_VERSION(1,4))
sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
else {
/* TEX is the only instruction that can handle DW and DZ natively */
src = ins->src[0];
if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
shader_arb_get_src_param(ins, &src, 0, reg_coord);
}
/* projection flag:
* 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
* 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
* 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
*/
if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
DWORD flags = 0;
if (reg_sampler_code < MAX_TEXTURES)
flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
if (flags & WINED3D_PSARGS_PROJECTED)
{
myflags |= TEX_PROJ;
if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
swizzle_coord = TRUE;
}
}
else if (shader_version < WINED3D_SHADER_VERSION(2,0))
{
enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
if (src_mod == WINED3DSPSM_DZ)
{
swizzle_coord = TRUE;
myflags |= TEX_PROJ;
} else if(src_mod == WINED3DSPSM_DW) {
myflags |= TEX_PROJ;
}
} else {
if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
}
if (swizzle_coord)
{
/* TXP cannot handle DZ natively, so move the z coordinate to .w.
* reg_coord is a read-only varying register, so we need a temp reg */
shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
strcpy(reg_coord, "TA");
}
shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
}
static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
char dst_str[50];
if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
DWORD reg = dst->reg.idx[0].offset;
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
} else {
char reg_src[40];
shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
}
}
static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
DWORD flags = 0;
DWORD reg1 = ins->dst[0].reg.idx[0].offset;
char dst_str[50];
char src_str[50];
/* Note that texreg2ar treats Tx as a temporary register, not as a varying */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
/* Move .x first in case src_str is "TA" */
shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
if (reg1 < MAX_TEXTURES)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
}
shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
}
static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
DWORD reg1 = ins->dst[0].reg.idx[0].offset;
char dst_str[50];
char src_str[50];
/* Note that texreg2gb treats Tx as a temporary register, not as a varying */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
}
static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
{
DWORD reg1 = ins->dst[0].reg.idx[0].offset;
char dst_str[50];
char src_str[50];
/* Note that texreg2rg treats Tx as a temporary register, not as a varying */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
}
static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char reg_coord[40], dst_reg[50], src_reg[50];
DWORD reg_dest_code;
/* All versions have a destination register. The Tx where the texture coordinates come
* from is the varying incarnation of the texture register
*/
reg_dest_code = dst->reg.idx[0].offset;
shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
* The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
*
* GL_NV_fragment_program_option could handle this in one instruction via X2D:
* X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
*
* However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
* comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
* extension.
*/
shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so we can't let the GL handle this.
*/
if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
& WINED3D_PSARGS_PROJECTED)
{
shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
} else {
shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
}
shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
if (ins->handler_idx == WINED3DSIH_TEXBEML)
{
/* No src swizzles are allowed, so this is ok */
shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
src_reg, reg_dest_code, reg_dest_code);
shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
}
}
static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
{
DWORD reg = ins->dst[0].reg.idx[0].offset;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char src0_name[50], dst_name[50];
BOOL is_color;
struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
/* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
* T<reg+1> register. Use this register to store the calculated vector
*/
tmp_reg.idx[0].offset = reg + 1;
shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
}
static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx[0].offset;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_str[50];
char src0_name[50];
char dst_reg[50];
BOOL is_color;
/* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
}
static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
DWORD reg = ins->dst[0].reg.idx[0].offset;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char src0_name[50], dst_name[50];
struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
BOOL is_color;
/* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
* incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
* register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
*/
tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
dst_name, 'x' + tex_mx->current_row, reg, src0_name);
tex_mx->texcoord_w[tex_mx->current_row++] = reg;
}
static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx[0].offset;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_str[50];
char src0_name[50], dst_name[50];
BOOL is_color;
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
/* Sample the texture using the calculated coordinates */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
tex_mx->current_row = 0;
}
static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx[0].offset;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_str[50];
char src0_name[50];
char dst_reg[50];
BOOL is_color;
/* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
* components for temporary data storage
*/
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
/* Construct the eye-ray vector from w coordinates */
shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
/* Calculate reflection vector
*/
shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
/* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
shader_addline(buffer, "RCP TB.w, TB.w;\n");
shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
/* Sample the texture using the calculated coordinates */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
tex_mx->current_row = 0;
}
static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx[0].offset;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_str[50];
char src0_name[50];
char src1_name[50];
char dst_reg[50];
BOOL is_color;
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
/* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
/* Calculate reflection vector.
*
* dot(N, E)
* dst_reg.xyz = 2 * --------- * N - E
* dot(N, N)
*
* Which normalizes the normal vector
*/
shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
shader_addline(buffer, "RCP TC.w, TC.w;\n");
shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
/* Sample the texture using the calculated coordinates */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
tex_mx->current_row = 0;
}
static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
/* texdepth has an implicit destination, the fragment depth value. It's only parameter,
* which is essentially an input, is the destination register because it is the first
* parameter. According to the msdn, this must be register r5, but let's keep it more flexible
* here(writemasks/swizzles are not valid on texdepth)
*/
shader_arb_get_dst_param(ins, dst, dst_name);
/* According to the msdn, the source register(must be r5) is unusable after
* the texdepth instruction, so we're free to modify it
*/
shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
/* How to deal with the special case dst_name.g == 0? if r != 0, then
* the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
* result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
*/
shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
}
/** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
* Take a 3-component dot product of the TexCoord[dstreg] and src,
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
char src0[50];
char dst_str[50];
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
shader_addline(buffer, "MOV TB, 0.0;\n");
shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
}
/** Process the WINED3DSIO_TEXDP3 instruction in ARB:
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
char src0[50];
char dst_str[50];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
/* Handle output register */
shader_arb_get_dst_param(ins, dst, dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
}
/** Process the WINED3DSIO_TEXM3X3 instruction in ARB
* Perform the 3rd row of a 3x3 matrix multiply */
static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_str[50], dst_name[50];
char src0[50];
BOOL is_color;
shader_arb_get_dst_param(ins, dst, dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
}
/** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
* Last row of a 3x2 matrix multiply, use the result to calculate the depth:
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
*/
static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
char src0[50], dst_name[50];
BOOL is_color;
const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
/* How to deal with the special case dst_name.g == 0? if r != 0, then
* the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
* result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
*/
shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
}
/** Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex/Pixel shaders to ARB_vertex_program codes */
static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
{
int i;
int nComponents = 0;
struct wined3d_shader_dst_param tmp_dst = {{0}};
struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
struct wined3d_shader_instruction tmp_ins;
memset(&tmp_ins, 0, sizeof(tmp_ins));
/* Set constants for the temporary argument */
tmp_ins.ctx = ins->ctx;
tmp_ins.dst_count = 1;
tmp_ins.dst = &tmp_dst;
tmp_ins.src_count = 2;
tmp_ins.src = tmp_src;
switch(ins->handler_idx)
{
case WINED3DSIH_M4x4:
nComponents = 4;
tmp_ins.handler_idx = WINED3DSIH_DP4;
break;
case WINED3DSIH_M4x3:
nComponents = 3;
tmp_ins.handler_idx = WINED3DSIH_DP4;
break;
case WINED3DSIH_M3x4:
nComponents = 4;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
case WINED3DSIH_M3x3:
nComponents = 3;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
case WINED3DSIH_M3x2:
nComponents = 2;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
default:
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
break;
}
tmp_dst = ins->dst[0];
tmp_src[0] = ins->src[0];
tmp_src[1] = ins->src[1];
for (i = 0; i < nComponents; ++i)
{
tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
shader_hw_map2gl(&tmp_ins);
++tmp_src[1].reg.idx[0].offset;
}
}
static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
{
*need_abs = FALSE;
switch(mod)
{
case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
}
FIXME("Unknown modifier %u\n", mod);
return mod;
}
static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
const char *instruction;
struct wined3d_shader_src_param src0_copy = ins->src[0];
BOOL need_abs = FALSE;
char dst[50];
char src[50];
switch(ins->handler_idx)
{
case WINED3DSIH_RSQ: instruction = "RSQ"; break;
case WINED3DSIH_RCP: instruction = "RCP"; break;
case WINED3DSIH_EXPP:
if (ins->ctx->reg_maps->shader_version.major < 2)
{
instruction = "EXP";
break;
}
/* Drop through. */
case WINED3DSIH_EXP:
instruction = "EX2";
break;
case WINED3DSIH_LOG:
case WINED3DSIH_LOGP:
/* The precision requirements suggest that LOGP matches ARBvp's LOG
* instruction, but notice that the output of those instructions is
* different. */
src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
instruction = "LG2";
break;
default: instruction = "";
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
break;
}
/* Dx sdk says .x is used if no swizzle is given, but our test shows that
* .w is used. */
src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
shader_arb_get_src_param(ins, &src0_copy, 0, src);
if(need_abs)
{
shader_addline(buffer, "ABS TA.w, %s;\n", src);
shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
}
else
{
shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
}
}
static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[50];
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
/* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
* otherwise NRM or RSQ would return NaN */
if(pshader && priv->target_version >= NV3)
{
/* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
*
* TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
*/
shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
}
else if(priv->target_version >= NV2)
{
shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
src_name);
}
else
{
const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
/* Pass any non-zero value to RSQ if the input vector has a length of zero. The
* RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
*/
shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
shader_addline(buffer, "RSQ TA.x, TA.x;\n");
/* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
src_name);
}
}
static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[3][50];
/* ARB_fragment_program has a convenient LRP instruction */
if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
shader_hw_map2gl(ins);
return;
}
shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
dst_name, src_name[0], src_name[2]);
}
static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
{
/* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
* must contain fixed constants. So we need a separate function to filter those constants and
* can't use map2gl
*/
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
char dst_name[50];
char src_name0[50], src_name1[50], src_name2[50];
BOOL is_color;
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
/* No modifiers are supported on SCS */
shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
{
shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
}
} else if(priv->target_version >= NV2) {
shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
/* Sincos writemask must be .x, .y or .xy */
if(dst->write_mask & WINED3DSP_WRITEMASK_0)
shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
if(dst->write_mask & WINED3DSP_WRITEMASK_1)
shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
} else {
/* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
* helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
*
* sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
* cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
*
* The constants we get are:
*
* +1 +1, -1 -1 +1 +1 -1 -1
* ---- , ---- , ---- , ----- , ----- , ----- , ------
* 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
*
* If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
*
* (x/2)^2 = x^2 / 4
* (x/2)^3 = x^3 / 8
* (x/2)^4 = x^4 / 16
* (x/2)^5 = x^5 / 32
* etc
*
* To get the final result:
* sin(x) = 2 * sin(x/2) * cos(x/2)
* cos(x) = cos(x/2)^2 - sin(x/2)^2
* (from sin(x+y) and cos(x+y) rules)
*
* As per MSDN, dst.z is undefined after the operation, and so is
* dst.x and dst.y if they're masked out by the writemask. Ie
* sincos dst.y, src1, c0, c1
* returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
* vsa.exe also stops with an error if the dest register is the same register as the source
* register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
* indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
*/
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
/* sin(x/2)
*
* Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
* properly merge that with MULs in the code above?
* The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
* we can merge the sine and cosine MAD rows to calculate them together.
*/
shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
/* cos(x/2) */
shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
/* cos x */
shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
}
if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
/* sin x */
shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
}
}
}
static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[50];
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
/* SGN is only valid in vertex shaders */
if(ctx->target_version >= NV2) {
shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
return;
}
/* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
* if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
*/
if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
} else {
/* src contains TA? Write to the dest first. This won't overwrite our destination.
* Then use TA, and calculate the final result
*
* Not reading from TA? Store the first result in TA to avoid overwriting the
* destination if src reg = dst reg
*/
if(strstr(src_name, "TA"))
{
shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
}
else
{
shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
}
}
}
static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char src[50];
char dst[50];
char dst_name[50];
BOOL is_color;
shader_arb_get_dst_param(ins, &ins->dst[0], dst);
shader_arb_get_src_param(ins, &ins->src[0], 0, src);
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
shader_addline(buffer, "DDY %s, %s;\n", dst, src);
shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
}
static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char src0[50], src1[50], dst[50];
struct wined3d_shader_src_param src0_copy = ins->src[0];
BOOL need_abs = FALSE;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
/* POW operates on the absolute value of the input */
src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
shader_arb_get_dst_param(ins, &ins->dst[0], dst);
shader_arb_get_src_param(ins, &src0_copy, 0, src0);
shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
if (need_abs)
shader_addline(buffer, "ABS TA.x, %s;\n", src0);
else
shader_addline(buffer, "MOV TA.x, %s;\n", src0);
if (priv->target_version >= NV2)
{
shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
}
else
{
const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
shader_addline(buffer, "ABS TA.y, %s;\n", src1);
shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
/* Possibly add flt_eps to avoid getting float special values */
shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
}
}
static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char src_name[50];
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
/* src0 is aL */
shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
if(vshader)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct list *e = list_head(&priv->control_frames);
struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
/* The constant loader makes sure to load -1 into iX.w */
shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
}
else
{
shader_addline(buffer, "LOOP %s;\n", src_name);
}
}
static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
char src_name[50];
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
/* The constant loader makes sure to load -1 into iX.w */
if(vshader)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct list *e = list_head(&priv->control_frames);
struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
}
else
{
shader_addline(buffer, "REP %s;\n", src_name);
}
}
static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
if(vshader)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct list *e = list_head(&priv->control_frames);
struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
shader_addline(buffer, "ARAC aL.xy, aL;\n");
shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
}
else
{
shader_addline(buffer, "ENDLOOP;\n");
}
}
static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
if(vshader)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct list *e = list_head(&priv->control_frames);
struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
shader_addline(buffer, "ARAC aL.xy, aL;\n");
shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
}
else
{
shader_addline(buffer, "ENDREP;\n");
}
}
static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
{
struct control_frame *control_frame;
LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
{
if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
}
ERR("Could not find loop for break\n");
return NULL;
}
static void shader_hw_break(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
if(vshader)
{
shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
}
else
{
shader_addline(buffer, "BRK;\n");
}
}
static const char *get_compare(enum wined3d_shader_rel_op op)
{
switch (op)
{
case WINED3D_SHADER_REL_OP_GT: return "GT";
case WINED3D_SHADER_REL_OP_EQ: return "EQ";
case WINED3D_SHADER_REL_OP_GE: return "GE";
case WINED3D_SHADER_REL_OP_LT: return "LT";
case WINED3D_SHADER_REL_OP_NE: return "NE";
case WINED3D_SHADER_REL_OP_LE: return "LE";
default:
FIXME("Unrecognized operator %#x.\n", op);
return "(\?\?)";
}
}
static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
{
switch (op)
{
case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
default:
FIXME("Unrecognized operator %#x.\n", op);
return -1;
}
}
static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
char src_name0[50];
char src_name1[50];
const char *comp = get_compare(ins->flags);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
if(vshader)
{
/* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
* away the subtraction result
*/
shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
}
else
{
shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
shader_addline(buffer, "BRK (%s.x);\n", comp);
}
}
static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct list *e = list_head(&priv->control_frames);
struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
const char *comp;
char src_name0[50];
char src_name1[50];
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
if(vshader)
{
/* Invert the flag. We jump to the else label if the condition is NOT true */
comp = get_compare(invert_compare(ins->flags));
shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
}
else
{
comp = get_compare(ins->flags);
shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
shader_addline(buffer, "IF %s.x;\n", comp);
}
}
static void shader_hw_else(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct list *e = list_head(&priv->control_frames);
struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
if(vshader)
{
shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
control_frame->had_else = TRUE;
}
else
{
shader_addline(buffer, "ELSE;\n");
}
}
static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct list *e = list_head(&priv->control_frames);
struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
if(vshader)
{
if(control_frame->had_else)
{
shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
}
else
{
shader_addline(buffer, "#No else branch. else is endif\n");
shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
}
}
else
{
shader_addline(buffer, "ENDIF;\n");
}
}
static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
{
DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
char reg_dest[40];
char reg_src[3][40];
WORD flags = TEX_DERIV;
shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
}
static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
{
DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
char reg_dest[40];
char reg_coord[40];
WORD flags = TEX_LOD;
shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
}
static void shader_hw_label(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
priv->in_main_func = FALSE;
/* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
* subroutine, don't generate a label that will make GL complain
*/
if(priv->target_version == ARB) return;
shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
}
static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
struct wined3d_string_buffer *buffer)
{
unsigned int i;
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
*/
if (args->super.fog_src == VS_FOG_Z)
{
shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
}
else
{
if (!reg_maps->fog)
{
/* posFixup.x is always 1.0, so we can safely use it */
shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
}
else
{
/* Clamp fogcoord */
const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
}
}
/* Clipplanes are always stored without y inversion */
if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
{
if (args->super.clip_enabled)
{
for (i = 0; i < priv_ctx->vs_clipplanes; i++)
{
shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
}
}
}
else if (args->clip.boolclip.clip_texcoord)
{
unsigned int cur_clip = 0;
char component[4] = {'x', 'y', 'z', 'w'};
const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
for (i = 0; i < gl_info->limits.clipplanes; ++i)
{
if (args->clip.boolclip.clipplane_mask & (1 << i))
{
shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
component[cur_clip++], i);
}
}
switch (cur_clip)
{
case 0:
shader_addline(buffer, "MOV TA, %s;\n", zero);
break;
case 1:
shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
break;
case 2:
shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
break;
case 3:
shader_addline(buffer, "MOV TA.w, %s;\n", zero);
break;
}
shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
args->clip.boolclip.clip_texcoord - 1);
}
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
* contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
*/
shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* and the glsl equivalent
*/
if (need_helper_const(shader_data, reg_maps, gl_info))
{
const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
}
else
{
shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
}
shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
priv_ctx->footer_written = TRUE;
}
static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const struct wined3d_shader *shader = ins->ctx->shader;
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
if(priv->target_version == ARB) return;
if(vshader)
{
if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
}
shader_addline(buffer, "RET;\n");
}
static void shader_hw_call(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
}
static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
{
const char *ptr, *line;
GLint native, pos;
if (TRACE_ON(d3d_shader))
{
ptr = src;
while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
}
GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
checkGLcall("glProgramStringARB()");
if (FIXME_ON(d3d_shader))
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
if (pos != -1)
{
FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
ptr = src;
while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
FIXME_(d3d_shader)("\n");
return FALSE;
}
}
if (WARN_ON(d3d_perf))
{
GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
checkGLcall("glGetProgramivARB()");
if (!native)
WARN_(d3d_perf)("Program exceeds native resource limits.\n");
}
return TRUE;
}
/* Context activation is done by the caller. */
static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
{
GLuint program_id = 0;
static const char blt_vprogram[] =
"!!ARBvp1.0\n"
"PARAM c[1] = { { 1, 0.5 } };\n"
"MOV result.position, vertex.position;\n"
"MOV result.color, c[0].x;\n"
"MOV result.texcoord[0], vertex.texcoord[0];\n"
"END\n";
GL_EXTCALL(glGenProgramsARB(1, &program_id));
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, blt_vprogram);
return program_id;
}
/* Context activation is done by the caller. */
static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
enum wined3d_gl_resource_type tex_type, BOOL masked)
{
GLuint program_id = 0;
const char *fprogram;
static const char * const blt_fprograms_full[WINED3D_GL_RES_TYPE_COUNT] =
{
/* WINED3D_GL_RES_TYPE_TEX_1D */
NULL,
/* WINED3D_GL_RES_TYPE_TEX_2D */
"!!ARBfp1.0\n"
"TEMP R0;\n"
"TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
/* WINED3D_GL_RES_TYPE_TEX_3D */
NULL,
/* WINED3D_GL_RES_TYPE_TEX_CUBE */
"!!ARBfp1.0\n"
"TEMP R0;\n"
"TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
/* WINED3D_GL_RES_TYPE_TEX_RECT */
"!!ARBfp1.0\n"
"TEMP R0;\n"
"TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
/* WINED3D_GL_RES_TYPE_BUFFER */
NULL,
/* WINED3D_GL_RES_TYPE_RB */
NULL,
};
static const char * const blt_fprograms_masked[WINED3D_GL_RES_TYPE_COUNT] =
{
/* WINED3D_GL_RES_TYPE_TEX_1D */
NULL,
/* WINED3D_GL_RES_TYPE_TEX_2D */
"!!ARBfp1.0\n"
"PARAM mask = program.local[0];\n"
"TEMP R0;\n"
"SLT R0.xy, fragment.position, mask.zwzw;\n"
"MUL R0.x, R0.x, R0.y;\n"
"KIL -R0.x;\n"
"TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
/* WINED3D_GL_RES_TYPE_TEX_3D */
NULL,
/* WINED3D_GL_RES_TYPE_TEX_CUBE */
"!!ARBfp1.0\n"
"PARAM mask = program.local[0];\n"
"TEMP R0;\n"
"SLT R0.xy, fragment.position, mask.zwzw;\n"
"MUL R0.x, R0.x, R0.y;\n"
"KIL -R0.x;\n"
"TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
/* WINED3D_GL_RES_TYPE_TEX_RECT */
"!!ARBfp1.0\n"
"PARAM mask = program.local[0];\n"
"TEMP R0;\n"
"SLT R0.xy, fragment.position, mask.zwzw;\n"
"MUL R0.x, R0.x, R0.y;\n"
"KIL -R0.x;\n"
"TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
"MOV result.depth.z, R0.x;\n"
"END\n",
/* WINED3D_GL_RES_TYPE_BUFFER */
NULL,
/* WINED3D_GL_RES_TYPE_RB */
NULL,
};
fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
if (!fprogram)
{
FIXME("tex_type %#x not supported, falling back to 2D\n", tex_type);
tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
}
GL_EXTCALL(glGenProgramsARB(1, &program_id));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, fprogram);
return program_id;
}
static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
{
/* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
if(condcode)
{
/* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
/* Calculate the > 0.0031308 case */
shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
/* Calculate the < case */
shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
}
else
{
/* Calculate the > 0.0031308 case */
shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
/* Calculate the < case */
shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
/* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
/* Store the components > 0.0031308 in the destination */
shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
/* Add the components that are < 0.0031308 */
shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
/* Move everything into result.color at once. Nvidia hardware cannot handle partial
* result.color writes(.rgb first, then .a), or handle overwriting already written
* components. The assembler uses a temporary register in this case, which is usually
* not allocated from one of our registers that were used earlier.
*/
}
/* [0.0;1.0] clamping. Not needed, this is done implicitly */
}
static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
{
const struct wined3d_shader_lconst *constant;
LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
{
if (constant->idx == idx)
{
return constant->value;
}
}
return NULL;
}
static void init_ps_input(const struct wined3d_shader *shader,
const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
{
static const char * const texcoords[8] =
{
"fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
"fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
};
unsigned int i;
const struct wined3d_shader_signature_element *input;
const char *semantic_name;
DWORD semantic_idx;
switch(args->super.vp_mode)
{
case pretransformed:
case fixedfunction:
/* The pixelshader has to collect the varyings on its own. In any case properly load
* color0 and color1. In the case of pretransformed vertices also load texcoords. Set
* other attribs to 0.0.
*
* For fixedfunction this behavior is correct, according to the tests. For pretransformed
* we'd either need a replacement shader that can load other attribs like BINORMAL, or
* load the texcoord attrib pointers to match the pixel shader signature
*/
for (i = 0; i < shader->input_signature.element_count; ++i)
{
input = &shader->input_signature.elements[i];
if (!(semantic_name = input->semantic_name))
continue;
semantic_idx = input->semantic_idx;
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
{
if (!semantic_idx)
priv->ps_input[input->register_idx] = "fragment.color.primary";
else if (semantic_idx == 1)
priv->ps_input[input->register_idx] = "fragment.color.secondary";
else
priv->ps_input[input->register_idx] = "0.0";
}
else if (args->super.vp_mode == fixedfunction)
{
priv->ps_input[input->register_idx] = "0.0";
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
{
if (semantic_idx < 8)
priv->ps_input[input->register_idx] = texcoords[semantic_idx];
else
priv->ps_input[input->register_idx] = "0.0";
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
{
if (!semantic_idx)
priv->ps_input[input->register_idx] = "fragment.fogcoord";
else
priv->ps_input[input->register_idx] = "0.0";
}
else
{
priv->ps_input[input->register_idx] = "0.0";
}
TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
}
break;
case vertexshader:
/* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
* fragment.color
*/
for(i = 0; i < 8; i++)
{
priv->ps_input[i] = texcoords[i];
}
priv->ps_input[8] = "fragment.color.primary";
priv->ps_input[9] = "fragment.color.secondary";
break;
}
}
static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
const char *fragcolor, const char *tmp)
{
shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
}
/* Context activation is done by the caller. */
static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const DWORD *function = shader->function;
GLuint retval;
char fragcolor[16];
DWORD next_local = 0;
struct shader_arb_ctx_priv priv_ctx;
BOOL dcl_td = FALSE;
BOOL want_nv_prog = FALSE;
struct arb_pshader_private *shader_priv = shader->backend_data;
DWORD map;
BOOL custom_linear_fog = FALSE;
char srgbtmp[4][4];
char ftoa_tmp[17];
unsigned int i, found = 0;
for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
{
if (!(map & 1)
|| (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
|| (reg_maps->shader_version.major < 2 && !i))
continue;
sprintf(srgbtmp[found], "R%u", i);
++found;
if (found == 4) break;
}
switch(found) {
case 0:
sprintf(srgbtmp[0], "TA");
sprintf(srgbtmp[1], "TB");
sprintf(srgbtmp[2], "TC");
sprintf(srgbtmp[3], "TD");
dcl_td = TRUE;
break;
case 1:
sprintf(srgbtmp[1], "TA");
sprintf(srgbtmp[2], "TB");
sprintf(srgbtmp[3], "TC");
break;
case 2:
sprintf(srgbtmp[2], "TA");
sprintf(srgbtmp[3], "TB");
break;
case 3:
sprintf(srgbtmp[3], "TA");
break;
case 4:
break;
}
/* Create the hw ARB shader */
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_ps_args = args;
priv_ctx.compiled_fprog = compiled;
priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
init_ps_input(shader, args, &priv_ctx);
list_init(&priv_ctx.control_frames);
priv_ctx.ps_post_process = args->super.srgb_correction;
/* Avoid enabling NV_fragment_program* if we do not need it.
*
* Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
* and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
* is faster than what we gain from using higher native instructions. There are some things though
* that cannot be emulated. In that case enable the extensions.
* If the extension is enabled, instruction handlers that support both ways will use it.
*
* Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
* So enable the best we can get.
*/
if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
{
want_nv_prog = TRUE;
}
shader_addline(buffer, "!!ARBfp1.0\n");
if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
{
shader_addline(buffer, "OPTION NV_fragment_program2;\n");
priv_ctx.target_version = NV3;
}
else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
{
shader_addline(buffer, "OPTION NV_fragment_program;\n");
priv_ctx.target_version = NV2;
} else {
if(want_nv_prog)
{
/* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
* limits properly
*/
ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
ERR("Try GLSL\n");
}
priv_ctx.target_version = ARB;
}
if (reg_maps->rt_mask > 1)
{
shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
}
if (reg_maps->shader_version.major < 3)
{
switch (args->super.fog)
{
case WINED3D_FFP_PS_FOG_OFF:
break;
case WINED3D_FFP_PS_FOG_LINEAR:
if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
{
custom_linear_fog = TRUE;
priv_ctx.ps_post_process = TRUE;
break;
}
shader_addline(buffer, "OPTION ARB_fog_linear;\n");
break;
case WINED3D_FFP_PS_FOG_EXP:
shader_addline(buffer, "OPTION ARB_fog_exp;\n");
break;
case WINED3D_FFP_PS_FOG_EXP2:
shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
break;
}
}
/* For now always declare the temps. At least the Nvidia assembler optimizes completely
* unused temps away(but occupies them for the whole shader if they're used once). Always
* declaring them avoids tricky bookkeeping work
*/
shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
wined3d_ftoa(eps, ftoa_tmp);
shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
if (reg_maps->shader_version.major < 2)
{
strcpy(fragcolor, "R0");
}
else
{
if (priv_ctx.ps_post_process)
{
if (shader->u.ps.color0_mov)
{
sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
}
else
{
shader_addline(buffer, "TEMP TMP_COLOR;\n");
strcpy(fragcolor, "TMP_COLOR");
}
} else {
strcpy(fragcolor, "result.color");
}
}
if (args->super.srgb_correction)
{
shader_addline(buffer, "PARAM srgb_consts0 = ");
shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
shader_addline(buffer, ";\n");
shader_addline(buffer, "PARAM srgb_consts1 = ");
shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
shader_addline(buffer, ";\n");
}
/* Base Declarations */
shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
{
unsigned char bump_const;
if (!(map & 1)) continue;
bump_const = compiled->numbumpenvmatconsts;
compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
compiled->bumpenvmatconst[bump_const].texunit = i;
compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
compiled->luminanceconst[bump_const].texunit = i;
/* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
* in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
* 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
* textures due to conditional NP2 restrictions)
*
* Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
* shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
* their location is shader dependent anyway and they cannot be loaded globally.
*/
compiled->bumpenvmatconst[bump_const].const_num = next_local++;
shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
i, compiled->bumpenvmatconst[bump_const].const_num);
compiled->numbumpenvmatconsts = bump_const + 1;
if (!(reg_maps->luminanceparams & (1 << i))) continue;
compiled->luminanceconst[bump_const].const_num = next_local++;
shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
i, compiled->luminanceconst[bump_const].const_num);
}
for(i = 0; i < MAX_CONST_I; i++)
{
compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
{
const DWORD *control_values = find_loop_control_values(shader, i);
if(control_values)
{
shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
control_values[0], control_values[1], control_values[2]);
}
else
{
compiled->int_consts[i] = next_local;
compiled->num_int_consts++;
shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
}
}
}
if(reg_maps->vpos || reg_maps->usesdsy)
{
compiled->ycorrection = next_local;
shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
if(reg_maps->vpos)
{
shader_addline(buffer, "TEMP vpos;\n");
/* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
* ycorrection.y: -1.0(onscreen), 1.0(offscreen)
* ycorrection.z: 1.0
* ycorrection.w: 0.0
*/
shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
shader_addline(buffer, "FLR vpos.xy, vpos;\n");
}
}
else
{
compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
}
/* Load constants to fixup NP2 texcoords if there are still free constants left:
* Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
* at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
* use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
* applied / activated. This will probably result in wrong rendering of the texture, but will save us from
* shader compilation errors and the subsequent errors when drawing with this shader. */
if (priv_ctx.cur_ps_args->super.np2_fixup) {
unsigned char cur_fixup_sampler = 0;
struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
fixup->offset = next_local;
fixup->super.active = 0;
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
if (!(map & (1 << i))) continue;
if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
fixup->super.active |= (1 << i);
fixup->super.idx[i] = cur_fixup_sampler++;
} else {
FIXME("No free constant found to load NP2 fixup data into shader. "
"Sampling from this texture will probably look wrong.\n");
break;
}
}
fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
if (fixup->super.num_consts) {
shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
}
}
if (shader_priv->clipplane_emulation != ~0U && args->clip)
{
shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
}
/* Base Shader Body */
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
if(args->super.srgb_correction) {
arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
priv_ctx.target_version >= NV2);
}
if (custom_linear_fog)
arbfp_add_linear_fog(buffer, fragcolor, "TA");
if(strcmp(fragcolor, "result.color")) {
shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
}
shader_addline(buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
GL_EXTCALL(glGenProgramsARB(1, &retval));
TRACE("Creating a hw pixel shader, prg=%d\n", retval);
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
TRACE("Created hw pixel shader, prg=%d\n", retval);
if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
return 0;
return retval;
}
static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
{
unsigned int i;
int ret;
if (sig1->element_count != sig2->element_count)
return sig1->element_count < sig2->element_count ? -1 : 1;
for (i = 0; i < sig1->element_count; ++i)
{
const struct wined3d_shader_signature_element *e1, *e2;
e1 = &sig1->elements[i];
e2 = &sig2->elements[i];
if (!e1->semantic_name || !e2->semantic_name)
{
/* Compare pointers, not contents. One string is NULL (element
* does not exist), the other one is not NULL. */
if (e1->semantic_name != e2->semantic_name)
return e1->semantic_name < e2->semantic_name ? -1 : 1;
continue;
}
if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
return ret;
if (e1->semantic_idx != e2->semantic_idx)
return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
if (e1->sysval_semantic != e2->sysval_semantic)
return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
if (e1->component_type != e2->component_type)
return e1->component_type < e2->component_type ? -1 : 1;
if (e1->register_idx != e2->register_idx)
return e1->register_idx < e2->register_idx ? -1 : 1;
if (e1->mask != e2->mask)
return e1->mask < e2->mask ? -1 : 1;
}
return 0;
}
static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
{
unsigned int i;
char *name;
new->element_count = sig->element_count;
new->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*new->elements) * new->element_count);
for (i = 0; i < sig->element_count; ++i)
{
new->elements[i] = sig->elements[i];
if (!new->elements[i].semantic_name)
continue;
/* Clone the semantic string */
name = HeapAlloc(GetProcessHeap(), 0, strlen(sig->elements[i].semantic_name) + 1);
strcpy(name, sig->elements[i].semantic_name);
new->elements[i].semantic_name = name;
}
}
static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
{
struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
struct ps_signature *found_sig;
if (entry)
{
found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
TRACE("Found existing signature %u\n", found_sig->idx);
return found_sig->idx;
}
found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
clone_sig(&found_sig->sig, sig);
found_sig->idx = priv->ps_sig_number++;
TRACE("New signature stored and assigned number %u\n", found_sig->idx);
if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
{
ERR("Failed to insert program entry.\n");
}
return found_sig->idx;
}
static void init_output_registers(const struct wined3d_shader *shader,
const struct wined3d_shader_signature *ps_input_sig,
struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
{
unsigned int i, j;
static const char * const texcoords[8] =
{
"result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
"result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
};
/* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
* and varying 9 to result.color.secondary
*/
static const char * const decl_idx_to_string[MAX_REG_INPUT] =
{
"result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
"result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
"result.color.primary", "result.color.secondary"
};
if (!ps_input_sig)
{
TRACE("Pixel shader uses builtin varyings\n");
/* Map builtins to builtins */
for(i = 0; i < 8; i++)
{
priv_ctx->texcrd_output[i] = texcoords[i];
}
priv_ctx->color_output[0] = "result.color.primary";
priv_ctx->color_output[1] = "result.color.secondary";
priv_ctx->fog_output = "TMP_FOGCOORD";
/* Map declared regs to builtins. Use "TA" to /dev/null unread output */
for (i = 0; i < shader->output_signature.element_count; ++i)
{
const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
if (!output->semantic_name)
continue;
if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
{
TRACE("o%u is TMP_OUT\n", output->register_idx);
if (!output->semantic_idx)
priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
else
priv_ctx->vs_output[output->register_idx] = "TA";
}
else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
{
TRACE("o%u is result.pointsize\n", output->register_idx);
if (!output->semantic_idx)
priv_ctx->vs_output[output->register_idx] = "result.pointsize";
else
priv_ctx->vs_output[output->register_idx] = "TA";
}
else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
{
TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
if (!output->semantic_idx)
priv_ctx->vs_output[output->register_idx] = "result.color.primary";
else if (output->semantic_idx == 1)
priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
else priv_ctx->vs_output[output->register_idx] = "TA";
}
else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
{
TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
if (output->semantic_idx >= 8)
priv_ctx->vs_output[output->register_idx] = "TA";
else
priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
}
else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
{
TRACE("o%u is result.fogcoord\n", output->register_idx);
if (output->semantic_idx > 0)
priv_ctx->vs_output[output->register_idx] = "TA";
else
priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
}
else
{
priv_ctx->vs_output[output->register_idx] = "TA";
}
}
return;
}
TRACE("Pixel shader uses declared varyings\n");
/* Map builtin to declared. /dev/null the results by default to the TA temp reg */
for(i = 0; i < 8; i++)
{
priv_ctx->texcrd_output[i] = "TA";
}
priv_ctx->color_output[0] = "TA";
priv_ctx->color_output[1] = "TA";
priv_ctx->fog_output = "TA";
for (i = 0; i < ps_input_sig->element_count; ++i)
{
const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
if (!input->semantic_name)
continue;
/* If a declared input register is not written by builtin arguments, don't write to it.
* GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
*
* Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
* to TMP_OUT in any case
*/
if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
{
if (input->semantic_idx < 8)
priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
}
else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
{
if (input->semantic_idx < 2)
priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
}
else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
{
if (!input->semantic_idx)
priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
}
else
{
continue;
}
if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
|| !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
{
compiled->need_color_unclamp = TRUE;
}
}
/* Map declared to declared */
for (i = 0; i < shader->output_signature.element_count; ++i)
{
const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
/* Write unread output to TA to throw them away */
priv_ctx->vs_output[output->register_idx] = "TA";
if (!output->semantic_name)
continue;
if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
{
priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
continue;
}
else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
{
priv_ctx->vs_output[output->register_idx] = "result.pointsize";
continue;
}
for (j = 0; j < ps_input_sig->element_count; ++j)
{
const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
if (!input->semantic_name)
continue;
if (!strcmp(input->semantic_name, output->semantic_name)
&& input->semantic_idx == output->semantic_idx)
{
priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
|| !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
{
compiled->need_color_unclamp = TRUE;
}
}
}
}
}
/* Context activation is done by the caller. */
static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
const struct wined3d_shader_signature *ps_input_sig)
{
const struct arb_vshader_private *shader_data = shader->backend_data;
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
struct shader_arb_priv *priv = shader->device->shader_priv;
const DWORD *function = shader->function;
GLuint ret;
DWORD next_local = 0;
struct shader_arb_ctx_priv priv_ctx;
unsigned int i;
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
list_init(&priv_ctx.control_frames);
init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
/* Create the hw ARB shader */
shader_addline(buffer, "!!ARBvp1.0\n");
/* Always enable the NV extension if available. Unlike fragment shaders, there is no
* mesurable performance penalty, and we can always make use of it for clipplanes.
*/
if (gl_info->supported[NV_VERTEX_PROGRAM3])
{
shader_addline(buffer, "OPTION NV_vertex_program3;\n");
priv_ctx.target_version = NV3;
shader_addline(buffer, "ADDRESS aL;\n");
}
else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
{
shader_addline(buffer, "OPTION NV_vertex_program2;\n");
priv_ctx.target_version = NV2;
shader_addline(buffer, "ADDRESS aL;\n");
} else {
priv_ctx.target_version = ARB;
}
shader_addline(buffer, "TEMP TMP_OUT;\n");
if (reg_maps->fog)
shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
if (need_helper_const(shader_data, reg_maps, gl_info))
{
char ftoa_tmp[17];
wined3d_ftoa(eps, ftoa_tmp);
shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
}
if (need_rel_addr_const(shader_data, reg_maps, gl_info))
{
shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
shader_addline(buffer, "TEMP A0_SHADOW;\n");
}
shader_addline(buffer, "TEMP TA;\n");
shader_addline(buffer, "TEMP TB;\n");
/* Base Declarations */
shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
&priv_ctx.vs_clipplanes, &priv_ctx);
for(i = 0; i < MAX_CONST_I; i++)
{
compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
{
const DWORD *control_values = find_loop_control_values(shader, i);
if(control_values)
{
shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
control_values[0], control_values[1], control_values[2]);
}
else
{
compiled->int_consts[i] = next_local;
compiled->num_int_consts++;
shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
}
}
}
/* We need a constant to fixup the final position */
shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
compiled->pos_fixup = next_local++;
/* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
* for output parameters. D3D in theory does not do that either, but some applications depend on a
* proper initialization of the secondary color, and programs using the fixed function pipeline without
* a replacement shader depend on the texcoord.w being set properly.
*
* GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
* assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
* skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
* coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
* this can eat a number of instructions, so skip it unless this cap is set as well
*/
if (!gl_info->supported[NV_VERTEX_PROGRAM])
{
const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
{
int i;
const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
for(i = 0; i < MAX_REG_TEXCRD; i++)
{
if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
}
}
}
/* The shader starts with the main function */
priv_ctx.in_main_func = TRUE;
/* Base Shader Body */
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
shader_data, args, reg_maps, gl_info, buffer);
shader_addline(buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
GL_EXTCALL(glGenProgramsARB(1, &ret));
TRACE("Creating a hw vertex shader, prg=%d\n", ret);
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
TRACE("Created hw vertex shader, prg=%d\n", ret);
if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
return -1;
return ret;
}
/* Context activation is done by the caller. */
static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
const struct arb_ps_compile_args *args)
{
struct wined3d_device *device = shader->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
UINT i;
DWORD new_size;
struct arb_ps_compiled_shader *new_array;
struct wined3d_string_buffer buffer;
struct arb_pshader_private *shader_data;
GLuint ret;
if (!shader->backend_data)
{
struct shader_arb_priv *priv = device->shader_priv;
shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
shader_data = shader->backend_data;
shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
if (shader->reg_maps.shader_version.major < 3)
shader_data->input_signature_idx = ~0U;
else
shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
if (!d3d_info->vs_clipping)
shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
d3d_info->limits.ffp_blend_stages - 1);
else
shader_data->clipplane_emulation = ~0U;
}
shader_data = shader->backend_data;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc)
*/
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
return &shader_data->gl_shaders[i];
}
TRACE("No matching GL shader found, compiling a new shader\n");
if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
if (shader_data->num_gl_shaders)
{
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
new_size * sizeof(*shader_data->gl_shaders));
} else {
new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
new_size = 1;
}
if(!new_array) {
ERR("Out of memory\n");
return 0;
}
shader_data->gl_shaders = new_array;
shader_data->shader_array_size = new_size;
}
shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
pixelshader_update_resource_types(shader, args->super.tex_types);
if (!string_buffer_init(&buffer))
{
ERR("Failed to initialize shader buffer.\n");
return 0;
}
ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
&shader_data->gl_shaders[shader_data->num_gl_shaders]);
string_buffer_free(&buffer);
shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
}
static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
const DWORD use_map, BOOL skip_int) {
if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
if(stored->super.fog_src != new->super.fog_src) return FALSE;
if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
if(stored->ps_signature != new->ps_signature) return FALSE;
if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
if(skip_int) return TRUE;
return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
}
static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
const struct wined3d_shader_signature *ps_input_sig)
{
UINT i;
DWORD new_size;
struct arb_vs_compiled_shader *new_array;
struct wined3d_string_buffer buffer;
struct arb_vshader_private *shader_data;
GLuint ret;
if (!shader->backend_data)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
shader_data = shader->backend_data;
if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
&& reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
{
if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
{
FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
}
else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
shader_data->rel_offset = reg_maps->min_rel_offset + 63;
else if (reg_maps->max_rel_offset > 63)
shader_data->rel_offset = reg_maps->min_rel_offset;
}
}
shader_data = shader->backend_data;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc)
*/
for(i = 0; i < shader_data->num_gl_shaders; i++) {
if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
{
return &shader_data->gl_shaders[i];
}
}
TRACE("No matching GL shader found, compiling a new shader\n");
if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
if (shader_data->num_gl_shaders)
{
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
new_size * sizeof(*shader_data->gl_shaders));
} else {
new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
new_size = 1;
}
if(!new_array) {
ERR("Out of memory\n");
return 0;
}
shader_data->gl_shaders = new_array;
shader_data->shader_array_size = new_size;
}
shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
if (!string_buffer_init(&buffer))
{
ERR("Failed to initialize shader buffer.\n");
return 0;
}
ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
&shader_data->gl_shaders[shader_data->num_gl_shaders],
ps_input_sig);
string_buffer_free(&buffer);
shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
}
static void find_arb_ps_compile_args(const struct wined3d_state *state,
const struct wined3d_context *context, const struct wined3d_shader *shader,
struct arb_ps_compile_args *args)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
int i;
WORD int_skip;
find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, gl_info);
/* This forces all local boolean constants to 1 to make them stateblock independent */
args->bools = shader->reg_maps.local_bool_consts;
for(i = 0; i < MAX_CONST_B; i++)
{
if (state->ps_consts_b[i])
args->bools |= ( 1 << i);
}
/* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
* is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
* duplicate the shader than have a no-op KIL instruction in every shader
*/
if (!d3d_info->vs_clipping && use_vs(state)
&& state->render_states[WINED3D_RS_CLIPPING]
&& state->render_states[WINED3D_RS_CLIPPLANEENABLE])
args->clip = 1;
else
args->clip = 0;
/* Skip if unused or local, or supported natively */
int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
{
memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
return;
}
for(i = 0; i < MAX_CONST_I; i++)
{
if(int_skip & (1 << i))
{
args->loop_ctrl[i][0] = 0;
args->loop_ctrl[i][1] = 0;
args->loop_ctrl[i][2] = 0;
}
else
{
args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
}
}
}
static void find_arb_vs_compile_args(const struct wined3d_state *state,
const struct wined3d_context *context, const struct wined3d_shader *shader,
struct arb_vs_compile_args *args)
{
const struct wined3d_device *device = shader->device;
const struct wined3d_adapter *adapter = device->adapter;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
int i;
WORD int_skip;
find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super);
args->clip.boolclip_compare = 0;
if (use_ps(state))
{
const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
const struct arb_pshader_private *shader_priv = ps->backend_data;
args->ps_signature = shader_priv->input_signature_idx;
args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
}
else
{
args->ps_signature = ~0;
if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
/* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
}
if (args->clip.boolclip.clip_texcoord)
{
if (state->render_states[WINED3D_RS_CLIPPING])
args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
/* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
}
/* This forces all local boolean constants to 1 to make them stateblock independent */
args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
/* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
for(i = 0; i < MAX_CONST_B; i++)
{
if (state->vs_consts_b[i])
args->clip.boolclip.bools |= ( 1 << i);
}
args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
args->vertex.samplers[3] = 0;
/* Skip if unused or local */
int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
/* This is about flow control, not clipping. */
if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
{
memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
return;
}
for(i = 0; i < MAX_CONST_I; i++)
{
if(int_skip & (1 << i))
{
args->loop_ctrl[i][0] = 0;
args->loop_ctrl[i][1] = 0;
args->loop_ctrl[i][2] = 0;
}
else
{
args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
}
}
}
/* Context activation is done by the caller. */
static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
{
struct shader_arb_priv *priv = shader_priv;
const struct wined3d_gl_info *gl_info = context->gl_info;
int i;
/* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
if (use_ps(state))
{
struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
struct arb_ps_compile_args compile_args;
struct arb_ps_compiled_shader *compiled;
TRACE("Using pixel shader %p.\n", ps);
find_arb_ps_compile_args(state, context, ps, &compile_args);
compiled = find_arb_pshader(ps, &compile_args);
priv->current_fprogram_id = compiled->prgId;
priv->compiled_fprog = compiled;
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
if (!priv->use_arbfp_fixed_func)
priv->fragment_pipe->enable_extension(gl_info, FALSE);
/* Enable OpenGL fragment programs. */
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
/* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
* a 1.x and newer shader, reload the first 8 constants
*/
if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
{
priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
for(i = 0; i < 8; i++)
{
priv->pshader_const_dirty[i] = 1;
}
/* Also takes care of loading local constants */
shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
}
else
{
UINT rt_height = state->fb->render_targets[0]->height;
shader_arb_ps_local_constants(compiled, context, state, rt_height);
}
/* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
if (compiled->np2fixup_info.super.active)
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
if (ps->load_local_constsF)
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
}
else
{
if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
{
/* Disable only if we're not using arbfp fixed function fragment
* processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
* enabled, and the fixed function pipeline will bind the fixed
* function replacement shader. */
gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
priv->current_fprogram_id = 0;
}
priv->fragment_pipe->enable_extension(gl_info, TRUE);
}
if (use_vs(state))
{
struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
struct arb_vs_compile_args compile_args;
struct arb_vs_compiled_shader *compiled;
const struct wined3d_shader_signature *ps_input_sig;
TRACE("Using vertex shader %p\n", vs);
find_arb_vs_compile_args(state, context, vs, &compile_args);
/* Instead of searching for the signature in the signature list, read the one from the
* current pixel shader. It's maybe not the shader where the signature came from, but it
* is the same signature and faster to find. */
if (compile_args.ps_signature == ~0U)
ps_input_sig = NULL;
else
ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
&compile_args, ps_input_sig);
priv->current_vprogram_id = compiled->prgId;
priv->compiled_vprog = compiled;
/* Bind the vertex program */
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
priv->vertex_pipe->vp_enable(gl_info, FALSE);
/* Enable OpenGL vertex programs */
gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
shader_arb_vs_local_constants(compiled, context, state);
if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
priv->last_vs_color_unclamp = compiled->need_color_unclamp;
if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
{
GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
checkGLcall("glClampColorARB");
} else {
FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
}
}
if (vs->load_local_constsF)
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
}
else
{
if (gl_info->supported[ARB_VERTEX_PROGRAM])
{
priv->current_vprogram_id = 0;
gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
}
priv->vertex_pipe->vp_enable(gl_info, TRUE);
}
}
/* Context activation is done by the caller. */
static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_arb_priv *priv = shader_priv;
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
priv->current_fprogram_id = 0;
}
priv->fragment_pipe->enable_extension(gl_info, FALSE);
if (gl_info->supported[ARB_VERTEX_PROGRAM])
{
priv->current_vprogram_id = 0;
gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
}
priv->vertex_pipe->vp_enable(gl_info, FALSE);
if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
{
GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
checkGLcall("glClampColorARB");
priv->last_vs_color_unclamp = FALSE;
}
context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
| (1 << WINED3D_SHADER_TYPE_VERTEX)
| (1 << WINED3D_SHADER_TYPE_GEOMETRY);
}
/* Context activation is done by the caller. */
static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size)
{
const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
struct shader_arb_priv *priv = shader_priv;
GLuint *blt_fprogram;
if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
}
/* Context activation is done by the caller. */
static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
{
struct shader_arb_priv *priv = shader_priv;
if (priv->current_vprogram_id) {
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
}
if (priv->current_fprogram_id) {
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
}
else if(!priv->use_arbfp_fixed_func)
{
gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
}
static void shader_arb_destroy(struct wined3d_shader *shader)
{
struct wined3d_device *device = shader->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
{
struct arb_pshader_private *shader_data = shader->backend_data;
UINT i;
if(!shader_data) return; /* This can happen if a shader was never compiled */
if (shader_data->num_gl_shaders)
{
struct wined3d_context *context = context_acquire(device, NULL);
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
}
context_release(context);
}
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
HeapFree(GetProcessHeap(), 0, shader_data);
shader->backend_data = NULL;
}
else
{
struct arb_vshader_private *shader_data = shader->backend_data;
UINT i;
if(!shader_data) return; /* This can happen if a shader was never compiled */
if (shader_data->num_gl_shaders)
{
struct wined3d_context *context = context_acquire(device, NULL);
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
}
context_release(context);
}
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
HeapFree(GetProcessHeap(), 0, shader_data);
shader->backend_data = NULL;
}
}
static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
{
struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
return compare_sig(key, &e->sig);
}
static const struct wine_rb_functions sig_tree_functions =
{
wined3d_rb_alloc,
wined3d_rb_realloc,
wined3d_rb_free,
sig_tree_compare
};
static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
const struct fragment_pipeline *fragment_pipe)
{
struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
struct fragment_caps fragment_caps;
void *vertex_priv, *fragment_priv;
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
{
ERR("Failed to initialize vertex pipe.\n");
HeapFree(GetProcessHeap(), 0, priv);
return E_FAIL;
}
if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
{
ERR("Failed to initialize fragment pipe.\n");
vertex_pipe->vp_free(device);
HeapFree(GetProcessHeap(), 0, priv);
return E_FAIL;
}
priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
if (!priv->vshader_const_dirty)
goto fail;
memset(priv->vshader_const_dirty, 1,
sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
if (!priv->pshader_const_dirty)
goto fail;
memset(priv->pshader_const_dirty, 1,
sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
{
ERR("RB tree init failed\n");
goto fail;
}
priv->vertex_pipe = vertex_pipe;
priv->fragment_pipe = fragment_pipe;
fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
device->vertex_priv = vertex_priv;
device->fragment_priv = fragment_priv;
device->shader_priv = priv;
return WINED3D_OK;
fail:
HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
fragment_pipe->free_private(device);
vertex_pipe->vp_free(device);
HeapFree(GetProcessHeap(), 0, priv);
return E_OUTOFMEMORY;
}
static void release_signature(struct wine_rb_entry *entry, void *context)
{
struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
unsigned int i;
for (i = 0; i < sig->sig.element_count; ++i)
{
HeapFree(GetProcessHeap(), 0, (char *)sig->sig.elements[i].semantic_name);
}
HeapFree(GetProcessHeap(), 0, sig->sig.elements);
HeapFree(GetProcessHeap(), 0, sig);
}
/* Context activation is done by the caller. */
static void shader_arb_free(struct wined3d_device *device)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct shader_arb_priv *priv = device->shader_priv;
int i;
if (priv->depth_blt_vprogram_id)
GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i)
{
if (priv->depth_blt_fprogram_id_full[i])
{
GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
}
if (priv->depth_blt_fprogram_id_masked[i])
{
GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
}
}
wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
priv->fragment_pipe->free_private(device);
priv->vertex_pipe->vp_free(device);
HeapFree(GetProcessHeap(), 0, device->shader_priv);
}
static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
{
return TRUE;
}
static void shader_arb_free_context_data(struct wined3d_context *context)
{
struct shader_arb_priv *priv;
if (!context->swapchain)
return;
priv = context->swapchain->device->shader_priv;
if (priv->last_context == context)
priv->last_context = NULL;
}
static void shader_arb_init_context_state(struct wined3d_context *context) {}
static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
{
if (gl_info->supported[ARB_VERTEX_PROGRAM])
{
DWORD vs_consts;
UINT vs_version;
/* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
* for vertex programs. If the native limit is less than that it's
* not very useful, and e.g. Mesa swrast returns 0, probably to
* indicate it's a software implementation. */
if (gl_info->limits.arb_vs_native_constants < 96)
vs_consts = gl_info->limits.arb_vs_float_constants;
else
vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
if (gl_info->supported[NV_VERTEX_PROGRAM3])
{
vs_version = 3;
TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
}
else if (vs_consts >= 256)
{
/* Shader Model 2.0 requires at least 256 vertex shader constants */
vs_version = 2;
TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
}
else
{
vs_version = 1;
TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
}
caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
caps->vs_uniform_count = vs_consts;
}
else
{
caps->vs_version = 0;
caps->vs_uniform_count = 0;
}
caps->gs_version = 0;
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
DWORD ps_consts;
UINT ps_version;
/* Similar as above for vertex programs, but the minimum for fragment
* programs is 24. */
if (gl_info->limits.arb_ps_native_constants < 24)
ps_consts = gl_info->limits.arb_ps_float_constants;
else
ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
{
ps_version = 3;
TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
}
else if (ps_consts >= 32)
{
/* Shader Model 2.0 requires at least 32 pixel shader constants */
ps_version = 2;
TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
}
else
{
ps_version = 1;
TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
}
caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
caps->ps_uniform_count = ps_consts;
caps->ps_1x_max_value = 8.0f;
}
else
{
caps->ps_version = 0;
caps->ps_uniform_count = 0;
caps->ps_1x_max_value = 0.0f;
}
caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
if (use_nv_clip(gl_info))
caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
}
static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
{
if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
{
TRACE("Checking support for color_fixup:\n");
dump_color_fixup_desc(fixup);
}
/* We support everything except complex conversions. */
if (!is_complex_fixup(fixup))
{
TRACE("[OK]\n");
return TRUE;
}
TRACE("[FAILED]\n");
return FALSE;
}
static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
DWORD shift;
char write_mask[20], regstr[50];
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
BOOL is_color = FALSE;
const struct wined3d_shader_dst_param *dst;
if (!ins->dst_count) return;
dst = &ins->dst[0];
shift = dst->shift;
if (!shift) return; /* Saturate alone is handled by the instructions */
shader_arb_get_write_mask(ins, dst, write_mask);
shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
/* Generate a line that does the output modifier computation
* FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
* maps problems in e.g. _d4_sat modify shader_arb_get_modifier
*/
shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
regstr, write_mask, regstr, shift_tab[shift]);
}
static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
{
/* WINED3DSIH_ABS */ shader_hw_map2gl,
/* WINED3DSIH_ADD */ shader_hw_map2gl,
/* WINED3DSIH_AND */ NULL,
/* WINED3DSIH_BEM */ pshader_hw_bem,
/* WINED3DSIH_BREAK */ shader_hw_break,
/* WINED3DSIH_BREAKC */ shader_hw_breakc,
/* WINED3DSIH_BREAKP */ NULL,
/* WINED3DSIH_CALL */ shader_hw_call,
/* WINED3DSIH_CALLNZ */ NULL,
/* WINED3DSIH_CMP */ pshader_hw_cmp,
/* WINED3DSIH_CND */ pshader_hw_cnd,
/* WINED3DSIH_CRS */ shader_hw_map2gl,
/* WINED3DSIH_CUT */ NULL,
/* WINED3DSIH_DCL */ shader_hw_nop,
/* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
/* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
/* WINED3DSIH_DEF */ shader_hw_nop,
/* WINED3DSIH_DEFB */ shader_hw_nop,
/* WINED3DSIH_DEFI */ shader_hw_nop,
/* WINED3DSIH_DIV */ NULL,
/* WINED3DSIH_DP2 */ NULL,
/* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
/* WINED3DSIH_DP3 */ shader_hw_map2gl,
/* WINED3DSIH_DP4 */ shader_hw_map2gl,
/* WINED3DSIH_DST */ shader_hw_map2gl,
/* WINED3DSIH_DSX */ shader_hw_map2gl,
/* WINED3DSIH_DSY */ shader_hw_dsy,
/* WINED3DSIH_ELSE */ shader_hw_else,
/* WINED3DSIH_EMIT */ NULL,
/* WINED3DSIH_ENDIF */ shader_hw_endif,
/* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
/* WINED3DSIH_ENDREP */ shader_hw_endrep,
/* WINED3DSIH_EQ */ NULL,
/* WINED3DSIH_EXP */ shader_hw_scalar_op,
/* WINED3DSIH_EXPP */ shader_hw_scalar_op,
/* WINED3DSIH_FRC */ shader_hw_map2gl,
/* WINED3DSIH_FTOI */ NULL,
/* WINED3DSIH_GE */ NULL,
/* WINED3DSIH_IADD */ NULL,
/* WINED3DSIH_IEQ */ NULL,
/* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
/* WINED3DSIH_IFC */ shader_hw_ifc,
/* WINED3DSIH_IGE */ NULL,
/* WINED3DSIH_IMUL */ NULL,
/* WINED3DSIH_ISHL */ NULL,
/* WINED3DSIH_ITOF */ NULL,
/* WINED3DSIH_LABEL */ shader_hw_label,
/* WINED3DSIH_LD */ NULL,
/* WINED3DSIH_LIT */ shader_hw_map2gl,
/* WINED3DSIH_LOG */ shader_hw_scalar_op,
/* WINED3DSIH_LOGP */ shader_hw_scalar_op,
/* WINED3DSIH_LOOP */ shader_hw_loop,
/* WINED3DSIH_LRP */ shader_hw_lrp,
/* WINED3DSIH_LT */ NULL,
/* WINED3DSIH_M3x2 */ shader_hw_mnxn,
/* WINED3DSIH_M3x3 */ shader_hw_mnxn,
/* WINED3DSIH_M3x4 */ shader_hw_mnxn,
/* WINED3DSIH_M4x3 */ shader_hw_mnxn,
/* WINED3DSIH_M4x4 */ shader_hw_mnxn,
/* WINED3DSIH_MAD */ shader_hw_map2gl,
/* WINED3DSIH_MAX */ shader_hw_map2gl,
/* WINED3DSIH_MIN */ shader_hw_map2gl,
/* WINED3DSIH_MOV */ shader_hw_mov,
/* WINED3DSIH_MOVA */ shader_hw_mov,
/* WINED3DSIH_MOVC */ NULL,
/* WINED3DSIH_MUL */ shader_hw_map2gl,
/* WINED3DSIH_NE */ NULL,
/* WINED3DSIH_NOP */ shader_hw_nop,
/* WINED3DSIH_NRM */ shader_hw_nrm,
/* WINED3DSIH_OR */ NULL,
/* WINED3DSIH_PHASE */ shader_hw_nop,
/* WINED3DSIH_POW */ shader_hw_pow,
/* WINED3DSIH_RCP */ shader_hw_scalar_op,
/* WINED3DSIH_REP */ shader_hw_rep,
/* WINED3DSIH_RET */ shader_hw_ret,
/* WINED3DSIH_ROUND_NI */ NULL,
/* WINED3DSIH_RSQ */ shader_hw_scalar_op,
/* WINED3DSIH_SAMPLE */ NULL,
/* WINED3DSIH_SAMPLE_GRAD */ NULL,
/* WINED3DSIH_SAMPLE_LOD */ NULL,
/* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_hw_map2gl,
/* WINED3DSIH_SGN */ shader_hw_sgn,
/* WINED3DSIH_SINCOS */ shader_hw_sincos,
/* WINED3DSIH_SLT */ shader_hw_map2gl,
/* WINED3DSIH_SQRT */ NULL,
/* WINED3DSIH_SUB */ shader_hw_map2gl,
/* WINED3DSIH_TEX */ pshader_hw_tex,
/* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
/* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
/* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
/* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
/* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
/* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
/* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
/* WINED3DSIH_TEXLDD */ shader_hw_texldd,
/* WINED3DSIH_TEXLDL */ shader_hw_texldl,
/* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
/* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
/* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
/* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
/* WINED3DSIH_TEXM3x3DIFF */ NULL,
/* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
/* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
/* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
/* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
/* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
/* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
/* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
/* WINED3DSIH_UDIV */ NULL,
/* WINED3DSIH_UGE */ NULL,
/* WINED3DSIH_USHR */ NULL,
/* WINED3DSIH_UTOF */ NULL,
/* WINED3DSIH_XOR */ NULL,
};
static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader *shader, DWORD idx)
{
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
const struct wined3d_shader_lconst *constant;
WORD bools = 0;
WORD flag = (1 << idx);
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
if (reg_maps->local_bool_consts & flag)
{
/* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
{
if (constant->idx == idx)
{
return constant->value[0];
}
}
ERR("Local constant not found\n");
return FALSE;
}
else
{
if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
else bools = priv->cur_ps_args->bools;
return bools & flag;
}
}
static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
{
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
/* Integer constants can either be a local constant, or they can be stored in the shader
* type specific compile args. */
if (reg_maps->local_int_consts & (1 << idx))
{
const struct wined3d_shader_lconst *constant;
LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
{
if (constant->idx == idx)
{
loop_control->count = constant->value[0];
loop_control->start = constant->value[1];
/* Step is signed. */
loop_control->step = (int)constant->value[2];
return;
}
}
/* If this happens the flag was set incorrectly */
ERR("Local constant not found\n");
loop_control->count = 0;
loop_control->start = 0;
loop_control->step = 0;
return;
}
switch (reg_maps->shader_version.type)
{
case WINED3D_SHADER_TYPE_VERTEX:
/* Count and aL start value are unsigned */
loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
/* Step is signed. */
loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
break;
case WINED3D_SHADER_TYPE_PIXEL:
loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
break;
default:
FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
break;
}
}
static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
{
unsigned int i;
struct wined3d_shader_dst_param *dst_param = NULL;
struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
if(!rec)
{
ERR("Out of memory\n");
return;
}
rec->ins = *ins;
dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
if(!dst_param) goto free;
*dst_param = *ins->dst;
if (ins->dst->reg.idx[0].rel_addr)
{
rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
if (!rel_addr)
goto free;
*rel_addr = *ins->dst->reg.idx[0].rel_addr;
dst_param->reg.idx[0].rel_addr = rel_addr;
}
rec->ins.dst = dst_param;
src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
if (!src_param)
goto free;
for (i = 0; i < ins->src_count; ++i)
{
src_param[i] = ins->src[i];
if (ins->src[i].reg.idx[0].rel_addr)
{
rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
if (!rel_addr)
goto free;
*rel_addr = *ins->src[i].reg.idx[0].rel_addr;
src_param[i].reg.idx[0].rel_addr = rel_addr;
}
}
rec->ins.src = src_param;
list_add_tail(list, &rec->entry);
return;
free:
ERR("Out of memory\n");
if(dst_param)
{
HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
HeapFree(GetProcessHeap(), 0, dst_param);
}
if(src_param)
{
for(i = 0; i < ins->src_count; i++)
{
HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
}
HeapFree(GetProcessHeap(), 0, src_param);
}
HeapFree(GetProcessHeap(), 0, rec);
}
static void free_recorded_instruction(struct list *list)
{
struct recorded_instruction *rec_ins, *entry2;
unsigned int i;
LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
{
list_remove(&rec_ins->entry);
if (rec_ins->ins.dst)
{
HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
}
if (rec_ins->ins.src)
{
for (i = 0; i < rec_ins->ins.src_count; ++i)
{
HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
}
HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
}
HeapFree(GetProcessHeap(), 0, rec_ins);
}
}
static void pop_control_frame(const struct wined3d_shader_instruction *ins)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct control_frame *control_frame;
if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
{
struct list *e = list_head(&priv->control_frames);
control_frame = LIST_ENTRY(e, struct control_frame, entry);
list_remove(&control_frame->entry);
HeapFree(GetProcessHeap(), 0, control_frame);
priv->loop_depth--;
}
else if (ins->handler_idx == WINED3DSIH_ENDIF)
{
/* Non-ifc ENDIFs were already handled previously. */
struct list *e = list_head(&priv->control_frames);
control_frame = LIST_ENTRY(e, struct control_frame, entry);
list_remove(&control_frame->entry);
HeapFree(GetProcessHeap(), 0, control_frame);
}
}
static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
SHADER_HANDLER hw_fct;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
const struct wined3d_shader *shader = ins->ctx->shader;
struct control_frame *control_frame;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
BOOL bool_const;
if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
{
control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
list_add_head(&priv->control_frames, &control_frame->entry);
if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
if(priv->target_version >= NV2)
{
control_frame->no.loop = priv->num_loops++;
priv->loop_depth++;
}
else
{
/* Don't bother recording when we're in a not used if branch */
if(priv->muted)
{
return;
}
if(!priv->recording)
{
list_init(&priv->record);
priv->recording = TRUE;
control_frame->outer_loop = TRUE;
get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
return; /* Instruction is handled */
}
/* Record this loop in the outer loop's recording */
}
}
else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
{
if(priv->target_version >= NV2)
{
/* Nothing to do. The control frame is popped after the HW instr handler */
}
else
{
struct list *e = list_head(&priv->control_frames);
control_frame = LIST_ENTRY(e, struct control_frame, entry);
list_remove(&control_frame->entry);
if(control_frame->outer_loop)
{
unsigned int iteration;
int aL = 0;
struct list copy;
/* Turn off recording before playback */
priv->recording = FALSE;
/* Move the recorded instructions to a separate list and get them out of the private data
* structure. If there are nested loops, the shader_arb_handle_instruction below will
* be recorded again, thus priv->record might be overwritten
*/
list_init(&copy);
list_move_tail(&copy, &priv->record);
list_init(&priv->record);
if(ins->handler_idx == WINED3DSIH_ENDLOOP)
{
shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
control_frame->loop_control.count, control_frame->loop_control.start,
control_frame->loop_control.step);
aL = control_frame->loop_control.start;
}
else
{
shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
}
for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
{
struct recorded_instruction *rec_ins;
if(ins->handler_idx == WINED3DSIH_ENDLOOP)
{
priv->aL = aL;
shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
}
else
{
shader_addline(buffer, "#Iteration %u\n", iteration);
}
LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
{
shader_arb_handle_instruction(&rec_ins->ins);
}
if(ins->handler_idx == WINED3DSIH_ENDLOOP)
{
aL += control_frame->loop_control.step;
}
}
shader_addline(buffer, "#end loop/rep\n");
free_recorded_instruction(&copy);
HeapFree(GetProcessHeap(), 0, control_frame);
return; /* Instruction is handled */
}
else
{
/* This is a nested loop. Proceed to the normal recording function */
HeapFree(GetProcessHeap(), 0, control_frame);
}
}
}
if(priv->recording)
{
record_instruction(&priv->record, ins);
return;
}
/* boolean if */
if(ins->handler_idx == WINED3DSIH_IF)
{
control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
list_add_head(&priv->control_frames, &control_frame->entry);
control_frame->type = IF;
bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
if (ins->src[0].modifiers == WINED3DSPSM_NOT)
bool_const = !bool_const;
if (!priv->muted && !bool_const)
{
shader_addline(buffer, "#if(FALSE){\n");
priv->muted = TRUE;
control_frame->muting = TRUE;
}
else shader_addline(buffer, "#if(TRUE) {\n");
return; /* Instruction is handled */
}
else if(ins->handler_idx == WINED3DSIH_IFC)
{
/* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
control_frame->type = IFC;
control_frame->no.ifc = priv->num_ifcs++;
list_add_head(&priv->control_frames, &control_frame->entry);
}
else if(ins->handler_idx == WINED3DSIH_ELSE)
{
struct list *e = list_head(&priv->control_frames);
control_frame = LIST_ENTRY(e, struct control_frame, entry);
if(control_frame->type == IF)
{
shader_addline(buffer, "#} else {\n");
if(!priv->muted && !control_frame->muting)
{
priv->muted = TRUE;
control_frame->muting = TRUE;
}
else if(control_frame->muting) priv->muted = FALSE;
return; /* Instruction is handled. */
}
/* In case of an ifc, generate a HW shader instruction */
if (control_frame->type != IFC)
ERR("Control frame does not match.\n");
}
else if(ins->handler_idx == WINED3DSIH_ENDIF)
{
struct list *e = list_head(&priv->control_frames);
control_frame = LIST_ENTRY(e, struct control_frame, entry);
if(control_frame->type == IF)
{
shader_addline(buffer, "#} endif\n");
if(control_frame->muting) priv->muted = FALSE;
list_remove(&control_frame->entry);
HeapFree(GetProcessHeap(), 0, control_frame);
return; /* Instruction is handled */
}
/* In case of an ifc, generate a HW shader instruction */
if (control_frame->type != IFC)
ERR("Control frame does not match.\n");
}
if(priv->muted)
{
pop_control_frame(ins);
return;
}
/* Select handler */
hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
/* Unhandled opcode */
if (!hw_fct)
{
FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
return;
}
hw_fct(ins);
pop_control_frame(ins);
shader_arb_add_instruction_modifiers(ins);
}
static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
{
struct shader_arb_priv *priv = shader_priv;
return priv->ffp_proj_control;
}
const struct wined3d_shader_backend_ops arb_program_shader_backend =
{
shader_arb_handle_instruction,
shader_arb_select,
shader_arb_disable,
shader_arb_select_depth_blt,
shader_arb_deselect_depth_blt,
shader_arb_update_float_vertex_constants,
shader_arb_update_float_pixel_constants,
shader_arb_load_constants,
shader_arb_destroy,
shader_arb_alloc,
shader_arb_free,
shader_arb_allocate_context_data,
shader_arb_free_context_data,
shader_arb_init_context_state,
shader_arb_get_caps,
shader_arb_color_fixup_supported,
shader_arb_has_ffp_proj_control,
};
/* ARB_fragment_program fixed function pipeline replacement definitions */
#define ARB_FFP_CONST_TFACTOR 0
#define ARB_FFP_CONST_COLOR_KEY ((ARB_FFP_CONST_TFACTOR) + 1)
#define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY) + 1)
#define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
#define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
#define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
struct arbfp_ffp_desc
{
struct ffp_frag_desc parent;
GLuint shader;
};
/* Context activation is done by the caller. */
static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
{
if (enable)
{
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
}
static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
{
struct shader_arb_priv *priv;
/* Share private data between the shader backend and the pipeline
* replacement, if both are the arb implementation. This is needed to
* figure out whether ARBfp should be disabled if no pixel shader is bound
* or not. */
if (shader_backend == &arb_program_shader_backend)
priv = shader_priv;
else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
return NULL;
if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
{
ERR("Failed to initialize rbtree.\n");
if (priv != shader_priv)
HeapFree(GetProcessHeap(), 0, priv);
return NULL;
}
priv->use_arbfp_fixed_func = TRUE;
return priv;
}
/* Context activation is done by the caller. */
static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
{
const struct wined3d_gl_info *gl_info = context;
struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
HeapFree(GetProcessHeap(), 0, entry_arb);
}
/* Context activation is done by the caller. */
static void arbfp_free(struct wined3d_device *device)
{
struct shader_arb_priv *priv = device->fragment_priv;
wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
priv->use_arbfp_fixed_func = FALSE;
if (device->shader_backend != &arb_program_shader_backend)
{
HeapFree(GetProcessHeap(), 0, device->fragment_priv);
}
}
static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
{
caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
| WINED3D_FRAGMENT_CAP_SRGB_WRITE
| WINED3D_FRAGMENT_CAP_COLOR_KEY;
caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
WINED3DTEXOPCAPS_SELECTARG1 |
WINED3DTEXOPCAPS_SELECTARG2 |
WINED3DTEXOPCAPS_MODULATE4X |
WINED3DTEXOPCAPS_MODULATE2X |
WINED3DTEXOPCAPS_MODULATE |
WINED3DTEXOPCAPS_ADDSIGNED2X |
WINED3DTEXOPCAPS_ADDSIGNED |
WINED3DTEXOPCAPS_ADD |
WINED3DTEXOPCAPS_SUBTRACT |
WINED3DTEXOPCAPS_ADDSMOOTH |
WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
WINED3DTEXOPCAPS_BLENDFACTORALPHA |
WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
WINED3DTEXOPCAPS_DOTPRODUCT3 |
WINED3DTEXOPCAPS_MULTIPLYADD |
WINED3DTEXOPCAPS_LERP |
WINED3DTEXOPCAPS_BUMPENVMAP |
WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
/* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
caps->MaxTextureBlendStages = 8;
caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
}
static void state_texfactor_arbfp(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
float col[4];
/* Don't load the parameter if we're using an arbfp pixel shader,
* otherwise we'll overwrite application provided constants. */
if (device->shader_backend == &arb_program_shader_backend)
{
struct shader_arb_priv *priv;
if (use_ps(state)) return;
priv = device->shader_priv;
priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
}
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
}
static void state_arb_specularenable(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
float col[4];
/* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
* application provided constants
*/
if (device->shader_backend == &arb_program_shader_backend)
{
struct shader_arb_priv *priv;
if (use_ps(state)) return;
priv = device->shader_priv;
priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
}
if (state->render_states[WINED3D_RS_SPECULARENABLE])
{
/* The specular color has no alpha */
col[0] = 1.0f; col[1] = 1.0f;
col[2] = 1.0f; col[3] = 0.0f;
} else {
col[0] = 0.0f; col[1] = 0.0f;
col[2] = 0.0f; col[3] = 0.0f;
}
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
}
static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
float mat[2][2];
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
if (device->shader_backend == &arb_program_shader_backend)
{
struct shader_arb_priv *priv = device->shader_priv;
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
if (use_ps(state))
return;
priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
}
mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
}
static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
float param[4];
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
if (device->shader_backend == &arb_program_shader_backend)
{
struct shader_arb_priv *priv = device->shader_priv;
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
if (use_ps(state))
return;
priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
}
param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
param[2] = 0.0f;
param[3] = 0.0f;
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
}
static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
int glParm;
float ref;
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
{
gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable GL_ALPHA_TEST");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable GL_ALPHA_TEST");
return;
}
ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
if (glParm)
{
gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc");
}
}
static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_color float_key;
const struct wined3d_texture *texture = state->textures[0];
if (!texture)
return;
/* Don't load the parameter if we're using an arbfp pixel shader,
* otherwise we'll overwrite application provided constants. */
if (device->shader_backend == &arb_program_shader_backend)
{
struct shader_arb_priv *priv;
if (use_ps(state))
return;
priv = device->shader_priv;
priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY] = 1;
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY + 1);
}
wined3d_format_convert_color_to_float(texture->resource.format, NULL,
texture->async.src_blt_color_key.color_space_high_value, &float_key);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r)");
}
static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
{
const char *ret;
if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
switch(arg & WINED3DTA_SELECTMASK) {
case WINED3DTA_DIFFUSE:
ret = "fragment.color.primary"; break;
case WINED3DTA_CURRENT:
if (!stage) ret = "fragment.color.primary";
else ret = "ret";
break;
case WINED3DTA_TEXTURE:
switch(stage) {
case 0: ret = "tex0"; break;
case 1: ret = "tex1"; break;
case 2: ret = "tex2"; break;
case 3: ret = "tex3"; break;
case 4: ret = "tex4"; break;
case 5: ret = "tex5"; break;
case 6: ret = "tex6"; break;
case 7: ret = "tex7"; break;
default: ret = "unknown texture";
}
break;
case WINED3DTA_TFACTOR:
ret = "tfactor"; break;
case WINED3DTA_SPECULAR:
ret = "fragment.color.secondary"; break;
case WINED3DTA_TEMP:
ret = "tempreg"; break;
case WINED3DTA_CONSTANT:
FIXME("Implement perstage constants\n");
switch(stage) {
case 0: ret = "const0"; break;
case 1: ret = "const1"; break;
case 2: ret = "const2"; break;
case 3: ret = "const3"; break;
case 4: ret = "const4"; break;
case 5: ret = "const5"; break;
case 6: ret = "const6"; break;
case 7: ret = "const7"; break;
default: ret = "unknown constant";
}
break;
default:
return "unknown";
}
if(arg & WINED3DTA_COMPLEMENT) {
shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
if(argnum == 0) ret = "arg0";
if(argnum == 1) ret = "arg1";
if(argnum == 2) ret = "arg2";
}
if(arg & WINED3DTA_ALPHAREPLICATE) {
shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
if(argnum == 0) ret = "arg0";
if(argnum == 1) ret = "arg1";
if(argnum == 2) ret = "arg2";
}
return ret;
}
static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
{
const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
unsigned int mul = 1;
if(color && alpha) dstmask = "";
else if(color) dstmask = ".xyz";
else dstmask = ".w";
if(dst == tempreg) dstreg = "tempreg";
else dstreg = "ret";
arg0 = get_argreg(buffer, 0, stage, dw_arg0);
arg1 = get_argreg(buffer, 1, stage, dw_arg1);
arg2 = get_argreg(buffer, 2, stage, dw_arg2);
switch (op)
{
case WINED3D_TOP_DISABLE:
if (!stage)
shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
break;
case WINED3D_TOP_SELECT_ARG2:
arg1 = arg2;
/* FALLTHROUGH */
case WINED3D_TOP_SELECT_ARG1:
shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
break;
case WINED3D_TOP_MODULATE_4X:
mul = 2;
/* FALLTHROUGH */
case WINED3D_TOP_MODULATE_2X:
mul *= 2;
/* FALLTHROUGH */
case WINED3D_TOP_MODULATE:
shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
break;
case WINED3D_TOP_ADD_SIGNED_2X:
mul = 2;
/* FALLTHROUGH */
case WINED3D_TOP_ADD_SIGNED:
shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
arg2 = "arg2";
/* FALLTHROUGH */
case WINED3D_TOP_ADD:
shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
break;
case WINED3D_TOP_SUBTRACT:
shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
break;
case WINED3D_TOP_ADD_SMOOTH:
shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
break;
case WINED3D_TOP_BLEND_CURRENT_ALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3D_TOP_BLEND_FACTOR_ALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
break;
/* D3DTOP_PREMODULATE ???? */
case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
break;
case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
break;
case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
break;
case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
break;
case WINED3D_TOP_DOTPRODUCT3:
mul = 4;
shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
break;
case WINED3D_TOP_MULTIPLY_ADD:
shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
break;
case WINED3D_TOP_LERP:
/* The msdn is not quite right here */
shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3D_TOP_BUMPENVMAP:
case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
/* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
break;
default:
FIXME("Unhandled texture op %08x\n", op);
}
if (mul == 2)
shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
else if (mul == 4)
shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
}
static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
{
switch(type)
{
case WINED3D_GL_RES_TYPE_TEX_1D:
return "1D";
case WINED3D_GL_RES_TYPE_TEX_2D:
return "2D";
case WINED3D_GL_RES_TYPE_TEX_3D:
return "3D";
case WINED3D_GL_RES_TYPE_TEX_CUBE:
return "CUBE";
case WINED3D_GL_RES_TYPE_TEX_RECT:
return "RECT";
default:
return "unexpected_resource_type";
}
}
static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
{
unsigned int stage;
struct wined3d_string_buffer buffer;
BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
UINT lowest_disabled_stage;
const char *textype;
const char *instr;
char colorcor_dst[8];
GLuint ret;
DWORD arg0, arg1, arg2;
BOOL tempreg_used = FALSE, tfactor_used = FALSE;
BOOL op_equal;
const char *final_combiner_src = "ret";
BOOL custom_linear_fog = FALSE;
struct color_fixup_masks masks;
if (!string_buffer_init(&buffer))
{
ERR("Failed to initialize shader buffer.\n");
return 0;
}
shader_addline(&buffer, "!!ARBfp1.0\n");
if (settings->color_key_enabled)
{
shader_addline(&buffer, "PARAM color_key = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY);
tex_read[0] = TRUE;
}
/* Find out which textures are read */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
break;
arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
tex_read[stage] = TRUE;
if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
tex_read[stage] = TRUE;
if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
{
bump_used[stage] = TRUE;
tex_read[stage] = TRUE;
}
if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
{
bump_used[stage] = TRUE;
tex_read[stage] = TRUE;
luminance_used[stage] = TRUE;
}
else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
{
tfactor_used = TRUE;
}
if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
tfactor_used = TRUE;
}
if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
tempreg_used = TRUE;
}
if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
continue;
arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
tempreg_used = TRUE;
}
if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
tfactor_used = TRUE;
}
}
lowest_disabled_stage = stage;
switch (settings->fog)
{
case WINED3D_FFP_PS_FOG_OFF: break;
case WINED3D_FFP_PS_FOG_LINEAR:
if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
{
custom_linear_fog = TRUE;
break;
}
shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
break;
case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
default: FIXME("Unexpected fog setting %d\n", settings->fog);
}
shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
shader_addline(&buffer, "TEMP TMP;\n");
shader_addline(&buffer, "TEMP ret;\n");
if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
shader_addline(&buffer, "TEMP arg0;\n");
shader_addline(&buffer, "TEMP arg1;\n");
shader_addline(&buffer, "TEMP arg2;\n");
for(stage = 0; stage < MAX_TEXTURES; stage++) {
if(!tex_read[stage]) continue;
shader_addline(&buffer, "TEMP tex%u;\n", stage);
if(!bump_used[stage]) continue;
shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
if(!luminance_used[stage]) continue;
shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
}
if(tfactor_used) {
shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
}
shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
if (settings->sRGB_write)
{
shader_addline(&buffer, "PARAM srgb_consts0 = ");
shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
shader_addline(&buffer, ";\n");
shader_addline(&buffer, "PARAM srgb_consts1 = ");
shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
shader_addline(&buffer, ";\n");
}
if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
if (tempreg_used || settings->sRGB_write)
shader_addline(&buffer, "MOV tempreg, 0.0;\n");
/* Generate texture sampling instructions) */
for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
{
if (!tex_read[stage])
continue;
textype = arbfp_texture_target(settings->op[stage].tex_type);
if(settings->op[stage].projected == proj_none) {
instr = "TEX";
} else if(settings->op[stage].projected == proj_count4 ||
settings->op[stage].projected == proj_count3) {
instr = "TXP";
} else {
FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
instr = "TXP";
}
if (stage > 0
&& (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
|| settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
{
shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so multiply the displacement with the dividing parameter before passing it to TXP
*/
if (settings->op[stage].projected != proj_none) {
if(settings->op[stage].projected == proj_count4) {
shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
} else {
shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
}
} else {
shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
}
shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
instr, stage, stage, textype);
if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
{
shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
stage - 1, stage - 1, stage - 1);
shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
}
} else if(settings->op[stage].projected == proj_count3) {
shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
shader_addline(&buffer, "MOV ret.w, ret.z;\n");
shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
instr, stage, stage, textype);
} else {
shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
instr, stage, stage, stage, textype);
}
sprintf(colorcor_dst, "tex%u", stage);
masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
settings->op[stage].color_fixup, masks);
}
if (settings->color_key_enabled)
{
shader_addline(&buffer, "SUB TMP, tex0, color_key;\n");
shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n");
shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n");
shader_addline(&buffer, "KIL -TMP;\n");
}
/* Generate the main shader */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
{
if (!stage)
final_combiner_src = "fragment.color.primary";
break;
}
if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
&& settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
&& settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
&& settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
&& settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
else
op_equal = settings->op[stage].aop == settings->op[stage].cop
&& settings->op[stage].carg0 == settings->op[stage].aarg0
&& settings->op[stage].carg1 == settings->op[stage].aarg1
&& settings->op[stage].carg2 == settings->op[stage].aarg2;
if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
{
gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
if (!stage)
shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
}
else if (op_equal)
{
gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
} else {
gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
settings->op[stage].aop, settings->op[stage].aarg0,
settings->op[stage].aarg1, settings->op[stage].aarg2);
}
}
if (settings->sRGB_write || custom_linear_fog)
{
shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
if (settings->sRGB_write)
arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
if (custom_linear_fog)
arbfp_add_linear_fog(&buffer, "ret", "arg0");
shader_addline(&buffer, "MOV result.color, ret;\n");
}
else
{
shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
final_combiner_src);
}
/* Footer */
shader_addline(&buffer, "END\n");
/* Generate the shader */
GL_EXTCALL(glGenProgramsARB(1, &ret));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
string_buffer_free(&buffer);
return ret;
}
static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_arb_priv *priv = device->fragment_priv;
BOOL use_pshader = use_ps(state);
struct ffp_frag_settings settings;
const struct arbfp_ffp_desc *desc;
unsigned int i;
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
{
if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
{
/* Reload fixed function constants since they collide with the
* pixel shader constants. */
for (i = 0; i < MAX_TEXTURES; ++i)
{
set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
}
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
color_key_arbfp(context, state, STATE_COLOR_KEY);
}
else if (use_pshader)
{
context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
}
return;
}
if (!use_pshader)
{
/* Find or create a shader implementing the fixed function pipeline
* settings, then activate it. */
gen_ffp_frag_op(context, state, &settings, FALSE);
desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
if(!desc) {
struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
if (!new_desc)
{
ERR("Out of memory\n");
return;
}
new_desc->parent.settings = settings;
new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
desc = new_desc;
}
/* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
* comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
* deactivate it.
*/
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
priv->current_fprogram_id = desc->shader;
if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
{
/* Reload fixed function constants since they collide with the
* pixel shader constants. */
for (i = 0; i < MAX_TEXTURES; ++i)
{
set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
}
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
}
context->last_was_pshader = FALSE;
}
else if (!context->last_was_pshader)
{
if (device->shader_backend == &arb_program_shader_backend)
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
context->last_was_pshader = TRUE;
}
context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
}
/* We can't link the fog states to the fragment state directly since the
* vertex pipeline links them to FOGENABLE. A different linking in different
* pipeline parts can't be expressed in the combined state table, so we need
* to handle that with a forwarding function. The other invisible side effect
* is that changing the fog start and fog end (which links to FOGENABLE in
* vertex) results in the fragment_prog_arbfp function being called because
* FOGENABLE is dirty, which calls this function here. */
static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
enum fogsource new_source;
DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
fragment_prog_arbfp(context, state, state_id);
if (!state->render_states[WINED3D_RS_FOGENABLE])
return;
if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
{
if (use_vs(state))
{
new_source = FOGSOURCE_VS;
}
else
{
if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
new_source = FOGSOURCE_COORD;
else
new_source = FOGSOURCE_FFP;
}
}
else
{
new_source = FOGSOURCE_FFP;
}
if (new_source != context->fog_source || fogstart == fogend)
{
context->fog_source = new_source;
state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
}
}
static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
fragment_prog_arbfp(context, state, state_id);
}
static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
{
{STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
};
static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
{
return TRUE;
}
static void arbfp_free_context_data(struct wined3d_context *context)
{
}
const struct fragment_pipeline arbfp_fragment_pipeline = {
arbfp_enable,
arbfp_get_caps,
arbfp_alloc,
arbfp_free,
arbfp_alloc_context_data,
arbfp_free_context_data,
shader_arb_color_fixup_supported,
arbfp_fragmentstate_template,
};
struct arbfp_blit_type
{
enum complex_fixup fixup : 4;
enum wined3d_gl_resource_type res_type : 3;
DWORD use_color_key : 1;
DWORD padding : 24;
};
struct arbfp_blit_desc
{
GLenum shader;
struct arbfp_blit_type type;
struct wine_rb_entry entry;
};
#define ARBFP_BLIT_PARAM_SIZE 0
#define ARBFP_BLIT_PARAM_COLOR_KEY 1
struct arbfp_blit_priv
{
struct wine_rb_tree shaders;
GLuint palette_texture;
};
static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct arbfp_blit_type *ka = key;
const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
return memcmp(ka, kb, sizeof(*ka));
}
/* Context activation is done by the caller. */
static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context)
{
const struct wined3d_gl_info *gl_info = context;
struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
HeapFree(GetProcessHeap(), 0, entry_arb);
}
static const struct wine_rb_functions wined3d_arbfp_blit_rb_functions =
{
wined3d_rb_alloc,
wined3d_rb_realloc,
wined3d_rb_free,
arbfp_blit_type_compare,
};
static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
{
struct arbfp_blit_priv *priv;
if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
return E_OUTOFMEMORY;
if (wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions) == -1)
{
ERR("Failed to initialize rbtree.\n");
HeapFree(GetProcessHeap(), 0, priv);
return E_OUTOFMEMORY;
}
device->blit_priv = priv;
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void arbfp_blit_free(struct wined3d_device *device)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct arbfp_blit_priv *priv = device->blit_priv;
wine_rb_destroy(&priv->shaders, arbfp_free_blit_shader, &device->adapter->gl_info);
checkGLcall("Delete blit programs");
if (priv->palette_texture)
gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
HeapFree(GetProcessHeap(), 0, device->blit_priv);
device->blit_priv = NULL;
}
static BOOL gen_planar_yuv_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
char *luminance)
{
char chroma;
const char *tex, *texinstr = "TXP";
if (type->fixup == COMPLEX_FIXUP_UYVY)
{
chroma = 'x';
*luminance = 'w';
}
else
{
chroma = 'w';
*luminance = 'x';
}
tex = arbfp_texture_target(type->res_type);
if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
texinstr = "TEX";
/* First we have to read the chroma values. This means we need at least two pixels(no filtering),
* or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
* filtering when we sample the texture.
*
* These are the rules for reading the chroma:
*
* Even pixel: Cr
* Even pixel: U
* Odd pixel: V
*
* So we have to get the sampling x position in non-normalized coordinates in integers
*/
if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
{
shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
shader_addline(buffer, "MOV texcrd.w, size.x;\n");
}
else
{
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
}
/* We must not allow filtering between pixel x and x+1, this would mix U and V
* Vertical filtering is ok. However, bear in mind that the pixel center is at
* 0.5, so add 0.5.
*/
shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
/* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
* even and odd pixels respectively
*/
shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
/* Sample Pixel 1 */
shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
/* Put the value into either of the chroma values */
shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
/* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
* the pixel right to the current one. Otherwise, sample the left pixel.
* Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
*/
shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
/* Put the value into the other chroma */
shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
/* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
* the current one and lerp the two U and V values
*/
/* This gives the correctly filtered luminance value */
shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
return TRUE;
}
static BOOL gen_yv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
char *luminance)
{
const char *tex;
static const float yv12_coef[]
= {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
tex = arbfp_texture_target(type->res_type);
/* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
* V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
* bitdepth is 12 bits per pixel. Since the U and V planes have only half the
* pitch of the luminance plane, the packing into the gl texture is a bit
* unfortunate. If the whole texture is interpreted as luminance data it looks
* approximately like this:
*
* +----------------------------------+----
* | |
* | |
* | |
* | |
* | | 2
* | LUMINANCE | -
* | | 3
* | |
* | |
* | |
* | |
* +----------------+-----------------+----
* | | |
* | V even rows | V odd rows |
* | | | 1
* +----------------+------------------ -
* | | | 3
* | U even rows | U odd rows |
* | | |
* +----------------+-----------------+----
* | | |
* | 0.5 | 0.5 |
*
* So it appears as if there are 4 chroma images, but in fact the odd rows
* in the chroma images are in the same row as the even ones. So its is
* kinda tricky to read
*
* When reading from rectangle textures, keep in mind that the input y coordinates
* go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
*/
shader_addline(buffer, "PARAM yv12_coef = ");
shader_arb_append_imm_vec4(buffer, yv12_coef);
shader_addline(buffer, ";\n");
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
/* the chroma planes have only half the width */
shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
/* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
* the coordinate. Also read the right side of the image when reading odd lines
*
* Don't forget to clamp the y values in into the range, otherwise we'll get filtering
* bleeding
*/
if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
{
shader_addline(buffer, "RCP chroma.w, size.y;\n");
shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
/* Read odd lines from the right side(add size * 0.5 to the x coordinate */
shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
/* clamp, keep the half pixel origin in mind */
shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
}
else
{
/* Read from [size - size+size/4] */
shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
/* Read odd lines from the right side(add size * 0.5 to the x coordinate */
shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
/* Make sure to read exactly from the pixel center */
shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
/* Clamp */
shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
}
/* Read the texture, put the result into the output register */
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
shader_addline(buffer, "MOV chroma.x, temp.w;\n");
/* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
* No need to clamp because we're just reusing the already clamped value from above
*/
if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
else
shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
shader_addline(buffer, "MOV chroma.y, temp.w;\n");
/* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
* Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
* values due to filtering
*/
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
{
/* Multiply the y coordinate by 2/3 and clamp it */
shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
}
else
{
/* Reading from texture_rectangles is pretty straightforward, just use the unmodified
* texture coordinate. It is still a good idea to clamp it though, since the opengl texture
* is bigger
*/
shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
}
*luminance = 'a';
return TRUE;
}
static BOOL gen_nv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
char *luminance)
{
const char *tex;
static const float nv12_coef[]
= {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
tex = arbfp_texture_target(type->res_type);
/* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
* sized plane where each component is an UV pair. So the effective
* bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
* data it looks approximately like this:
*
* +----------------------------------+----
* | |
* | |
* | |
* | |
* | | 2
* | LUMINANCE | -
* | | 3
* | |
* | |
* | |
* | |
* +----------------------------------+----
* |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
* |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
* | | 1
* | | -
* | | 3
* | |
* | |
* +----------------------------------+----
*
* When reading from rectangle textures, keep in mind that the input y coordinates
* go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
shader_addline(buffer, "PARAM nv12_coef = ");
shader_arb_append_imm_vec4(buffer, nv12_coef);
shader_addline(buffer, ";\n");
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
/* We only have half the number of chroma pixels. */
shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
{
shader_addline(buffer, "RCP chroma.w, size.x;\n");
shader_addline(buffer, "RCP chroma.z, size.y;\n");
shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
/* We must not allow filtering horizontally, this would mix U and V.
* Vertical filtering is ok. However, bear in mind that the pixel center is at
* 0.5, so add 0.5. */
/* Convert to non-normalized coordinates so we can find the
* individual pixel. */
shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
/* Multiply by 2 since chroma components are stored in UV pixel pairs,
* add 0.5 to hit the center of the pixel. */
shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
/* Convert back to normalized coordinates. */
shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
/* Clamp, keep the half pixel origin in mind. */
shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
}
else
{
/* Read from [size - size+size/2] */
shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
/* Multiply by 2 since chroma components are stored in UV pixel pairs,
* add 0.5 to hit the center of the pixel. */
shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
/* Clamp */
shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
}
/* Read the texture, put the result into the output register. */
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
shader_addline(buffer, "MOV chroma.y, temp.w;\n");
if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
{
/* Add 1/size.x */
shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
}
else
{
/* Add 1 */
shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
}
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
shader_addline(buffer, "MOV chroma.x, temp.w;\n");
/* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
* Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
* values due to filtering. */
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
{
/* Multiply the y coordinate by 2/3 and clamp it */
shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
}
else
{
/* Reading from texture_rectangles is pretty straightforward, just use the unmodified
* texture coordinate. It is still a good idea to clamp it though, since the opengl texture
* is bigger
*/
shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
}
*luminance = 'a';
return TRUE;
}
/* Context activation is done by the caller. */
static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
{
GLenum shader;
struct wined3d_string_buffer buffer;
const char *tex_target = arbfp_texture_target(type->res_type);
/* This should not happen because we only use this conversion for
* present blits which don't use color keying. */
if (type->use_color_key)
FIXME("Implement P8 color keying.\n");
/* Shader header */
if (!string_buffer_init(&buffer))
{
ERR("Failed to initialize shader buffer.\n");
return 0;
}
GL_EXTCALL(glGenProgramsARB(1, &shader));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
if (!shader)
{
string_buffer_free(&buffer);
return 0;
}
shader_addline(&buffer, "!!ARBfp1.0\n");
shader_addline(&buffer, "TEMP index;\n");
/* { 255/256, 0.5/255*255/256, 0, 0 } */
shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
/* The alpha-component contains the palette index */
shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
/* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
/* Use the alpha-component as an index in the palette to get the final color */
shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
shader_addline(&buffer, "END\n");
shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
string_buffer_free(&buffer);
return shader;
}
/* Context activation is done by the caller. */
static void upload_palette(const struct wined3d_texture *texture, struct wined3d_context *context)
{
const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
struct wined3d_device *device = texture->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct arbfp_blit_priv *priv = device->blit_priv;
if (!priv->palette_texture)
gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
/* Make sure we have discrete color levels. */
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
/* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
if (palette)
{
gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
}
else
{
static const DWORD black;
FIXME("P8 surface loaded without a palette.\n");
gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, &black);
}
/* Switch back to unit 0 in which the 2D texture will be stored. */
context_active_texture(context, gl_info, 0);
}
/* Context activation is done by the caller. */
static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
const struct arbfp_blit_type *type)
{
GLenum shader;
struct wined3d_string_buffer buffer;
char luminance_component;
if (type->use_color_key)
FIXME("Implement YUV color keying.\n");
/* Shader header */
if (!string_buffer_init(&buffer))
{
ERR("Failed to initialize shader buffer.\n");
return 0;
}
GL_EXTCALL(glGenProgramsARB(1, &shader));
checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
if (!shader)
{
string_buffer_free(&buffer);
return 0;
}
/* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
* giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
* two chroma(U and V) values. Each macropixel has two luminance values, one for
* each single pixel it contains, and one U and one V value shared between both
* pixels.
*
* The data is loaded into an A8L8 texture. With YUY2, the luminance component
* contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
* take the format into account when generating the read swizzles
*
* Reading the Y value is straightforward - just sample the texture. The hardware
* takes care of filtering in the horizontal and vertical direction.
*
* Reading the U and V values is harder. We have to avoid filtering horizontally,
* because that would mix the U and V values of one pixel or two adjacent pixels.
* Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
* regardless of the filtering setting. Vertical filtering works automatically
* though - the U and V values of two rows are mixed nicely.
*
* Apart of avoiding filtering issues, the code has to know which value it just
* read, and where it can find the other one. To determine this, it checks if
* it sampled an even or odd pixel, and shifts the 2nd read accordingly.
*
* Handling horizontal filtering of U and V values requires reading a 2nd pair
* of pixels, extracting U and V and mixing them. This is not implemented yet.
*
* An alternative implementation idea is to load the texture as A8R8G8B8 texture,
* with width / 2. This way one read gives all 3 values, finding U and V is easy
* in an unfiltered situation. Finding the luminance on the other hand requires
* finding out if it is an odd or even pixel. The real drawback of this approach
* is filtering. This would have to be emulated completely in the shader, reading
* up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
* vertically. Beyond that it would require adjustments to the texture handling
* code to deal with the width scaling
*/
shader_addline(&buffer, "!!ARBfp1.0\n");
shader_addline(&buffer, "TEMP luminance;\n");
shader_addline(&buffer, "TEMP temp;\n");
shader_addline(&buffer, "TEMP chroma;\n");
shader_addline(&buffer, "TEMP texcrd;\n");
shader_addline(&buffer, "TEMP texcrd2;\n");
shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
switch (type->fixup)
{
case COMPLEX_FIXUP_UYVY:
case COMPLEX_FIXUP_YUY2:
if (!gen_planar_yuv_read(&buffer, type, &luminance_component))
{
string_buffer_free(&buffer);
return 0;
}
break;
case COMPLEX_FIXUP_YV12:
if (!gen_yv12_read(&buffer, type, &luminance_component))
{
string_buffer_free(&buffer);
return 0;
}
break;
case COMPLEX_FIXUP_NV12:
if (!gen_nv12_read(&buffer, type, &luminance_component))
{
string_buffer_free(&buffer);
return 0;
}
break;
default:
FIXME("Unsupported YUV fixup %#x\n", type->fixup);
string_buffer_free(&buffer);
return 0;
}
/* Calculate the final result. Formula is taken from
* http://www.fourcc.org/fccyvrgb.php. Note that the chroma
* ranges from -0.5 to 0.5
*/
shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
shader_addline(&buffer, "END\n");
shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
string_buffer_free(&buffer);
return shader;
}
/* Context activation is done by the caller. */
static GLuint arbfp_gen_plain_shader(struct arbfp_blit_priv *priv,
const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
{
GLenum shader;
struct wined3d_string_buffer buffer;
const char *tex_target = arbfp_texture_target(type->res_type);
/* Shader header */
if (!string_buffer_init(&buffer))
{
ERR("Failed to initialize shader buffer.\n");
return 0;
}
GL_EXTCALL(glGenProgramsARB(1, &shader));
if (!shader)
{
string_buffer_free(&buffer);
return 0;
}
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
shader_addline(&buffer, "!!ARBfp1.0\n");
if (type->use_color_key)
{
shader_addline(&buffer, "TEMP color;\n");
shader_addline(&buffer, "TEMP compare;\n");
shader_addline(&buffer, "PARAM color_key = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY);
shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
shader_addline(&buffer, "SUB compare, color, color_key;\n");
shader_addline(&buffer, "DP4 compare.r, compare, compare;\n");
shader_addline(&buffer, "SGE compare, -compare.r, 0.0;\n");
shader_addline(&buffer, "KIL -compare;\n");
shader_addline(&buffer, "MOV result.color, color;\n");
}
else
{
shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
}
shader_addline(&buffer, "END\n");
shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
string_buffer_free(&buffer);
return shader;
}
/* Context activation is done by the caller. */
static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
const struct wined3d_color_key *color_key)
{
GLenum shader;
float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
struct arbfp_blit_priv *priv = blit_priv;
enum complex_fixup fixup;
const struct wined3d_gl_info *gl_info = context->gl_info;
GLenum gl_texture_type = surface->container->target;
struct wine_rb_entry *entry;
struct arbfp_blit_type type;
struct arbfp_blit_desc *desc;
struct wined3d_color float_color_key;
if (is_complex_fixup(surface->resource.format->color_fixup))
fixup = get_complex_fixup(surface->resource.format->color_fixup);
else
fixup = COMPLEX_FIXUP_NONE;
switch (gl_texture_type)
{
case GL_TEXTURE_1D:
type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
break;
case GL_TEXTURE_2D:
type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
break;
case GL_TEXTURE_3D:
type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
break;
case GL_TEXTURE_RECTANGLE_ARB:
type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
break;
default:
ERR("Unexpected GL texture type %x.\n", gl_texture_type);
type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
}
type.fixup = fixup;
type.use_color_key = !!color_key;
type.padding = 0;
entry = wine_rb_get(&priv->shaders, &type);
if (entry)
{
desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
shader = desc->shader;
}
else
{
switch (fixup)
{
case COMPLEX_FIXUP_NONE:
if (!is_identity_fixup(surface->resource.format->color_fixup))
FIXME("Implement support for sign or swizzle fixups.\n");
shader = arbfp_gen_plain_shader(priv, gl_info, &type);
break;
case COMPLEX_FIXUP_P8:
shader = gen_p8_shader(priv, gl_info, &type);
break;
case COMPLEX_FIXUP_YUY2:
case COMPLEX_FIXUP_UYVY:
case COMPLEX_FIXUP_YV12:
case COMPLEX_FIXUP_NV12:
shader = gen_yuv_shader(priv, gl_info, &type);
break;
}
if (!shader)
{
FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
return E_NOTIMPL;
}
desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
if (!desc)
goto err_out;
desc->type = type;
desc->shader = shader;
if (wine_rb_put(&priv->shaders, &desc->type, &desc->entry) == -1)
{
err_out:
ERR("Out of memory\n");
GL_EXTCALL(glDeleteProgramsARB(1, &shader));
checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
HeapFree(GetProcessHeap(), 0, desc);
return E_OUTOFMEMORY;
}
}
if (fixup == COMPLEX_FIXUP_P8)
upload_palette(surface->container, context);
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, size));
checkGLcall("glProgramLocalParameter4fvARB");
if (type.use_color_key)
{
wined3d_format_convert_color_to_float(surface->resource.format, NULL,
surface->container->async.src_blt_color_key.color_space_high_value, &float_color_key);
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
ARBFP_BLIT_PARAM_COLOR_KEY, &float_color_key.r));
checkGLcall("glProgramLocalParameter4fvARB");
}
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
{
gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info,
const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
{
enum complex_fixup src_fixup;
if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
return FALSE;
switch (blit_op)
{
case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
if (!d3d_info->shader_color_key)
{
/* The conversion modifies the alpha channel so the color key might no longer match. */
TRACE("Color keying not supported with converted textures.\n");
return FALSE;
}
case WINED3D_BLIT_OP_COLOR_BLIT:
break;
default:
TRACE("Unsupported blit_op=%d\n", blit_op);
return FALSE;
}
if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
return FALSE;
src_fixup = get_complex_fixup(src_format->color_fixup);
if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(src_format->color_fixup);
}
if (!is_identity_fixup(dst_format->color_fixup))
{
TRACE("Destination fixups are not supported\n");
return FALSE;
}
if (is_identity_fixup(src_format->color_fixup))
{
TRACE("[OK]\n");
return TRUE;
}
/* We only support YUV conversions. */
if (!is_complex_fixup(src_format->color_fixup))
{
TRACE("[FAILED]\n");
return FALSE;
}
switch(src_fixup)
{
case COMPLEX_FIXUP_YUY2:
case COMPLEX_FIXUP_UYVY:
case COMPLEX_FIXUP_YV12:
case COMPLEX_FIXUP_NV12:
case COMPLEX_FIXUP_P8:
TRACE("[OK]\n");
return TRUE;
default:
FIXME("Unsupported YUV fixup %#x\n", src_fixup);
TRACE("[FAILED]\n");
return FALSE;
}
}
static void arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
struct wined3d_surface *src_surface, const RECT *src_rect_in,
struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
const struct wined3d_color_key *color_key)
{
struct wined3d_context *context;
RECT src_rect = *src_rect_in;
RECT dst_rect = *dst_rect_in;
/* Activate the destination context, set it up for blitting */
context = context_acquire(device, dst_surface);
/* Now load the surface */
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
== WINED3D_LOCATION_DRAWABLE
&& !wined3d_resource_is_offscreen(&src_surface->container->resource))
{
/* Without FBO blits transferring from the drawable to the texture is
* expensive, because we have to flip the data in sysmem. Since we can
* flip in the blitter, we don't actually need that flip anyway. So we
* use the surface's texture as scratch texture, and flip the source
* rectangle instead. */
surface_load_fb_texture(src_surface, FALSE);
src_rect.top = src_surface->resource.height - src_rect.top;
src_rect.bottom = src_surface->resource.height - src_rect.bottom;
}
else
wined3d_texture_load(src_surface->container, context, FALSE);
context_apply_blit_state(context, device);
if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
arbfp_blit_set(device->blit_priv, context, src_surface, color_key);
/* Draw a textured quad */
draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
/* Leave the opengl state valid for blitting */
arbfp_blit_unset(context->gl_info);
if (wined3d_settings.strict_draw_ordering
|| (dst_surface->container->swapchain
&& (dst_surface->container->swapchain->front_buffer == dst_surface->container)))
context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding);
surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding);
}
static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
const RECT *dst_rect, const struct wined3d_color *color)
{
FIXME("Color filling not implemented by arbfp_blit\n");
return WINED3DERR_INVALIDCALL;
}
static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
struct wined3d_surface *surface, const RECT *rect, float depth)
{
FIXME("Depth filling not implemented by arbfp_blit.\n");
return WINED3DERR_INVALIDCALL;
}
const struct blit_shader arbfp_blit = {
arbfp_blit_alloc,
arbfp_blit_free,
arbfp_blit_set,
arbfp_blit_unset,
arbfp_blit_supported,
arbfp_blit_color_fill,
arbfp_blit_depth_fill,
arbfp_blit_surface,
};