4571 lines
207 KiB
C
4571 lines
207 KiB
C
/*
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* Pixel and vertex shaders implementation using ARB_vertex_program
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* and ARB_fragment_program GL extensions.
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*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Ivan Gyurdiev
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* Copyright 2006 Jason Green
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* Copyright 2006 Henri Verbeet
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION (*gl_info)
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/* GL locking for state handlers is done by the caller. */
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static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
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IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
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if(!This->baseShader.reg_maps.usesmova) return FALSE;
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return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
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}
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static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
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if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
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gl_info->arb_vs_offset_limit || /* Have to init texcoords */
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gl_info->set_texcoord_w) { /* Load the immval offset */
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return TRUE;
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}
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return FALSE;
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}
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static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
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unsigned int ret = 1;
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/* We use one PARAM for the pos fixup, and in some cases one to load
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* some immediate values into the shader
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*/
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if(need_helper_const(gl_info)) ret++;
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if(need_mova_const(shader, gl_info)) ret++;
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return ret;
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}
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/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
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* so upload them above that
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*/
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#define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
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#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
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/* ARB_program_shader private data */
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struct shader_arb_priv {
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GLuint current_vprogram_id;
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GLuint current_fprogram_id;
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GLuint depth_blt_vprogram_id;
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GLuint depth_blt_fprogram_id[tex_type_count];
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BOOL use_arbfp_fixed_func;
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struct wine_rb_tree fragment_shaders;
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};
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struct if_frame {
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struct list entry;
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BOOL ifc;
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BOOL muting;
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};
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struct shader_arb_ctx_priv {
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char addr_reg[20];
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enum {
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/* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
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ARB,
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/* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
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NV2,
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/* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
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NV3
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} target_version;
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const struct arb_vs_compile_args *cur_vs_args;
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const struct arb_ps_compile_args *cur_ps_args;
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struct list if_frames;
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BOOL muted;
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};
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struct arb_ps_compile_args {
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struct ps_compile_args super;
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DWORD bools; /* WORD is enough, use DWORD for alignment */
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};
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struct arb_ps_compiled_shader {
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struct arb_ps_compile_args args;
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GLuint prgId;
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};
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struct arb_pshader_private {
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struct arb_ps_compiled_shader *gl_shaders;
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UINT num_gl_shaders, shader_array_size;
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};
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struct arb_vs_compile_args {
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struct vs_compile_args super;
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DWORD bools; /* WORD is enough, use DWORD for alignment */
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};
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struct arb_vs_compiled_shader {
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struct arb_vs_compile_args args;
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GLuint prgId;
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};
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struct arb_vshader_private {
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struct arb_vs_compiled_shader *gl_shaders;
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UINT num_gl_shaders, shader_array_size;
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};
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/********************************************************
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* ARB_[vertex/fragment]_program helper functions follow
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********************************************************/
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/**
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* Loads floating point constants into the currently set ARB_vertex/fragment_program.
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* When constant_list == NULL, it will load all the constants.
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*
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* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
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* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
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*/
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/* GL locking is done by the caller */
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static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
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GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
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{
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local_constant* lconst;
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DWORD i, j;
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unsigned int ret;
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if (TRACE_ON(d3d_shader)) {
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for(i = 0; i < max_constants; i++) {
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if(!dirty_consts[i]) continue;
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TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
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constants[i * 4 + 0], constants[i * 4 + 1],
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constants[i * 4 + 2], constants[i * 4 + 3]);
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}
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}
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/* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
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if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
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{
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float lcl_const[4];
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for(i = 0; i < max_constants; i++) {
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if(!dirty_consts[i]) continue;
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dirty_consts[i] = 0;
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j = 4 * i;
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if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
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else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
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else lcl_const[0] = constants[j + 0];
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if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
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else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
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else lcl_const[1] = constants[j + 1];
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if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
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else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
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else lcl_const[2] = constants[j + 2];
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if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
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else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
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else lcl_const[3] = constants[j + 3];
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
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}
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} else {
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if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
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/* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
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* or just reloading *all* constants at once
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*
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GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
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*/
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for(i = 0; i < max_constants; i++) {
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if(!dirty_consts[i]) continue;
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/* Find the next block of dirty constants */
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dirty_consts[i] = 0;
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j = i;
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for(i++; (i < max_constants) && dirty_consts[i]; i++) {
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dirty_consts[i] = 0;
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}
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GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
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}
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} else {
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for(i = 0; i < max_constants; i++) {
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if(dirty_consts[i]) {
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dirty_consts[i] = 0;
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
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}
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}
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}
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}
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checkGLcall("glProgramEnvParameter4fvARB()");
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/* Load immediate constants */
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if(This->baseShader.load_local_constsF) {
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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GLfloat* values = (GLfloat*)lconst->value;
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TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
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values[0], values[1], values[2], values[3]);
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}
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}
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/* Immediate constants are clamped for 1.X shaders at loading times */
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ret = 0;
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
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ret = max(ret, lconst->idx + 1);
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
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}
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checkGLcall("glProgramEnvParameter4fvARB()");
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return ret; /* The loaded immediate constants need reloading for the next shader */
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} else {
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return 0; /* No constants are dirty now */
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}
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}
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/**
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* Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
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*/
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static void shader_arb_load_np2fixup_constants(
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IWineD3DDevice* device,
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char usePixelShader,
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char useVertexShader) {
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/* not implemented */
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}
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static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
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{
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IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
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IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
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IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
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const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
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unsigned char i;
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for(i = 0; i < psi->numbumpenvmatconsts; i++)
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{
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/* The state manager takes care that this function is always called if the bump env matrix changes */
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const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
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if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
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{
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/* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
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* point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
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* don't care about them. The pointers are valid for sure because the stateblock is bigger.
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* (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
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*/
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const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
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}
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}
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}
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/**
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* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
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*
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* We only support float constants in ARB at the moment, so don't
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* worry about the Integers or Booleans
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*/
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/* GL locking is done by the caller (state handler) */
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static void shader_arb_load_constants(
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IWineD3DDevice* device,
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char usePixelShader,
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char useVertexShader) {
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
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IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
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const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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/* Load DirectX 9 float constants for vertex shader */
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deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
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vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
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deviceImpl->highest_dirty_vs_const,
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stateBlock->vertexShaderConstantF,
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deviceImpl->activeContext->vshader_const_dirty);
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/* Upload the position fixup */
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
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}
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if (usePixelShader) {
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IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
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/* Load DirectX 9 float constants for pixel shader */
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deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
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pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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deviceImpl->highest_dirty_ps_const,
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stateBlock->pixelShaderConstantF,
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deviceImpl->activeContext->pshader_const_dirty);
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shader_arb_ps_local_constants(deviceImpl);
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}
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}
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static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
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* context. On a context switch the old context will be fully dirtified */
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memset(This->activeContext->vshader_const_dirty + start, 1,
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sizeof(*This->activeContext->vshader_const_dirty) * count);
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This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
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}
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static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
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* context. On a context switch the old context will be fully dirtified */
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memset(This->activeContext->pshader_const_dirty + start, 1,
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sizeof(*This->activeContext->pshader_const_dirty) * count);
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This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
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}
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static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
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{
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DWORD *ret;
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DWORD idx = 0;
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const local_constant *lconst;
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if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
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ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
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if(!ret) {
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ERR("Out of memory\n");
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return NULL;
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}
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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ret[lconst->idx] = idx++;
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}
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return ret;
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}
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/* Generate the variable & register declarations for the ARB_vertex_program output target */
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static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
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SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
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{
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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DWORD i, cur, next_local = 0;
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char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
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unsigned max_constantsF;
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const local_constant *lconst;
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/* In pixel shaders, all private constants are program local, we don't need anything
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* from program.env. Thus we can advertise the full set of constants in pixel shaders.
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* If we need a private constant the GL implementation will squeeze it in somewhere
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*
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* With vertex shaders we need the posFixup and on some GL implementations 4 helper
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* immediate values. The posFixup is loaded using program.env for now, so always
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* subtract one from the number of constants. If the shader uses indirect addressing,
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* account for the helper const too because we have to declare all availabke d3d constants
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* and don't know which are actually used.
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*/
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if(pshader) {
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max_constantsF = GL_LIMITS(pshader_constantsF);
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} else {
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if(This->baseShader.reg_maps.usesrelconstF) {
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max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
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if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) max_constantsF -= GL_LIMITS(clipplanes);
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} else {
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max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
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}
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}
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for(i = 0; i < This->baseShader.limits.temporary; i++) {
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if (reg_maps->temporary[i])
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shader_addline(buffer, "TEMP R%u;\n", i);
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}
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for (i = 0; i < This->baseShader.limits.address; i++) {
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if (reg_maps->address[i])
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shader_addline(buffer, "ADDRESS A%d;\n", i);
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}
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if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
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for(i = 0; i < This->baseShader.limits.texcoord; i++) {
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if (reg_maps->texcoord[i] && pshader)
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shader_addline(buffer,"TEMP T%u;\n", i);
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}
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}
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/* Load local constants using the program-local space,
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* this avoids reloading them each time the shader is used
|
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*/
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if(lconst_map) {
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
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lconst_map[lconst->idx]);
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next_local = max(next_local, lconst_map[lconst->idx] + 1);
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}
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}
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/* we use the array-based constants array if the local constants are marked for loading,
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* because then we use indirect addressing, or when the local constant list is empty,
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* because then we don't know if we're using indirect addressing or not. If we're hardcoding
|
|
* local constants do not declare the loaded constants as an array because ARB compilers usually
|
|
* do not optimize unused constants away
|
|
*/
|
|
if(This->baseShader.reg_maps.usesrelconstF) {
|
|
/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
|
|
shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
|
|
max_constantsF, max_constantsF - 1);
|
|
} else {
|
|
for(i = 0; i < max_constantsF; i++) {
|
|
DWORD idx, mask;
|
|
idx = i >> 5;
|
|
mask = 1 << (i & 0x1f);
|
|
if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
|
|
shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
|
|
}
|
|
}
|
|
}
|
|
|
|
for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
|
|
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
|
|
if(!reg_maps->bumpmat[i]) continue;
|
|
|
|
cur = ps->numbumpenvmatconsts;
|
|
ps->bumpenvmatconst[cur].const_num = -1;
|
|
ps->bumpenvmatconst[cur].texunit = i;
|
|
ps->luminanceconst[cur].const_num = -1;
|
|
ps->luminanceconst[cur].texunit = i;
|
|
|
|
/* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
|
|
* in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
|
|
* 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
|
|
* textures due to conditional NP2 restrictions)
|
|
*
|
|
* Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
|
|
* shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
|
|
* their location is shader dependent anyway and they cannot be loaded globally.
|
|
*/
|
|
ps->bumpenvmatconst[cur].const_num = next_local++;
|
|
shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
|
|
i, ps->bumpenvmatconst[cur].const_num);
|
|
ps->numbumpenvmatconsts = cur + 1;
|
|
|
|
if(!reg_maps->luminanceparams[i]) continue;
|
|
|
|
((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = next_local++;
|
|
shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
|
|
i, ps->luminanceconst[cur].const_num);
|
|
}
|
|
|
|
}
|
|
|
|
static const char * const shift_tab[] = {
|
|
"dummy", /* 0 (none) */
|
|
"coefmul.x", /* 1 (x2) */
|
|
"coefmul.y", /* 2 (x4) */
|
|
"coefmul.z", /* 3 (x8) */
|
|
"coefmul.w", /* 4 (x16) */
|
|
"dummy", /* 5 (x32) */
|
|
"dummy", /* 6 (x64) */
|
|
"dummy", /* 7 (x128) */
|
|
"dummy", /* 8 (d256) */
|
|
"dummy", /* 9 (d128) */
|
|
"dummy", /* 10 (d64) */
|
|
"dummy", /* 11 (d32) */
|
|
"coefdiv.w", /* 12 (d16) */
|
|
"coefdiv.z", /* 13 (d8) */
|
|
"coefdiv.y", /* 14 (d4) */
|
|
"coefdiv.x" /* 15 (d2) */
|
|
};
|
|
|
|
static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
|
|
const struct wined3d_shader_dst_param *dst, char *write_mask)
|
|
{
|
|
char *ptr = write_mask;
|
|
|
|
if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
|
|
{
|
|
*ptr++ = '.';
|
|
if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
|
|
if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
|
|
if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
|
|
if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
|
|
}
|
|
|
|
*ptr = '\0';
|
|
}
|
|
|
|
static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
|
|
{
|
|
/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
|
|
* but addressed as "rgba". To fix this we need to swap the register's x
|
|
* and z components. */
|
|
const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
|
|
char *ptr = swizzle_str;
|
|
|
|
/* swizzle bits fields: wwzzyyxx */
|
|
DWORD swizzle = param->swizzle;
|
|
DWORD swizzle_x = swizzle & 0x03;
|
|
DWORD swizzle_y = (swizzle >> 2) & 0x03;
|
|
DWORD swizzle_z = (swizzle >> 4) & 0x03;
|
|
DWORD swizzle_w = (swizzle >> 6) & 0x03;
|
|
|
|
/* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
|
|
* generate a swizzle string. Unless we need to our own swizzling. */
|
|
if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
|
|
{
|
|
*ptr++ = '.';
|
|
if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
|
|
*ptr++ = swizzle_chars[swizzle_x];
|
|
} else {
|
|
*ptr++ = swizzle_chars[swizzle_x];
|
|
*ptr++ = swizzle_chars[swizzle_y];
|
|
*ptr++ = swizzle_chars[swizzle_z];
|
|
*ptr++ = swizzle_chars[swizzle_w];
|
|
}
|
|
}
|
|
|
|
*ptr = '\0';
|
|
}
|
|
|
|
static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
|
|
{
|
|
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
|
|
if(strcmp(priv->addr_reg, src) == 0) return;
|
|
|
|
strcpy(priv->addr_reg, src);
|
|
shader_addline(buffer, "ARL A0.x, %s;\n", src);
|
|
}
|
|
|
|
static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
|
|
const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
|
|
|
|
static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
|
|
const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
|
|
{
|
|
/* oPos, oFog and oPts in D3D */
|
|
static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
|
|
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
|
BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
|
|
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
|
|
|
|
*is_color = FALSE;
|
|
|
|
switch (reg->type)
|
|
{
|
|
case WINED3DSPR_TEMP:
|
|
sprintf(register_name, "R%u", reg->idx);
|
|
break;
|
|
|
|
case WINED3DSPR_INPUT:
|
|
if (pshader)
|
|
{
|
|
if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
|
|
else strcpy(register_name, "fragment.color.secondary");
|
|
}
|
|
else
|
|
{
|
|
if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
|
|
sprintf(register_name, "vertex.attrib[%u]", reg->idx);
|
|
}
|
|
break;
|
|
|
|
case WINED3DSPR_CONST:
|
|
if (!pshader && reg->rel_addr)
|
|
{
|
|
char rel_reg[50];
|
|
UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
|
|
if(This->baseShader.reg_maps.shader_version.major < 2) {
|
|
sprintf(rel_reg, "A0.x");
|
|
} else {
|
|
shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
|
|
if(ctx->target_version == ARB) {
|
|
shader_arb_request_a0(ins, rel_reg);
|
|
sprintf(rel_reg, "A0.x");
|
|
}
|
|
}
|
|
if (reg->idx >= rel_offset)
|
|
sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
|
|
else
|
|
sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
|
|
}
|
|
else
|
|
{
|
|
if (This->baseShader.reg_maps.usesrelconstF)
|
|
sprintf(register_name, "C[%u]", reg->idx);
|
|
else
|
|
sprintf(register_name, "C%u", reg->idx);
|
|
}
|
|
break;
|
|
|
|
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
|
|
if (pshader) {
|
|
if(This->baseShader.reg_maps.shader_version.major == 1 &&
|
|
This->baseShader.reg_maps.shader_version.minor <= 3) {
|
|
/* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
|
|
* and as source to most instructions. For some instructions it is the texcoord
|
|
* input. Those instructions know about the special use
|
|
*/
|
|
sprintf(register_name, "T%u", reg->idx);
|
|
} else {
|
|
/* in ps 1.4 and 2.x Tx is always a (read-only) varying */
|
|
sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
|
|
{
|
|
sprintf(register_name, "A%u", reg->idx);
|
|
}
|
|
else
|
|
{
|
|
sprintf(register_name, "A%u_SHADOW", reg->idx);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WINED3DSPR_COLOROUT:
|
|
if (reg->idx == 0)
|
|
{
|
|
if(ctx->cur_ps_args->super.srgb_correction)
|
|
{
|
|
strcpy(register_name, "TMP_COLOR");
|
|
}
|
|
else
|
|
{
|
|
strcpy(register_name, "result.color");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/* TODO: See GL_ARB_draw_buffers */
|
|
FIXME("Unsupported write to render target %u\n", reg->idx);
|
|
sprintf(register_name, "unsupported_register");
|
|
}
|
|
break;
|
|
|
|
case WINED3DSPR_RASTOUT:
|
|
sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
|
|
break;
|
|
|
|
case WINED3DSPR_DEPTHOUT:
|
|
strcpy(register_name, "result.depth");
|
|
break;
|
|
|
|
case WINED3DSPR_ATTROUT:
|
|
if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
|
|
else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
|
|
else strcpy(register_name, "result.color.secondary");
|
|
break;
|
|
|
|
case WINED3DSPR_TEXCRDOUT:
|
|
if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
|
|
else sprintf(register_name, "result.texcoord[%u]", reg->idx);
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
|
|
sprintf(register_name, "unrecognized_register[%u]", reg->idx);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
|
|
const struct wined3d_shader_dst_param *wined3d_dst, char *str)
|
|
{
|
|
char register_name[255];
|
|
char write_mask[6];
|
|
BOOL is_color;
|
|
|
|
shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
|
|
strcpy(str, register_name);
|
|
|
|
shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
|
|
strcat(str, write_mask);
|
|
}
|
|
|
|
static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
|
|
{
|
|
switch(channel_source)
|
|
{
|
|
case CHANNEL_SOURCE_ZERO: return "0";
|
|
case CHANNEL_SOURCE_ONE: return "1";
|
|
case CHANNEL_SOURCE_X: return "x";
|
|
case CHANNEL_SOURCE_Y: return "y";
|
|
case CHANNEL_SOURCE_Z: return "z";
|
|
case CHANNEL_SOURCE_W: return "w";
|
|
default:
|
|
FIXME("Unhandled channel source %#x\n", channel_source);
|
|
return "undefined";
|
|
}
|
|
}
|
|
|
|
static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
|
|
const char *one, const char *two, struct color_fixup_desc fixup)
|
|
{
|
|
DWORD mask;
|
|
|
|
if (is_yuv_fixup(fixup))
|
|
{
|
|
enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
|
|
FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
|
|
return;
|
|
}
|
|
|
|
mask = 0;
|
|
if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
|
|
if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
|
|
if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
|
|
if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
|
|
mask &= dst_mask;
|
|
|
|
if (mask)
|
|
{
|
|
shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
|
|
shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
|
|
shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
|
|
}
|
|
|
|
mask = 0;
|
|
if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
|
|
if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
|
|
if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
|
|
if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
|
|
mask &= dst_mask;
|
|
|
|
if (mask)
|
|
{
|
|
char reg_mask[6];
|
|
char *ptr = reg_mask;
|
|
|
|
if (mask != WINED3DSP_WRITEMASK_ALL)
|
|
{
|
|
*ptr++ = '.';
|
|
if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
|
|
if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
|
|
if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
|
|
if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
|
|
}
|
|
*ptr = '\0';
|
|
|
|
shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
|
|
}
|
|
}
|
|
|
|
static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
|
|
const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
|
|
{
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
|
const char *tex_type;
|
|
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
|
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
|
|
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
|
|
|
|
switch(sampler_type) {
|
|
case WINED3DSTT_1D:
|
|
tex_type = "1D";
|
|
break;
|
|
|
|
case WINED3DSTT_2D:
|
|
if(device->stateBlock->textures[sampler_idx] &&
|
|
IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
|
|
tex_type = "RECT";
|
|
} else {
|
|
tex_type = "2D";
|
|
}
|
|
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
|
|
{
|
|
if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
|
|
{
|
|
FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WINED3DSTT_VOLUME:
|
|
tex_type = "3D";
|
|
break;
|
|
|
|
case WINED3DSTT_CUBE:
|
|
tex_type = "CUBE";
|
|
break;
|
|
|
|
default:
|
|
ERR("Unexpected texture type %d\n", sampler_type);
|
|
tex_type = "";
|
|
}
|
|
|
|
if (bias) {
|
|
/* Shouldn't be possible, but let's check for it */
|
|
if(projected) FIXME("Biased and Projected texture sampling\n");
|
|
/* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
|
|
shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
|
|
} else if (projected) {
|
|
shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
|
|
} else {
|
|
shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
|
|
}
|
|
|
|
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
|
|
{
|
|
gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
|
|
"one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
|
|
}
|
|
}
|
|
|
|
static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
|
|
const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
|
|
{
|
|
/* Generate a line that does the input modifier computation and return the input register to use */
|
|
BOOL is_color = FALSE;
|
|
char regstr[256];
|
|
char swzstr[20];
|
|
int insert_line;
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
|
|
|
|
/* Assume a new line will be added */
|
|
insert_line = 1;
|
|
|
|
/* Get register name */
|
|
shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
|
|
shader_arb_get_swizzle(src, is_color, swzstr);
|
|
|
|
switch (src->modifiers)
|
|
{
|
|
case WINED3DSPSM_NONE:
|
|
sprintf(outregstr, "%s%s", regstr, swzstr);
|
|
insert_line = 0;
|
|
break;
|
|
case WINED3DSPSM_NEG:
|
|
sprintf(outregstr, "-%s%s", regstr, swzstr);
|
|
insert_line = 0;
|
|
break;
|
|
case WINED3DSPSM_BIAS:
|
|
shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
|
|
break;
|
|
case WINED3DSPSM_BIASNEG:
|
|
shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
|
|
break;
|
|
case WINED3DSPSM_SIGN:
|
|
shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
|
|
break;
|
|
case WINED3DSPSM_SIGNNEG:
|
|
shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
|
|
break;
|
|
case WINED3DSPSM_COMP:
|
|
shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
|
|
break;
|
|
case WINED3DSPSM_X2:
|
|
shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
|
|
break;
|
|
case WINED3DSPSM_X2NEG:
|
|
shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
|
|
break;
|
|
case WINED3DSPSM_DZ:
|
|
shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
|
|
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
|
|
break;
|
|
case WINED3DSPSM_DW:
|
|
shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
|
|
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
|
|
break;
|
|
case WINED3DSPSM_ABS:
|
|
if(ctx->target_version >= NV2) {
|
|
sprintf(outregstr, "|%s%s|", regstr, swzstr);
|
|
insert_line = 0;
|
|
} else {
|
|
shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
|
|
}
|
|
break;
|
|
case WINED3DSPSM_ABSNEG:
|
|
if(ctx->target_version >= NV2) {
|
|
sprintf(outregstr, "-|%s%s|", regstr, swzstr);
|
|
} else {
|
|
shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
|
|
sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
|
|
}
|
|
insert_line = 0;
|
|
break;
|
|
default:
|
|
sprintf(outregstr, "%s%s", regstr, swzstr);
|
|
insert_line = 0;
|
|
}
|
|
|
|
/* Return modified or original register, with swizzle */
|
|
if (insert_line)
|
|
sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
|
|
}
|
|
|
|
static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD mod;
|
|
const char *ret = "";
|
|
if (!ins->dst_count) return "";
|
|
|
|
mod = ins->dst[0].modifiers;
|
|
if(mod & WINED3DSPDM_SATURATE) {
|
|
ret = "_SAT";
|
|
mod &= ~WINED3DSPDM_SATURATE;
|
|
}
|
|
if(mod & WINED3DSPDM_PARTIALPRECISION) {
|
|
FIXME("Unhandled modifier WINED3DSPDM_PARTIALPRECISION\n");
|
|
mod &= ~WINED3DSPDM_PARTIALPRECISION;
|
|
}
|
|
if(mod & WINED3DSPDM_MSAMPCENTROID) {
|
|
FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
|
|
mod &= ~WINED3DSPDM_MSAMPCENTROID;
|
|
}
|
|
if(mod) {
|
|
FIXME("Unknown modifiers 0x%08x\n", mod);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char dst_name[50];
|
|
char src_name[2][50];
|
|
DWORD sampler_code = dst->reg.idx;
|
|
|
|
shader_arb_get_dst_param(ins, dst, dst_name);
|
|
|
|
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
|
|
*
|
|
* Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
|
|
* with bem. So delay loading the first parameter until after the perturbation calculation which needs two
|
|
* temps is done.
|
|
*/
|
|
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
|
|
shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
|
|
shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
|
|
shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
|
|
shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
|
|
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
|
|
shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
|
|
}
|
|
|
|
static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char dst_name[50];
|
|
char src_name[3][50];
|
|
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
|
|
ins->ctx->reg_maps->shader_version.minor);
|
|
|
|
shader_arb_get_dst_param(ins, dst, dst_name);
|
|
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
|
|
|
|
/* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
|
|
if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
|
|
{
|
|
shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
|
|
} else {
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
|
|
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
|
|
shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
|
|
shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n",
|
|
shader_arb_get_modifier(ins), dst_name, src_name[1], src_name[2]);
|
|
}
|
|
}
|
|
|
|
static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char dst_name[50];
|
|
char src_name[3][50];
|
|
|
|
shader_arb_get_dst_param(ins, dst, dst_name);
|
|
|
|
/* Generate input register names (with modifiers) */
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
|
|
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
|
|
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
|
|
|
|
shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
|
|
src_name[0], src_name[2], src_name[1]);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_DP2ADD instruction in ARB.
|
|
* dst = dot2(src0, src1) + src2 */
|
|
static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char dst_name[50];
|
|
char src_name[3][50];
|
|
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
|
|
|
|
shader_arb_get_dst_param(ins, dst, dst_name);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
|
|
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
|
|
|
|
if(ctx->target_version >= NV3)
|
|
{
|
|
/* GL_NV_fragment_program2 has a 1:1 matching instruction */
|
|
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
|
|
shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
|
|
dst_name, src_name[0], src_name[1], src_name[2]);
|
|
}
|
|
else if(ctx->target_version >= NV2)
|
|
{
|
|
/* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
|
|
* dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
|
|
* dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
|
|
* dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
|
|
*
|
|
* Make sure that src1.zw = src1.xy, then we get a classic dp2add
|
|
*
|
|
* .xyxy and other swizzles that we could get with this are not valid in
|
|
* plain ARBfp, but luckily the NV extension grammar lifts this limitation.
|
|
*/
|
|
struct wined3d_shader_src_param tmp_param = ins->src[1];
|
|
DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
|
|
tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
|
|
|
|
shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
|
|
|
|
shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
|
|
dst_name, src_name[2], src_name[0], src_name[1]);
|
|
}
|
|
else
|
|
{
|
|
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
|
|
/* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
|
|
* src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
|
|
*/
|
|
shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
|
|
shader_addline(buffer, "MOV TA.z, 0.0;\n");
|
|
shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
|
|
shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
|
|
}
|
|
}
|
|
|
|
/* Map the opcode 1-to-1 to the GL code */
|
|
static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
const char *instruction;
|
|
char arguments[256], dst_str[50];
|
|
unsigned int i;
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
|
|
switch (ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_ABS: instruction = "ABS"; break;
|
|
case WINED3DSIH_ADD: instruction = "ADD"; break;
|
|
case WINED3DSIH_CRS: instruction = "XPD"; break;
|
|
case WINED3DSIH_DP3: instruction = "DP3"; break;
|
|
case WINED3DSIH_DP4: instruction = "DP4"; break;
|
|
case WINED3DSIH_DST: instruction = "DST"; break;
|
|
case WINED3DSIH_EXP: instruction = "EX2"; break;
|
|
case WINED3DSIH_EXPP: instruction = "EXP"; break;
|
|
case WINED3DSIH_FRC: instruction = "FRC"; break;
|
|
case WINED3DSIH_LIT: instruction = "LIT"; break;
|
|
case WINED3DSIH_LOG: instruction = "LG2"; break;
|
|
case WINED3DSIH_LOGP: instruction = "LOG"; break;
|
|
case WINED3DSIH_LRP: instruction = "LRP"; break;
|
|
case WINED3DSIH_MAD: instruction = "MAD"; break;
|
|
case WINED3DSIH_MAX: instruction = "MAX"; break;
|
|
case WINED3DSIH_MIN: instruction = "MIN"; break;
|
|
case WINED3DSIH_MOV: instruction = "MOV"; break;
|
|
case WINED3DSIH_MUL: instruction = "MUL"; break;
|
|
case WINED3DSIH_POW: instruction = "POW"; break;
|
|
case WINED3DSIH_SGE: instruction = "SGE"; break;
|
|
case WINED3DSIH_SLT: instruction = "SLT"; break;
|
|
case WINED3DSIH_SUB: instruction = "SUB"; break;
|
|
case WINED3DSIH_MOVA:instruction = "ARR"; break;
|
|
case WINED3DSIH_SGN: instruction = "SSG"; break;
|
|
case WINED3DSIH_DSX: instruction = "DDX"; break;
|
|
default: instruction = "";
|
|
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
|
|
break;
|
|
}
|
|
|
|
/* Note that shader_arb_add_dst_param() adds spaces. */
|
|
arguments[0] = '\0';
|
|
shader_arb_get_dst_param(ins, dst, dst_str);
|
|
for (i = 0; i < ins->src_count; ++i)
|
|
{
|
|
char operand[100];
|
|
strcat(arguments, ", ");
|
|
shader_arb_get_src_param(ins, &ins->src[i], i, operand);
|
|
strcat(arguments, operand);
|
|
}
|
|
shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
|
|
}
|
|
|
|
static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
shader_addline(buffer, "NOP;\n");
|
|
}
|
|
|
|
static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
|
BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
|
|
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
|
|
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char src0_param[256];
|
|
|
|
if(ins->handler_idx == WINED3DSIH_MOVA) {
|
|
struct wined3d_shader_src_param tmp_src = ins->src[0];
|
|
char write_mask[6];
|
|
|
|
if(ctx->target_version >= NV2) {
|
|
shader_hw_map2gl(ins);
|
|
return;
|
|
}
|
|
tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
|
|
shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
|
|
shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
|
|
|
|
/* This implements the mova formula used in GLSL. The first two instructions
|
|
* prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
|
|
* in this case:
|
|
* mova A0.x, 0.0
|
|
*
|
|
* A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
|
|
*
|
|
* The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
|
|
* A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
|
|
*/
|
|
shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
|
|
shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
|
|
|
|
shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
|
|
shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
|
|
shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
|
|
shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
|
|
|
|
((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
|
|
} else if (ins->ctx->reg_maps->shader_version.major == 1
|
|
&& !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
|
|
&& ins->dst[0].reg.type == WINED3DSPR_ADDR)
|
|
{
|
|
src0_param[0] = '\0';
|
|
if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
|
|
{
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
|
|
shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
|
|
shader_addline(buffer, "ARL A0.x, TA.x;\n");
|
|
}
|
|
else
|
|
{
|
|
/* Apple's ARB_vertex_program implementation does not accept an ARL source argument
|
|
* with more than one component. Thus replicate the first source argument over all
|
|
* 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
|
|
struct wined3d_shader_src_param tmp_src = ins->src[0];
|
|
tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
|
|
shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
|
|
shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
|
|
}
|
|
}
|
|
else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
|
|
{
|
|
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
|
|
if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
|
|
{
|
|
shader_addline(buffer, "#mov handled in srgb write code\n");
|
|
return;
|
|
}
|
|
shader_hw_map2gl(ins);
|
|
}
|
|
else
|
|
{
|
|
shader_hw_map2gl(ins);
|
|
}
|
|
}
|
|
|
|
static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char reg_dest[40];
|
|
|
|
/* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
|
|
* but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
|
|
*/
|
|
shader_arb_get_dst_param(ins, dst, reg_dest);
|
|
|
|
if (ins->ctx->reg_maps->shader_version.major >= 2)
|
|
{
|
|
/* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
|
|
shader_arb_get_dst_param(ins, dst, reg_dest);
|
|
shader_addline(buffer, "KIL %s;\n", reg_dest);
|
|
} else {
|
|
/* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
|
|
* copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
|
|
*
|
|
* ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
|
|
* or pass in any temporary register(in shader phase 2)
|
|
*/
|
|
if(ins->ctx->reg_maps->shader_version.minor <= 3) {
|
|
sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
|
|
} else {
|
|
shader_arb_get_dst_param(ins, dst, reg_dest);
|
|
}
|
|
shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
|
|
shader_addline(buffer, "KIL TA;\n");
|
|
}
|
|
}
|
|
|
|
static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
|
|
ins->ctx->reg_maps->shader_version.minor);
|
|
BOOL projected = FALSE, bias = FALSE;
|
|
struct wined3d_shader_src_param src;
|
|
|
|
char reg_dest[40];
|
|
char reg_coord[40];
|
|
DWORD reg_sampler_code;
|
|
|
|
/* All versions have a destination register */
|
|
shader_arb_get_dst_param(ins, dst, reg_dest);
|
|
|
|
/* 1.0-1.4: Use destination register number as texture code.
|
|
2.0+: Use provided sampler number as texure code. */
|
|
if (shader_version < WINED3D_SHADER_VERSION(2,0))
|
|
reg_sampler_code = dst->reg.idx;
|
|
else
|
|
reg_sampler_code = ins->src[1].reg.idx;
|
|
|
|
/* 1.0-1.3: Use the texcoord varying.
|
|
1.4+: Use provided coordinate source register. */
|
|
if (shader_version < WINED3D_SHADER_VERSION(1,4))
|
|
sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
|
|
else {
|
|
/* TEX is the only instruction that can handle DW and DZ natively */
|
|
src = ins->src[0];
|
|
if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
|
|
if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
|
|
shader_arb_get_src_param(ins, &src, 0, reg_coord);
|
|
}
|
|
|
|
/* projection flag:
|
|
* 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
|
|
* 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
|
|
* 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
|
|
*/
|
|
if (shader_version < WINED3D_SHADER_VERSION(1,4))
|
|
{
|
|
DWORD flags = 0;
|
|
if(reg_sampler_code < MAX_TEXTURES) {
|
|
flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
|
|
}
|
|
if (flags & WINED3DTTFF_PROJECTED) {
|
|
projected = TRUE;
|
|
}
|
|
}
|
|
else if (shader_version < WINED3D_SHADER_VERSION(2,0))
|
|
{
|
|
DWORD src_mod = ins->src[0].modifiers;
|
|
if (src_mod == WINED3DSPSM_DZ) {
|
|
/* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
|
|
* varying register, so we need a temp reg
|
|
*/
|
|
shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
|
|
strcpy(reg_coord, "TA");
|
|
projected = TRUE;
|
|
} else if(src_mod == WINED3DSPSM_DW) {
|
|
projected = TRUE;
|
|
}
|
|
} else {
|
|
if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
|
|
if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
|
|
}
|
|
shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
|
|
}
|
|
|
|
static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
|
|
ins->ctx->reg_maps->shader_version.minor);
|
|
char dst_str[50];
|
|
|
|
if (shader_version < WINED3D_SHADER_VERSION(1,4))
|
|
{
|
|
DWORD reg = dst->reg.idx;
|
|
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
|
|
shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
|
|
} else {
|
|
char reg_src[40];
|
|
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
|
|
shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
|
|
}
|
|
}
|
|
|
|
static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
DWORD flags;
|
|
|
|
DWORD reg1 = ins->dst[0].reg.idx;
|
|
char dst_str[50];
|
|
char src_str[50];
|
|
|
|
/* Note that texreg2ar treats Tx as a temporary register, not as a varying */
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
|
|
/* Move .x first in case src_str is "TA" */
|
|
shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
|
|
shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
|
|
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
|
|
shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED, FALSE);
|
|
}
|
|
|
|
static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
|
|
DWORD reg1 = ins->dst[0].reg.idx;
|
|
char dst_str[50];
|
|
char src_str[50];
|
|
|
|
/* Note that texreg2gb treats Tx as a temporary register, not as a varying */
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
|
|
shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
|
|
shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
|
|
shader_hw_sample(ins, reg1, dst_str, "TA", FALSE, FALSE);
|
|
}
|
|
|
|
static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD reg1 = ins->dst[0].reg.idx;
|
|
char dst_str[50];
|
|
char src_str[50];
|
|
|
|
/* Note that texreg2rg treats Tx as a temporary register, not as a varying */
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
|
|
shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
|
|
}
|
|
|
|
static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char reg_coord[40], dst_reg[50], src_reg[50];
|
|
DWORD reg_dest_code;
|
|
|
|
/* All versions have a destination register. The Tx where the texture coordinates come
|
|
* from is the varying incarnation of the texture register
|
|
*/
|
|
reg_dest_code = dst->reg.idx;
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
|
|
sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
|
|
|
|
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
|
|
* The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
|
|
*
|
|
* GL_NV_fragment_program_option could handle this in one instruction via X2D:
|
|
* X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
|
|
*
|
|
* However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
|
|
* comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
|
|
* extension.
|
|
*/
|
|
shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
|
|
shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
|
|
shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
|
|
shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
|
|
|
|
/* with projective textures, texbem only divides the static texture coord, not the displacement,
|
|
* so we can't let the GL handle this.
|
|
*/
|
|
if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
|
|
& WINED3DTTFF_PROJECTED) {
|
|
shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
|
|
shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
|
|
shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
|
|
} else {
|
|
shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
|
|
}
|
|
|
|
shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", FALSE, FALSE);
|
|
|
|
if (ins->handler_idx == WINED3DSIH_TEXBEML)
|
|
{
|
|
/* No src swizzles are allowed, so this is ok */
|
|
shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
|
|
src_reg, reg_dest_code, reg_dest_code);
|
|
shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
|
|
}
|
|
}
|
|
|
|
static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD reg = ins->dst[0].reg.idx;
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char src0_name[50], dst_name[50];
|
|
BOOL is_color;
|
|
struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
|
|
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
|
|
/* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
|
|
* T<reg+1> register. Use this register to store the calculated vector
|
|
*/
|
|
tmp_reg.idx = reg + 1;
|
|
shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
|
|
shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
|
|
}
|
|
|
|
static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
DWORD flags;
|
|
DWORD reg = ins->dst[0].reg.idx;
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char dst_str[50];
|
|
char src0_name[50];
|
|
char dst_reg[50];
|
|
BOOL is_color;
|
|
|
|
/* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
|
|
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
|
|
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
|
|
shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
|
|
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
|
|
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
|
|
}
|
|
|
|
static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
|
DWORD reg = ins->dst[0].reg.idx;
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
char src0_name[50], dst_name[50];
|
|
struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
|
|
BOOL is_color;
|
|
|
|
/* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
|
|
* incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
|
|
* register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
|
|
*/
|
|
tmp_reg.idx = reg + 2 - current_state->current_row;
|
|
shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
|
|
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
|
|
shader_addline(buffer, "DP3 %s%u.%c, fragment.texcoord[%u], %s;\n",
|
|
dst_name, tmp_reg.idx, 'x' + current_state->current_row, reg, src0_name);
|
|
current_state->texcoord_w[current_state->current_row++] = reg;
|
|
}
|
|
|
|
static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
DWORD flags;
|
|
DWORD reg = ins->dst[0].reg.idx;
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
char dst_str[50];
|
|
char src0_name[50], dst_name[50];
|
|
BOOL is_color;
|
|
|
|
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
|
|
shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
|
|
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
|
|
shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED, FALSE);
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
DWORD flags;
|
|
DWORD reg = ins->dst[0].reg.idx;
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
char dst_str[50];
|
|
char src0_name[50];
|
|
char dst_reg[8];
|
|
BOOL is_color;
|
|
|
|
/* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
|
|
* components for temporary data storage
|
|
*/
|
|
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
|
|
shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
|
|
|
|
/* Construct the eye-ray vector from w coordinates */
|
|
shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
|
|
shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
|
|
shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
|
|
|
|
/* Calculate reflection vector
|
|
*/
|
|
shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
|
|
/* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
|
|
shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
|
|
shader_addline(buffer, "RCP TB.w, TB.w;\n");
|
|
shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
|
|
shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
|
|
shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
|
|
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
|
|
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
DWORD flags;
|
|
DWORD reg = ins->dst[0].reg.idx;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char dst_str[50];
|
|
char src0_name[50];
|
|
char src1_name[50];
|
|
char dst_reg[8];
|
|
BOOL is_color;
|
|
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
|
|
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
|
|
/* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
|
|
shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
|
|
|
|
/* Calculate reflection vector.
|
|
*
|
|
* dot(N, E)
|
|
* dst_reg.xyz = 2 * --------- * N - E
|
|
* dot(N, N)
|
|
*
|
|
* Which normalizes the normal vector
|
|
*/
|
|
shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
|
|
shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
|
|
shader_addline(buffer, "RCP TC.w, TC.w;\n");
|
|
shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
|
|
shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
|
|
shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
|
|
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
|
|
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char dst_name[50];
|
|
|
|
/* texdepth has an implicit destination, the fragment depth value. It's only parameter,
|
|
* which is essentially an input, is the destination register because it is the first
|
|
* parameter. According to the msdn, this must be register r5, but let's keep it more flexible
|
|
* here(writemasks/swizzles are not valid on texdepth)
|
|
*/
|
|
shader_arb_get_dst_param(ins, dst, dst_name);
|
|
|
|
/* According to the msdn, the source register(must be r5) is unusable after
|
|
* the texdepth instruction, so we're free to modify it
|
|
*/
|
|
shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
|
|
|
|
/* How to deal with the special case dst_name.g == 0? if r != 0, then
|
|
* the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
|
|
* result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
|
|
*/
|
|
shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
|
|
shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
|
|
shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
|
|
shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
|
|
* Take a 3-component dot product of the TexCoord[dstreg] and src,
|
|
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
|
|
static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
DWORD sampler_idx = ins->dst[0].reg.idx;
|
|
char src0[50];
|
|
char dst_str[50];
|
|
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
|
|
shader_addline(buffer, "MOV TB, 0.0;\n");
|
|
shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
|
|
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
|
|
shader_hw_sample(ins, sampler_idx, dst_str, "TB", FALSE /* Only one coord, can't be projected */, FALSE);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXDP3 instruction in ARB:
|
|
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
|
|
static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
char src0[50];
|
|
char dst_str[50];
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
|
|
/* Handle output register */
|
|
shader_arb_get_dst_param(ins, dst, dst_str);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
|
|
shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3 instruction in ARB
|
|
* Perform the 3rd row of a 3x3 matrix multiply */
|
|
static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char dst_str[50], dst_name[50];
|
|
char src0[50];
|
|
BOOL is_color;
|
|
|
|
shader_arb_get_dst_param(ins, dst, dst_str);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
|
|
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
|
|
shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
|
|
shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
|
|
* Last row of a 3x2 matrix multiply, use the result to calculate the depth:
|
|
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
|
|
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
|
|
*/
|
|
static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
char src0[50], dst_name[50];
|
|
BOOL is_color;
|
|
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
|
|
shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
|
|
shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
|
|
|
|
/* How to deal with the special case dst_name.g == 0? if r != 0, then
|
|
* the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
|
|
* result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
|
|
*/
|
|
shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
|
|
shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
|
|
shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
|
|
shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
|
|
}
|
|
|
|
/** Handles transforming all WINED3DSIO_M?x? opcodes for
|
|
Vertex/Pixel shaders to ARB_vertex_program codes */
|
|
static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
int i;
|
|
int nComponents = 0;
|
|
struct wined3d_shader_dst_param tmp_dst = {{0}};
|
|
struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
|
|
struct wined3d_shader_instruction tmp_ins;
|
|
|
|
memset(&tmp_ins, 0, sizeof(tmp_ins));
|
|
|
|
/* Set constants for the temporary argument */
|
|
tmp_ins.ctx = ins->ctx;
|
|
tmp_ins.dst_count = 1;
|
|
tmp_ins.dst = &tmp_dst;
|
|
tmp_ins.src_count = 2;
|
|
tmp_ins.src = tmp_src;
|
|
|
|
switch(ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_M4x4:
|
|
nComponents = 4;
|
|
tmp_ins.handler_idx = WINED3DSIH_DP4;
|
|
break;
|
|
case WINED3DSIH_M4x3:
|
|
nComponents = 3;
|
|
tmp_ins.handler_idx = WINED3DSIH_DP4;
|
|
break;
|
|
case WINED3DSIH_M3x4:
|
|
nComponents = 4;
|
|
tmp_ins.handler_idx = WINED3DSIH_DP3;
|
|
break;
|
|
case WINED3DSIH_M3x3:
|
|
nComponents = 3;
|
|
tmp_ins.handler_idx = WINED3DSIH_DP3;
|
|
break;
|
|
case WINED3DSIH_M3x2:
|
|
nComponents = 2;
|
|
tmp_ins.handler_idx = WINED3DSIH_DP3;
|
|
break;
|
|
default:
|
|
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
|
|
break;
|
|
}
|
|
|
|
tmp_dst = ins->dst[0];
|
|
tmp_src[0] = ins->src[0];
|
|
tmp_src[1] = ins->src[1];
|
|
for (i = 0; i < nComponents; i++) {
|
|
tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
|
|
shader_hw_map2gl(&tmp_ins);
|
|
++tmp_src[1].reg.idx;
|
|
}
|
|
}
|
|
|
|
static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
const char *instruction;
|
|
|
|
char dst[50];
|
|
char src[50];
|
|
|
|
switch(ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_RSQ: instruction = "RSQ"; break;
|
|
case WINED3DSIH_RCP: instruction = "RCP"; break;
|
|
default: instruction = "";
|
|
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
|
|
break;
|
|
}
|
|
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src);
|
|
if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
|
|
{
|
|
/* Dx sdk says .x is used if no swizzle is given, but our test shows that
|
|
* .w is used
|
|
*/
|
|
strcat(src, ".w");
|
|
}
|
|
|
|
shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
|
|
}
|
|
|
|
static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char dst_name[50];
|
|
char src_name[50];
|
|
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
|
|
BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
|
|
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
|
|
|
|
if(pshader && priv->target_version >= NV3)
|
|
{
|
|
shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
|
|
shader_addline(buffer, "RSQ TA, TA.x;\n");
|
|
/* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
|
|
shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
|
|
src_name);
|
|
}
|
|
}
|
|
|
|
static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char dst_name[50];
|
|
char src_name[3][50];
|
|
|
|
/* ARB_fragment_program has a convenient LRP instruction */
|
|
if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
|
|
shader_hw_map2gl(ins);
|
|
return;
|
|
}
|
|
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
|
|
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
|
|
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
|
|
|
|
shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
|
|
shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
|
|
dst_name, src_name[0], src_name[2]);
|
|
}
|
|
|
|
static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
/* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
|
|
* must contain fixed constants. So we need a separate function to filter those constants and
|
|
* can't use map2gl
|
|
*/
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
|
|
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
|
|
char dst_name[50];
|
|
char src_name0[50], src_name1[50], src_name2[50];
|
|
BOOL is_color;
|
|
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
|
|
if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
|
|
shader_addline(buffer, "SCS%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
|
|
src_name0);
|
|
} else if(priv->target_version >= NV2) {
|
|
shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
|
|
|
|
/* Sincos writemask must be .x, .y or .xy */
|
|
if(dst->write_mask & WINED3DSP_WRITEMASK_0)
|
|
shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
|
|
if(dst->write_mask & WINED3DSP_WRITEMASK_1)
|
|
shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
|
|
} else {
|
|
/* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
|
|
* helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
|
|
*
|
|
* sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
|
|
* cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
|
|
*
|
|
* The constants we get are:
|
|
*
|
|
* +1 +1, -1 -1 +1 +1 -1 -1
|
|
* ---- , ---- , ---- , ----- , ----- , ----- , ------
|
|
* 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
|
|
*
|
|
* If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
|
|
*
|
|
* (x/2)^2 = x^2 / 4
|
|
* (x/2)^3 = x^3 / 8
|
|
* (x/2)^4 = x^4 / 16
|
|
* (x/2)^5 = x^5 / 32
|
|
* etc
|
|
*
|
|
* To get the final result:
|
|
* sin(x) = 2 * sin(x/2) * cos(x/2)
|
|
* cos(x) = cos(x/2)^2 - sin(x/2)^2
|
|
* (from sin(x+y) and cos(x+y) rules)
|
|
*
|
|
* As per MSDN, dst.z is undefined after the operation, and so is
|
|
* dst.x and dst.y if they're masked out by the writemask. Ie
|
|
* sincos dst.y, src1, c0, c1
|
|
* returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
|
|
* vsa.exe also stops with an error if the dest register is the same register as the source
|
|
* register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
|
|
* indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
|
|
*/
|
|
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
|
|
shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
|
|
shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
|
|
|
|
shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
|
|
shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
|
|
shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
|
|
shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
|
|
shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
|
|
shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
|
|
|
|
/* sin(x/2)
|
|
*
|
|
* Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
|
|
* properly merge that with MULs in the code above?
|
|
* The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
|
|
* we can merge the sine and cosine MAD rows to calculate them together.
|
|
*/
|
|
shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
|
|
shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
|
|
shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
|
|
shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
|
|
|
|
/* cos(x/2) */
|
|
shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
|
|
shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
|
|
shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
|
|
|
|
if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
|
|
/* cos x */
|
|
shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
|
|
shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
|
|
}
|
|
if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
|
|
/* sin x */
|
|
shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
|
|
shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
char dst_name[50];
|
|
char src_name[50];
|
|
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
|
|
|
|
/* SGN is only valid in vertex shaders */
|
|
if(ctx->target_version == NV2) {
|
|
shader_hw_map2gl(ins);
|
|
return;
|
|
}
|
|
shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
|
|
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
|
|
|
|
FIXME("Emulated SGN untested\n");
|
|
/* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
|
|
* if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
|
|
*/
|
|
if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
|
|
shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
|
|
} else {
|
|
shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
|
|
shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
|
|
shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
|
|
}
|
|
}
|
|
|
|
static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
|
|
{
|
|
GLuint program_id = 0;
|
|
const char *blt_vprogram =
|
|
"!!ARBvp1.0\n"
|
|
"PARAM c[1] = { { 1, 0.5 } };\n"
|
|
"MOV result.position, vertex.position;\n"
|
|
"MOV result.color, c[0].x;\n"
|
|
"MOV result.texcoord[0], vertex.texcoord[0];\n"
|
|
"END\n";
|
|
|
|
GL_EXTCALL(glGenProgramsARB(1, &program_id));
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
|
|
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
|
|
|
|
if (glGetError() == GL_INVALID_OPERATION) {
|
|
GLint pos;
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
|
|
FIXME("Vertex program error at position %d: %s\n", pos,
|
|
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
}
|
|
|
|
return program_id;
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
|
|
{
|
|
GLuint program_id = 0;
|
|
static const char * const blt_fprograms[tex_type_count] =
|
|
{
|
|
/* tex_1d */
|
|
NULL,
|
|
/* tex_2d */
|
|
"!!ARBfp1.0\n"
|
|
"TEMP R0;\n"
|
|
"TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
|
|
"MOV result.depth.z, R0.x;\n"
|
|
"END\n",
|
|
/* tex_3d */
|
|
NULL,
|
|
/* tex_cube */
|
|
"!!ARBfp1.0\n"
|
|
"TEMP R0;\n"
|
|
"TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
|
|
"MOV result.depth.z, R0.x;\n"
|
|
"END\n",
|
|
/* tex_rect */
|
|
"!!ARBfp1.0\n"
|
|
"TEMP R0;\n"
|
|
"TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
|
|
"MOV result.depth.z, R0.x;\n"
|
|
"END\n",
|
|
};
|
|
|
|
if (!blt_fprograms[tex_type])
|
|
{
|
|
FIXME("tex_type %#x not supported\n", tex_type);
|
|
tex_type = tex_2d;
|
|
}
|
|
|
|
GL_EXTCALL(glGenProgramsARB(1, &program_id));
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
|
|
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
|
|
|
|
if (glGetError() == GL_INVALID_OPERATION) {
|
|
GLint pos;
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
|
|
FIXME("Fragment program error at position %d: %s\n", pos,
|
|
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
}
|
|
|
|
return program_id;
|
|
}
|
|
|
|
static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
|
|
const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) {
|
|
/* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
|
|
|
|
if(condcode)
|
|
{
|
|
/* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
|
|
shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
|
|
/* Calculate the > 0.0031308 case */
|
|
shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
|
|
shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
|
|
shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
|
|
shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
|
|
shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
|
|
/* Calculate the < case */
|
|
shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
|
|
}
|
|
else
|
|
{
|
|
/* Calculate the > 0.0031308 case */
|
|
shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
|
|
shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
|
|
shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
|
|
shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
|
|
shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
|
|
/* Calculate the < case */
|
|
shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
|
|
/* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
|
|
shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
|
|
shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
|
|
/* Store the components > 0.0031308 in the destination */
|
|
shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
|
|
/* Add the components that are < 0.0031308 */
|
|
shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
|
|
/* Move everything into result.color at once. Nvidia hardware cannot handle partial
|
|
* result.color writes(.rgb first, then .a), or handle overwriting already written
|
|
* components. The assembler uses a temporary register in this case, which is usually
|
|
* not allocated from one of our registers that were used earlier.
|
|
*/
|
|
}
|
|
shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
|
|
/* [0.0;1.0] clamping. Not needed, this is done implicitly */
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
|
|
SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args)
|
|
{
|
|
const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
|
|
CONST DWORD *function = This->baseShader.function;
|
|
const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
|
|
const local_constant *lconst;
|
|
GLuint retval;
|
|
char fragcolor[16];
|
|
DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
|
|
struct shader_arb_ctx_priv priv_ctx;
|
|
BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
|
|
BOOL want_nv_prog = FALSE;
|
|
|
|
char srgbtmp[4][4];
|
|
unsigned int i, found = 0;
|
|
|
|
for(i = 0; i < This->baseShader.limits.temporary; i++) {
|
|
|
|
/* Don't overwrite the color source */
|
|
if(This->color0_mov && i == This->color0_reg) continue;
|
|
else if(reg_maps->shader_version.major < 2 && i == 0) continue;
|
|
|
|
if(reg_maps->temporary[i]) {
|
|
sprintf(srgbtmp[found], "R%u", i);
|
|
found++;
|
|
if(found == 4) break;
|
|
}
|
|
}
|
|
|
|
switch(found) {
|
|
case 4: dcl_tmp = FALSE; break;
|
|
case 0:
|
|
sprintf(srgbtmp[0], "TA");
|
|
sprintf(srgbtmp[1], "TB");
|
|
sprintf(srgbtmp[2], "TC");
|
|
sprintf(srgbtmp[3], "TD");
|
|
dcl_td = TRUE;
|
|
break;
|
|
case 1:
|
|
sprintf(srgbtmp[1], "TA");
|
|
sprintf(srgbtmp[2], "TB");
|
|
sprintf(srgbtmp[3], "TC");
|
|
break;
|
|
case 2:
|
|
sprintf(srgbtmp[2], "TA");
|
|
sprintf(srgbtmp[3], "TB");
|
|
break;
|
|
case 3:
|
|
sprintf(srgbtmp[3], "TA");
|
|
break;
|
|
}
|
|
|
|
/* Create the hw ARB shader */
|
|
memset(&priv_ctx, 0, sizeof(priv_ctx));
|
|
priv_ctx.cur_ps_args = args;
|
|
list_init(&priv_ctx.if_frames);
|
|
|
|
/* Avoid enabling NV_fragment_program* if we do not need it.
|
|
*
|
|
* Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
|
|
* and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
|
|
* is faster than what we gain from using higher native instructions. There are some things though
|
|
* that cannot be emulated. In that case enable the extensions.
|
|
* If the extension is enabled, instruction handlers that support both ways will use it.
|
|
*
|
|
* Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
|
|
* So enable the best we can get.
|
|
*/
|
|
if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0)
|
|
{
|
|
want_nv_prog = TRUE;
|
|
}
|
|
|
|
shader_addline(buffer, "!!ARBfp1.0\n");
|
|
if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
|
|
shader_addline(buffer, "OPTION NV_fragment_program2;\n");
|
|
priv_ctx.target_version = NV3;
|
|
} else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
|
|
shader_addline(buffer, "OPTION NV_fragment_program;\n");
|
|
priv_ctx.target_version = NV2;
|
|
} else {
|
|
if(want_nv_prog)
|
|
{
|
|
/* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
|
|
* limits properly
|
|
*/
|
|
ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
|
|
ERR("Try GLSL\n");
|
|
}
|
|
priv_ctx.target_version = ARB;
|
|
}
|
|
|
|
if (reg_maps->shader_version.major < 3)
|
|
{
|
|
switch(args->super.fog) {
|
|
case FOG_OFF:
|
|
break;
|
|
case FOG_LINEAR:
|
|
shader_addline(buffer, "OPTION ARB_fog_linear;\n");
|
|
break;
|
|
case FOG_EXP:
|
|
shader_addline(buffer, "OPTION ARB_fog_exp;\n");
|
|
break;
|
|
case FOG_EXP2:
|
|
shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* For now always declare the temps. At least the Nvidia assembler optimizes completely
|
|
* unused temps away(but occupies them for the whole shader if they're used once). Always
|
|
* declaring them avoids tricky bookkeeping work
|
|
*/
|
|
shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
|
|
shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
|
|
shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
|
|
if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
|
|
shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
|
|
shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
|
|
shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
|
|
|
|
if (reg_maps->shader_version.major < 2)
|
|
{
|
|
strcpy(fragcolor, "R0");
|
|
} else {
|
|
if(args->super.srgb_correction) {
|
|
if(This->color0_mov) {
|
|
sprintf(fragcolor, "R%u", This->color0_reg);
|
|
} else {
|
|
shader_addline(buffer, "TEMP TMP_COLOR;\n");
|
|
strcpy(fragcolor, "TMP_COLOR");
|
|
}
|
|
} else {
|
|
strcpy(fragcolor, "result.color");
|
|
}
|
|
}
|
|
|
|
if(args->super.srgb_correction) {
|
|
shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
|
|
srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
|
|
shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
|
|
srgb_sub_high, 0.0, 0.0, 0.0);
|
|
}
|
|
|
|
/* Base Declarations */
|
|
shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
|
|
|
|
/* Base Shader Body */
|
|
shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
|
|
|
|
if(args->super.srgb_correction) {
|
|
arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
|
|
priv_ctx.target_version >= NV2);
|
|
} else if(reg_maps->shader_version.major < 2) {
|
|
shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
|
|
}
|
|
shader_addline(buffer, "END\n");
|
|
|
|
/* TODO: change to resource.glObjectHandle or something like that */
|
|
GL_EXTCALL(glGenProgramsARB(1, &retval));
|
|
|
|
TRACE("Creating a hw pixel shader, prg=%d\n", retval);
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
|
|
|
|
TRACE("Created hw pixel shader, prg=%d\n", retval);
|
|
/* Create the program and check for errors */
|
|
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
|
|
buffer->bsize, buffer->buffer));
|
|
|
|
if (glGetError() == GL_INVALID_OPERATION) {
|
|
GLint errPos;
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
|
|
FIXME("HW PixelShader Error at position %d: %s\n",
|
|
errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
retval = 0;
|
|
}
|
|
|
|
/* Load immediate constants */
|
|
if(lconst_map) {
|
|
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
|
|
const float *value = (const float *)lconst->value;
|
|
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
|
|
checkGLcall("glProgramLocalParameter4fvARB");
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, lconst_map);
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
|
|
SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args)
|
|
{
|
|
const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
|
CONST DWORD *function = This->baseShader.function;
|
|
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
|
|
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
|
|
const local_constant *lconst;
|
|
GLuint ret;
|
|
DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
|
|
struct shader_arb_ctx_priv priv_ctx;
|
|
unsigned int i;
|
|
|
|
memset(&priv_ctx, 0, sizeof(priv_ctx));
|
|
priv_ctx.cur_vs_args = args;
|
|
list_init(&priv_ctx.if_frames);
|
|
|
|
/* Create the hw ARB shader */
|
|
shader_addline(buffer, "!!ARBvp1.0\n");
|
|
|
|
/* Always enable the NV extension if available. Unlike fragment shaders, there is no
|
|
* mesurable performance penalty, and we can always make use of it for clipplanes.
|
|
*/
|
|
if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
|
|
shader_addline(buffer, "OPTION NV_vertex_program2;\n");
|
|
priv_ctx.target_version = NV2;
|
|
} else {
|
|
priv_ctx.target_version = ARB;
|
|
}
|
|
|
|
shader_addline(buffer, "TEMP TMP_OUT;\n");
|
|
if(need_helper_const(gl_info)) {
|
|
shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
|
|
}
|
|
if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
|
|
shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
|
|
shader_addline(buffer, "TEMP A0_SHADOW;\n");
|
|
}
|
|
|
|
shader_addline(buffer, "TEMP TA;\n");
|
|
|
|
/* Base Declarations */
|
|
shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
|
|
|
|
/* We need a constant to fixup the final position */
|
|
shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
|
|
|
|
/* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
|
|
* for output parameters. D3D in theory does not do that either, but some applications depend on a
|
|
* proper initialization of the secondary color, and programs using the fixed function pipeline without
|
|
* a replacement shader depend on the texcoord.w being set properly.
|
|
*
|
|
* GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
|
|
* assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
|
|
* skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
|
|
* coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
|
|
* this can eat a number of instructions, so skip it unless this cap is set as well
|
|
*/
|
|
if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
|
|
shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
|
|
|
|
if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
|
|
int i;
|
|
for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
|
|
if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
|
|
This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
|
|
shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Base Shader Body */
|
|
shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
|
|
|
|
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
|
|
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
|
|
* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
|
|
* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
|
|
*/
|
|
if(args->super.fog_src == VS_FOG_Z) {
|
|
shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
|
|
} else if (!reg_maps->fog) {
|
|
/* posFixup.x is always 1.0, so we can savely use it */
|
|
shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
|
|
}
|
|
|
|
/* Write the final position.
|
|
*
|
|
* OpenGL coordinates specify the center of the pixel while d3d coords specify
|
|
* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
|
|
* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
|
|
* contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
|
|
*/
|
|
shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
|
|
shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
|
|
shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
|
|
|
|
if(priv_ctx.target_version >= NV2)
|
|
{
|
|
for(i = 0; i < GL_LIMITS(clipplanes); i++)
|
|
{
|
|
shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
|
|
}
|
|
}
|
|
|
|
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
|
|
* and the glsl equivalent
|
|
*/
|
|
if(need_helper_const(gl_info)) {
|
|
shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
|
|
} else {
|
|
shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
|
|
shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
|
|
}
|
|
|
|
shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
|
|
|
|
shader_addline(buffer, "END\n");
|
|
|
|
/* TODO: change to resource.glObjectHandle or something like that */
|
|
GL_EXTCALL(glGenProgramsARB(1, &ret));
|
|
|
|
TRACE("Creating a hw vertex shader, prg=%d\n", ret);
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
|
|
|
|
TRACE("Created hw vertex shader, prg=%d\n", ret);
|
|
/* Create the program and check for errors */
|
|
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
|
|
buffer->bsize, buffer->buffer));
|
|
|
|
if (glGetError() == GL_INVALID_OPERATION) {
|
|
GLint errPos;
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
|
|
FIXME("HW VertexShader Error at position %d: %s\n",
|
|
errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
ret = -1;
|
|
} else {
|
|
/* Load immediate constants */
|
|
if(lconst_map) {
|
|
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
|
|
const float *value = (const float *)lconst->value;
|
|
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
|
|
}
|
|
}
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, lconst_map);
|
|
|
|
return ret;
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
|
|
{
|
|
UINT i;
|
|
DWORD new_size;
|
|
struct arb_ps_compiled_shader *new_array;
|
|
SHADER_BUFFER buffer;
|
|
struct arb_pshader_private *shader_data;
|
|
GLuint ret;
|
|
|
|
if(!shader->backend_priv) {
|
|
shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
|
|
}
|
|
shader_data = shader->backend_priv;
|
|
|
|
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
|
* so a linear search is more performant than a hashmap or a binary search
|
|
* (cache coherency etc)
|
|
*/
|
|
for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
|
if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
|
|
return shader_data->gl_shaders[i].prgId;
|
|
}
|
|
}
|
|
|
|
TRACE("No matching GL shader found, compiling a new shader\n");
|
|
if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
|
|
if (shader_data->num_gl_shaders)
|
|
{
|
|
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
|
|
new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
|
|
new_size * sizeof(*shader_data->gl_shaders));
|
|
} else {
|
|
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
|
|
new_size = 1;
|
|
}
|
|
|
|
if(!new_array) {
|
|
ERR("Out of memory\n");
|
|
return 0;
|
|
}
|
|
shader_data->gl_shaders = new_array;
|
|
shader_data->shader_array_size = new_size;
|
|
}
|
|
|
|
shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
|
|
|
|
pixelshader_update_samplers(&shader->baseShader.reg_maps,
|
|
((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
|
|
|
|
shader_buffer_init(&buffer);
|
|
ret = shader_arb_generate_pshader(shader, &buffer, args);
|
|
shader_buffer_free(&buffer);
|
|
shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
|
|
const DWORD use_map) {
|
|
if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
|
|
if(stored->super.fog_src != new->super.fog_src) return FALSE;
|
|
return stored->bools == new->bools;
|
|
}
|
|
|
|
static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
|
|
{
|
|
UINT i;
|
|
DWORD new_size;
|
|
struct arb_vs_compiled_shader *new_array;
|
|
DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
|
|
SHADER_BUFFER buffer;
|
|
struct arb_vshader_private *shader_data;
|
|
GLuint ret;
|
|
|
|
if(!shader->backend_priv) {
|
|
shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
|
|
}
|
|
shader_data = shader->backend_priv;
|
|
|
|
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
|
* so a linear search is more performant than a hashmap or a binary search
|
|
* (cache coherency etc)
|
|
*/
|
|
for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
|
if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
|
|
return shader_data->gl_shaders[i].prgId;
|
|
}
|
|
}
|
|
|
|
TRACE("No matching GL shader found, compiling a new shader\n");
|
|
|
|
if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
|
|
if (shader_data->num_gl_shaders)
|
|
{
|
|
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
|
|
new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
|
|
new_size * sizeof(*shader_data->gl_shaders));
|
|
} else {
|
|
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
|
|
new_size = 1;
|
|
}
|
|
|
|
if(!new_array) {
|
|
ERR("Out of memory\n");
|
|
return 0;
|
|
}
|
|
shader_data->gl_shaders = new_array;
|
|
shader_data->shader_array_size = new_size;
|
|
}
|
|
|
|
shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
|
|
|
|
shader_buffer_init(&buffer);
|
|
ret = shader_arb_generate_vshader(shader, &buffer, args);
|
|
shader_buffer_free(&buffer);
|
|
shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
|
|
struct arb_ps_compile_args *args)
|
|
{
|
|
int i;
|
|
find_ps_compile_args(shader, stateblock, &args->super);
|
|
|
|
/* This forces all local boolean constants to 1 to make them stateblock independent */
|
|
args->bools = shader->baseShader.reg_maps.local_bool_consts;
|
|
|
|
for(i = 0; i < MAX_CONST_B; i++)
|
|
{
|
|
if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
|
|
}
|
|
|
|
}
|
|
|
|
static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
|
|
struct arb_vs_compile_args *args)
|
|
{
|
|
int i;
|
|
find_vs_compile_args(shader, stateblock, &args->super);
|
|
|
|
/* This forces all local boolean constants to 1 to make them stateblock independent */
|
|
args->bools = shader->baseShader.reg_maps.local_bool_consts;
|
|
|
|
/* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
|
|
for(i = 0; i < MAX_CONST_B; i++)
|
|
{
|
|
if(stateblock->vertexShaderConstantB[i]) args->bools |= ( 1 << i);
|
|
}
|
|
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
struct shader_arb_priv *priv = This->shader_priv;
|
|
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
|
|
|
if (useVS) {
|
|
struct arb_vs_compile_args compile_args;
|
|
|
|
TRACE("Using vertex shader\n");
|
|
find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
|
|
priv->current_vprogram_id = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
|
|
|
|
/* Bind the vertex program */
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
|
|
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
|
|
|
|
/* Enable OpenGL vertex programs */
|
|
glEnable(GL_VERTEX_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
|
|
TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
|
|
} else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
|
|
priv->current_vprogram_id = 0;
|
|
glDisable(GL_VERTEX_PROGRAM_ARB);
|
|
checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
|
|
}
|
|
|
|
if (usePS) {
|
|
struct arb_ps_compile_args compile_args;
|
|
TRACE("Using pixel shader\n");
|
|
find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
|
|
priv->current_fprogram_id = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
|
|
&compile_args);
|
|
|
|
/* Bind the fragment program */
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
|
|
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
|
|
|
|
if(!priv->use_arbfp_fixed_func) {
|
|
/* Enable OpenGL fragment programs */
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
|
|
}
|
|
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
|
|
|
|
shader_arb_ps_local_constants(This);
|
|
} else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
|
|
/* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
|
|
* keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
|
|
* replacement shader
|
|
*/
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
|
|
priv->current_fprogram_id = 0;
|
|
}
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
struct shader_arb_priv *priv = This->shader_priv;
|
|
GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
|
|
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
|
|
|
if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
|
|
glEnable(GL_VERTEX_PROGRAM_ARB);
|
|
|
|
if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
struct shader_arb_priv *priv = This->shader_priv;
|
|
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
|
|
|
if (priv->current_vprogram_id) {
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
|
|
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
|
|
|
|
glEnable(GL_VERTEX_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
|
|
|
|
TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
|
|
} else {
|
|
glDisable(GL_VERTEX_PROGRAM_ARB);
|
|
checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
|
|
}
|
|
|
|
if (priv->current_fprogram_id) {
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
|
|
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
|
|
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
|
|
|
|
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
|
|
} else {
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
|
|
}
|
|
}
|
|
|
|
static void shader_arb_destroy(IWineD3DBaseShader *iface) {
|
|
IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
|
|
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
|
|
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
|
|
|
|
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
|
|
|
if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
|
|
{
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
|
|
struct arb_pshader_private *shader_data = This->backend_priv;
|
|
UINT i;
|
|
|
|
if(!shader_data) return; /* This can happen if a shader was never compiled */
|
|
ENTER_GL();
|
|
for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
|
|
checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
|
|
}
|
|
LEAVE_GL();
|
|
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
|
|
HeapFree(GetProcessHeap(), 0, shader_data);
|
|
This->backend_priv = NULL;
|
|
} else {
|
|
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
|
|
struct arb_vshader_private *shader_data = This->backend_priv;
|
|
UINT i;
|
|
|
|
if(!shader_data) return; /* This can happen if a shader was never compiled */
|
|
ENTER_GL();
|
|
for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
|
|
checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
|
|
}
|
|
LEAVE_GL();
|
|
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
|
|
HeapFree(GetProcessHeap(), 0, shader_data);
|
|
This->backend_priv = NULL;
|
|
}
|
|
}
|
|
|
|
static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void shader_arb_free(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
|
struct shader_arb_priv *priv = This->shader_priv;
|
|
int i;
|
|
|
|
ENTER_GL();
|
|
if(priv->depth_blt_vprogram_id) {
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
|
|
}
|
|
for (i = 0; i < tex_type_count; ++i) {
|
|
if (priv->depth_blt_fprogram_id[i]) {
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
|
|
}
|
|
}
|
|
LEAVE_GL();
|
|
|
|
HeapFree(GetProcessHeap(), 0, This->shader_priv);
|
|
}
|
|
|
|
static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
|
|
return TRUE;
|
|
}
|
|
|
|
static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
|
|
{
|
|
/* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
|
|
* then overwrite the shader specific ones
|
|
*/
|
|
none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
|
|
|
|
if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
|
|
pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
|
|
TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
|
|
pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - 1;
|
|
}
|
|
|
|
if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
|
|
pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
|
|
pCaps->PixelShader1xMaxValue = 8.0;
|
|
TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
|
|
pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
|
|
}
|
|
|
|
pCaps->VSClipping = GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
|
|
}
|
|
|
|
static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
|
|
{
|
|
if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
|
|
{
|
|
TRACE("Checking support for color_fixup:\n");
|
|
dump_color_fixup_desc(fixup);
|
|
}
|
|
|
|
/* We support everything except YUV conversions. */
|
|
if (!is_yuv_fixup(fixup))
|
|
{
|
|
TRACE("[OK]\n");
|
|
return TRUE;
|
|
}
|
|
|
|
TRACE("[FAILED]\n");
|
|
return FALSE;
|
|
}
|
|
|
|
static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
|
|
DWORD shift;
|
|
char write_mask[20], regstr[50];
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
BOOL is_color = FALSE;
|
|
const struct wined3d_shader_dst_param *dst;
|
|
|
|
if (!ins->dst_count) return;
|
|
|
|
dst = &ins->dst[0];
|
|
shift = dst->shift;
|
|
if(shift == 0) return; /* Saturate alone is handled by the instructions */
|
|
|
|
shader_arb_get_write_mask(ins, dst, write_mask);
|
|
shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
|
|
|
|
/* Generate a line that does the output modifier computation
|
|
* FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
|
|
* maps problems in e.g. _d4_sat modify shader_arb_get_modifier
|
|
*/
|
|
shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
|
|
regstr, write_mask, regstr, shift_tab[shift]);
|
|
}
|
|
|
|
static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
|
|
{
|
|
/* WINED3DSIH_ABS */ shader_hw_map2gl,
|
|
/* WINED3DSIH_ADD */ shader_hw_map2gl,
|
|
/* WINED3DSIH_BEM */ pshader_hw_bem,
|
|
/* WINED3DSIH_BREAK */ NULL,
|
|
/* WINED3DSIH_BREAKC */ NULL,
|
|
/* WINED3DSIH_BREAKP */ NULL,
|
|
/* WINED3DSIH_CALL */ NULL,
|
|
/* WINED3DSIH_CALLNZ */ NULL,
|
|
/* WINED3DSIH_CMP */ pshader_hw_cmp,
|
|
/* WINED3DSIH_CND */ pshader_hw_cnd,
|
|
/* WINED3DSIH_CRS */ shader_hw_map2gl,
|
|
/* WINED3DSIH_DCL */ NULL,
|
|
/* WINED3DSIH_DEF */ NULL,
|
|
/* WINED3DSIH_DEFB */ NULL,
|
|
/* WINED3DSIH_DEFI */ NULL,
|
|
/* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
|
|
/* WINED3DSIH_DP3 */ shader_hw_map2gl,
|
|
/* WINED3DSIH_DP4 */ shader_hw_map2gl,
|
|
/* WINED3DSIH_DST */ shader_hw_map2gl,
|
|
/* WINED3DSIH_DSX */ shader_hw_map2gl,
|
|
/* WINED3DSIH_DSY */ NULL,
|
|
/* WINED3DSIH_ELSE */ NULL,
|
|
/* WINED3DSIH_ENDIF */ NULL,
|
|
/* WINED3DSIH_ENDLOOP */ NULL,
|
|
/* WINED3DSIH_ENDREP */ NULL,
|
|
/* WINED3DSIH_EXP */ shader_hw_map2gl,
|
|
/* WINED3DSIH_EXPP */ shader_hw_map2gl,
|
|
/* WINED3DSIH_FRC */ shader_hw_map2gl,
|
|
/* WINED3DSIH_IF */ NULL,
|
|
/* WINED3DSIH_IFC */ NULL,
|
|
/* WINED3DSIH_LABEL */ NULL,
|
|
/* WINED3DSIH_LIT */ shader_hw_map2gl,
|
|
/* WINED3DSIH_LOG */ shader_hw_map2gl,
|
|
/* WINED3DSIH_LOGP */ shader_hw_map2gl,
|
|
/* WINED3DSIH_LOOP */ NULL,
|
|
/* WINED3DSIH_LRP */ shader_hw_lrp,
|
|
/* WINED3DSIH_M3x2 */ shader_hw_mnxn,
|
|
/* WINED3DSIH_M3x3 */ shader_hw_mnxn,
|
|
/* WINED3DSIH_M3x4 */ shader_hw_mnxn,
|
|
/* WINED3DSIH_M4x3 */ shader_hw_mnxn,
|
|
/* WINED3DSIH_M4x4 */ shader_hw_mnxn,
|
|
/* WINED3DSIH_MAD */ shader_hw_map2gl,
|
|
/* WINED3DSIH_MAX */ shader_hw_map2gl,
|
|
/* WINED3DSIH_MIN */ shader_hw_map2gl,
|
|
/* WINED3DSIH_MOV */ shader_hw_mov,
|
|
/* WINED3DSIH_MOVA */ shader_hw_mov,
|
|
/* WINED3DSIH_MUL */ shader_hw_map2gl,
|
|
/* WINED3DSIH_NOP */ shader_hw_nop,
|
|
/* WINED3DSIH_NRM */ shader_hw_nrm,
|
|
/* WINED3DSIH_PHASE */ NULL,
|
|
/* WINED3DSIH_POW */ shader_hw_map2gl,
|
|
/* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
|
|
/* WINED3DSIH_REP */ NULL,
|
|
/* WINED3DSIH_RET */ NULL,
|
|
/* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
|
|
/* WINED3DSIH_SETP */ NULL,
|
|
/* WINED3DSIH_SGE */ shader_hw_map2gl,
|
|
/* WINED3DSIH_SGN */ shader_hw_sgn,
|
|
/* WINED3DSIH_SINCOS */ shader_hw_sincos,
|
|
/* WINED3DSIH_SLT */ shader_hw_map2gl,
|
|
/* WINED3DSIH_SUB */ shader_hw_map2gl,
|
|
/* WINED3DSIH_TEX */ pshader_hw_tex,
|
|
/* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
|
|
/* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
|
|
/* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
|
|
/* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
|
|
/* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
|
|
/* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
|
|
/* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
|
|
/* WINED3DSIH_TEXLDD */ NULL,
|
|
/* WINED3DSIH_TEXLDL */ NULL,
|
|
/* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
|
|
/* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
|
|
/* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
|
|
/* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
|
|
/* WINED3DSIH_TEXM3x3DIFF */ NULL,
|
|
/* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
|
|
/* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
|
|
/* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
|
|
/* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
|
|
/* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
|
|
/* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
|
|
/* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
|
|
};
|
|
|
|
static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
|
|
{
|
|
BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
|
|
WORD bools = 0;
|
|
WORD flag = (1 << idx);
|
|
const local_constant *constant;
|
|
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
|
|
|
|
if(This->baseShader.reg_maps.local_bool_consts & flag)
|
|
{
|
|
/* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
|
|
LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
|
|
{
|
|
if (constant->idx == idx)
|
|
{
|
|
return constant->value[0];
|
|
}
|
|
}
|
|
ERR("Local constant not found\n");
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
if(vshader) bools = priv->cur_vs_args->bools;
|
|
else bools = priv->cur_ps_args->bools;
|
|
return bools & flag;
|
|
}
|
|
}
|
|
|
|
static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
|
|
SHADER_HANDLER hw_fct;
|
|
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
|
|
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
|
struct if_frame *if_frame;
|
|
SHADER_BUFFER *buffer = ins->ctx->buffer;
|
|
|
|
/* boolean if */
|
|
if(ins->handler_idx == WINED3DSIH_IF)
|
|
{
|
|
if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
|
|
list_add_head(&priv->if_frames, &if_frame->entry);
|
|
|
|
if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
|
|
{
|
|
shader_addline(buffer, "#if(FALSE){\n");
|
|
priv->muted = TRUE;
|
|
if_frame->muting = TRUE;
|
|
}
|
|
else shader_addline(buffer, "#if(TRUE) {\n");
|
|
|
|
return; /* Instruction is handled */
|
|
}
|
|
else if(ins->handler_idx == WINED3DSIH_IFC)
|
|
{
|
|
/* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
|
|
if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
|
|
if_frame->ifc = TRUE;
|
|
list_add_head(&priv->if_frames, &if_frame->entry);
|
|
}
|
|
else if(ins->handler_idx == WINED3DSIH_ELSE)
|
|
{
|
|
struct list *e = list_head(&priv->if_frames);
|
|
if_frame = LIST_ENTRY(e, struct if_frame, entry);
|
|
|
|
if(if_frame->ifc == FALSE)
|
|
{
|
|
shader_addline(buffer, "#} else {\n");
|
|
if(!priv->muted && !if_frame->muting)
|
|
{
|
|
priv->muted = TRUE;
|
|
if_frame->muting = TRUE;
|
|
}
|
|
else if(if_frame->muting) priv->muted = FALSE;
|
|
return; /* Instruction is handled. */
|
|
}
|
|
/* In case of an ifc, generate a HW shader instruction */
|
|
}
|
|
else if(ins->handler_idx == WINED3DSIH_ENDIF)
|
|
{
|
|
struct list *e = list_head(&priv->if_frames);
|
|
if_frame = LIST_ENTRY(e, struct if_frame, entry);
|
|
|
|
if(!if_frame->ifc)
|
|
{
|
|
shader_addline(buffer, "#} endif\n");
|
|
if(if_frame->muting) priv->muted = FALSE;
|
|
list_remove(&if_frame->entry);
|
|
HeapFree(GetProcessHeap(), 0, if_frame);
|
|
return; /* Instruction is handled */
|
|
}
|
|
else
|
|
{
|
|
list_remove(&if_frame->entry);
|
|
HeapFree(GetProcessHeap(), 0, if_frame);
|
|
/* ifc - generate a hw endif */
|
|
}
|
|
}
|
|
|
|
if(priv->muted) return;
|
|
|
|
/* Select handler */
|
|
hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
|
|
|
|
/* Unhandled opcode */
|
|
if (!hw_fct)
|
|
{
|
|
FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
|
|
return;
|
|
}
|
|
hw_fct(ins);
|
|
|
|
shader_arb_add_instruction_modifiers(ins);
|
|
}
|
|
|
|
const shader_backend_t arb_program_shader_backend = {
|
|
shader_arb_handle_instruction,
|
|
shader_arb_select,
|
|
shader_arb_select_depth_blt,
|
|
shader_arb_deselect_depth_blt,
|
|
shader_arb_update_float_vertex_constants,
|
|
shader_arb_update_float_pixel_constants,
|
|
shader_arb_load_constants,
|
|
shader_arb_load_np2fixup_constants,
|
|
shader_arb_destroy,
|
|
shader_arb_alloc,
|
|
shader_arb_free,
|
|
shader_arb_dirty_const,
|
|
shader_arb_get_caps,
|
|
shader_arb_color_fixup_supported,
|
|
};
|
|
|
|
/* ARB_fragment_program fixed function pipeline replacement definitions */
|
|
#define ARB_FFP_CONST_TFACTOR 0
|
|
#define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
|
|
#define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
|
|
#define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
|
|
#define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
|
|
|
|
struct arbfp_ffp_desc
|
|
{
|
|
struct ffp_frag_desc parent;
|
|
GLuint shader;
|
|
unsigned int num_textures_used;
|
|
};
|
|
|
|
static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
|
|
ENTER_GL();
|
|
if(enable) {
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
|
|
} else {
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
|
|
}
|
|
LEAVE_GL();
|
|
}
|
|
|
|
static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
struct shader_arb_priv *priv;
|
|
/* Share private data between the shader backend and the pipeline replacement, if both
|
|
* are the arb implementation. This is needed to figure out whether ARBfp should be disabled
|
|
* if no pixel shader is bound or not
|
|
*/
|
|
if(This->shader_backend == &arb_program_shader_backend) {
|
|
This->fragment_priv = This->shader_priv;
|
|
} else {
|
|
This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
|
|
if(!This->fragment_priv) return E_OUTOFMEMORY;
|
|
}
|
|
priv = This->fragment_priv;
|
|
if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
|
|
{
|
|
ERR("Failed to initialize rbtree.\n");
|
|
HeapFree(GetProcessHeap(), 0, This->fragment_priv);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
priv->use_arbfp_fixed_func = TRUE;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
|
|
{
|
|
const WineD3D_GL_Info *gl_info = context;
|
|
struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
|
|
checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
|
|
HeapFree(GetProcessHeap(), 0, entry_arb);
|
|
LEAVE_GL();
|
|
}
|
|
|
|
static void arbfp_free(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
struct shader_arb_priv *priv = This->fragment_priv;
|
|
|
|
wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
|
|
priv->use_arbfp_fixed_func = FALSE;
|
|
|
|
if(This->shader_backend != &arb_program_shader_backend) {
|
|
HeapFree(GetProcessHeap(), 0, This->fragment_priv);
|
|
}
|
|
}
|
|
|
|
static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
|
|
{
|
|
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
|
|
WINED3DTEXOPCAPS_SELECTARG1 |
|
|
WINED3DTEXOPCAPS_SELECTARG2 |
|
|
WINED3DTEXOPCAPS_MODULATE4X |
|
|
WINED3DTEXOPCAPS_MODULATE2X |
|
|
WINED3DTEXOPCAPS_MODULATE |
|
|
WINED3DTEXOPCAPS_ADDSIGNED2X |
|
|
WINED3DTEXOPCAPS_ADDSIGNED |
|
|
WINED3DTEXOPCAPS_ADD |
|
|
WINED3DTEXOPCAPS_SUBTRACT |
|
|
WINED3DTEXOPCAPS_ADDSMOOTH |
|
|
WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
|
|
WINED3DTEXOPCAPS_BLENDFACTORALPHA |
|
|
WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
|
|
WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
|
|
WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
|
|
WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
|
|
WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
|
|
WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
|
|
WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
|
|
WINED3DTEXOPCAPS_DOTPRODUCT3 |
|
|
WINED3DTEXOPCAPS_MULTIPLYADD |
|
|
WINED3DTEXOPCAPS_LERP |
|
|
WINED3DTEXOPCAPS_BUMPENVMAP |
|
|
WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
|
|
|
|
/* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
|
|
|
|
caps->MaxTextureBlendStages = 8;
|
|
caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
|
|
|
|
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
|
|
static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
float col[4];
|
|
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
|
|
|
/* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
|
|
* application provided constants
|
|
*/
|
|
if(device->shader_backend == &arb_program_shader_backend) {
|
|
if (use_ps(stateblock)) return;
|
|
|
|
device = stateblock->wineD3DDevice;
|
|
device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
|
|
device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
|
|
}
|
|
|
|
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
|
|
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
|
|
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
|
|
|
|
}
|
|
|
|
static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
float col[4];
|
|
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
|
|
|
/* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
|
|
* application provided constants
|
|
*/
|
|
if(device->shader_backend == &arb_program_shader_backend) {
|
|
if (use_ps(stateblock)) return;
|
|
|
|
device = stateblock->wineD3DDevice;
|
|
device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
|
|
device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
|
|
}
|
|
|
|
if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
|
|
/* The specular color has no alpha */
|
|
col[0] = 1.0; col[1] = 1.0;
|
|
col[2] = 1.0; col[3] = 0.0;
|
|
} else {
|
|
col[0] = 0.0; col[1] = 0.0;
|
|
col[2] = 0.0; col[3] = 0.0;
|
|
}
|
|
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
|
|
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
|
|
}
|
|
|
|
static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
|
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
|
float mat[2][2];
|
|
|
|
if (use_ps(stateblock))
|
|
{
|
|
if(stage != 0 &&
|
|
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
|
|
/* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
|
|
* anyway
|
|
*/
|
|
if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
|
|
device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
|
|
}
|
|
}
|
|
|
|
if(device->shader_backend == &arb_program_shader_backend) {
|
|
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
|
|
return;
|
|
}
|
|
} else if(device->shader_backend == &arb_program_shader_backend) {
|
|
device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
|
|
device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
|
|
}
|
|
|
|
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
|
|
mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
|
|
mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
|
|
mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
|
|
|
|
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
|
|
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
|
|
}
|
|
|
|
static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
|
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
|
float param[4];
|
|
|
|
if (use_ps(stateblock))
|
|
{
|
|
if(stage != 0 &&
|
|
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
|
|
/* The pixel shader has to know the luminance offset. Do a constants update if it
|
|
* isn't scheduled anyway
|
|
*/
|
|
if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
|
|
device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
|
|
}
|
|
}
|
|
|
|
if(device->shader_backend == &arb_program_shader_backend) {
|
|
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
|
|
return;
|
|
}
|
|
} else if(device->shader_backend == &arb_program_shader_backend) {
|
|
device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
|
|
device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
|
|
}
|
|
|
|
param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
|
|
param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
|
|
param[2] = 0.0;
|
|
param[3] = 0.0;
|
|
|
|
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
|
|
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
|
|
}
|
|
|
|
static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
|
|
const char *ret;
|
|
|
|
if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
|
|
|
|
switch(arg & WINED3DTA_SELECTMASK) {
|
|
case WINED3DTA_DIFFUSE:
|
|
ret = "fragment.color.primary"; break;
|
|
|
|
case WINED3DTA_CURRENT:
|
|
if(stage == 0) ret = "fragment.color.primary";
|
|
else ret = "ret";
|
|
break;
|
|
|
|
case WINED3DTA_TEXTURE:
|
|
switch(stage) {
|
|
case 0: ret = "tex0"; break;
|
|
case 1: ret = "tex1"; break;
|
|
case 2: ret = "tex2"; break;
|
|
case 3: ret = "tex3"; break;
|
|
case 4: ret = "tex4"; break;
|
|
case 5: ret = "tex5"; break;
|
|
case 6: ret = "tex6"; break;
|
|
case 7: ret = "tex7"; break;
|
|
default: ret = "unknown texture";
|
|
}
|
|
break;
|
|
|
|
case WINED3DTA_TFACTOR:
|
|
ret = "tfactor"; break;
|
|
|
|
case WINED3DTA_SPECULAR:
|
|
ret = "fragment.color.secondary"; break;
|
|
|
|
case WINED3DTA_TEMP:
|
|
ret = "tempreg"; break;
|
|
|
|
case WINED3DTA_CONSTANT:
|
|
FIXME("Implement perstage constants\n");
|
|
switch(stage) {
|
|
case 0: ret = "const0"; break;
|
|
case 1: ret = "const1"; break;
|
|
case 2: ret = "const2"; break;
|
|
case 3: ret = "const3"; break;
|
|
case 4: ret = "const4"; break;
|
|
case 5: ret = "const5"; break;
|
|
case 6: ret = "const6"; break;
|
|
case 7: ret = "const7"; break;
|
|
default: ret = "unknown constant";
|
|
}
|
|
break;
|
|
|
|
default:
|
|
return "unknown";
|
|
}
|
|
|
|
if(arg & WINED3DTA_COMPLEMENT) {
|
|
shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
|
|
if(argnum == 0) ret = "arg0";
|
|
if(argnum == 1) ret = "arg1";
|
|
if(argnum == 2) ret = "arg2";
|
|
}
|
|
if(arg & WINED3DTA_ALPHAREPLICATE) {
|
|
shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
|
|
if(argnum == 0) ret = "arg0";
|
|
if(argnum == 1) ret = "arg1";
|
|
if(argnum == 2) ret = "arg2";
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
|
|
DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
|
|
const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
|
|
unsigned int mul = 1;
|
|
BOOL mul_final_dest = FALSE;
|
|
|
|
if(color && alpha) dstmask = "";
|
|
else if(color) dstmask = ".xyz";
|
|
else dstmask = ".w";
|
|
|
|
if(dst == tempreg) dstreg = "tempreg";
|
|
else dstreg = "ret";
|
|
|
|
arg0 = get_argreg(buffer, 0, stage, dw_arg0);
|
|
arg1 = get_argreg(buffer, 1, stage, dw_arg1);
|
|
arg2 = get_argreg(buffer, 2, stage, dw_arg2);
|
|
|
|
switch(op) {
|
|
case WINED3DTOP_DISABLE:
|
|
if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
|
|
break;
|
|
|
|
case WINED3DTOP_SELECTARG2:
|
|
arg1 = arg2;
|
|
case WINED3DTOP_SELECTARG1:
|
|
shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
|
|
break;
|
|
|
|
case WINED3DTOP_MODULATE4X:
|
|
mul = 2;
|
|
case WINED3DTOP_MODULATE2X:
|
|
mul *= 2;
|
|
if(strcmp(dstreg, "result.color") == 0) {
|
|
dstreg = "ret";
|
|
mul_final_dest = TRUE;
|
|
}
|
|
case WINED3DTOP_MODULATE:
|
|
shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
|
|
break;
|
|
|
|
case WINED3DTOP_ADDSIGNED2X:
|
|
mul = 2;
|
|
if(strcmp(dstreg, "result.color") == 0) {
|
|
dstreg = "ret";
|
|
mul_final_dest = TRUE;
|
|
}
|
|
case WINED3DTOP_ADDSIGNED:
|
|
shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
|
|
arg2 = "arg2";
|
|
case WINED3DTOP_ADD:
|
|
shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
|
|
break;
|
|
|
|
case WINED3DTOP_SUBTRACT:
|
|
shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
|
|
break;
|
|
|
|
case WINED3DTOP_ADDSMOOTH:
|
|
shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
|
|
shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
|
|
break;
|
|
|
|
case WINED3DTOP_BLENDCURRENTALPHA:
|
|
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
|
|
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
|
|
break;
|
|
case WINED3DTOP_BLENDFACTORALPHA:
|
|
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
|
|
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
|
|
break;
|
|
case WINED3DTOP_BLENDTEXTUREALPHA:
|
|
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
|
|
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
|
|
break;
|
|
case WINED3DTOP_BLENDDIFFUSEALPHA:
|
|
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
|
|
shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
|
|
break;
|
|
|
|
case WINED3DTOP_BLENDTEXTUREALPHAPM:
|
|
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
|
|
shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
|
|
shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
|
|
break;
|
|
|
|
/* D3DTOP_PREMODULATE ???? */
|
|
|
|
case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
|
|
shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
|
|
shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
|
|
break;
|
|
case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
|
|
shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
|
|
break;
|
|
case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
|
|
shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
|
|
shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
|
|
break;
|
|
case WINED3DTOP_MODULATECOLOR_ADDALPHA:
|
|
shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
|
|
break;
|
|
|
|
case WINED3DTOP_DOTPRODUCT3:
|
|
mul = 4;
|
|
if(strcmp(dstreg, "result.color") == 0) {
|
|
dstreg = "ret";
|
|
mul_final_dest = TRUE;
|
|
}
|
|
shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
|
|
shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
|
|
shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
|
|
break;
|
|
|
|
case WINED3DTOP_MULTIPLYADD:
|
|
shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
|
|
break;
|
|
|
|
case WINED3DTOP_LERP:
|
|
/* The msdn is not quite right here */
|
|
shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
|
|
break;
|
|
|
|
case WINED3DTOP_BUMPENVMAP:
|
|
case WINED3DTOP_BUMPENVMAPLUMINANCE:
|
|
/* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unhandled texture op %08x\n", op);
|
|
}
|
|
|
|
if(mul == 2) {
|
|
shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
|
|
} else if(mul == 4) {
|
|
shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
|
|
}
|
|
}
|
|
|
|
/* The stateblock is passed for GLINFO_LOCATION */
|
|
static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
|
|
{
|
|
unsigned int stage;
|
|
SHADER_BUFFER buffer;
|
|
BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
|
|
BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
|
|
BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
|
|
const char *textype;
|
|
const char *instr, *sat;
|
|
char colorcor_dst[8];
|
|
GLuint ret;
|
|
DWORD arg0, arg1, arg2;
|
|
BOOL tempreg_used = FALSE, tfactor_used = FALSE;
|
|
BOOL op_equal;
|
|
const char *final_combiner_src = "ret";
|
|
|
|
/* Find out which textures are read */
|
|
for(stage = 0; stage < MAX_TEXTURES; stage++) {
|
|
if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
|
|
arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
|
|
arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
|
|
arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
|
|
if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
|
|
if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
|
|
if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
|
|
|
|
if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
|
|
if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
|
|
if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
|
|
bump_used[stage] = TRUE;
|
|
tex_read[stage] = TRUE;
|
|
}
|
|
if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
|
|
bump_used[stage] = TRUE;
|
|
tex_read[stage] = TRUE;
|
|
luminance_used[stage] = TRUE;
|
|
} else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
|
|
tfactor_used = TRUE;
|
|
}
|
|
|
|
if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
|
|
tfactor_used = TRUE;
|
|
}
|
|
|
|
if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
|
|
if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
|
|
tempreg_used = TRUE;
|
|
}
|
|
|
|
if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
|
|
arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
|
|
arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
|
|
arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
|
|
if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
|
|
if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
|
|
if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
|
|
|
|
if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
|
|
tempreg_used = TRUE;
|
|
}
|
|
if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
|
|
tfactor_used = TRUE;
|
|
}
|
|
}
|
|
|
|
/* Shader header */
|
|
shader_buffer_init(&buffer);
|
|
|
|
shader_addline(&buffer, "!!ARBfp1.0\n");
|
|
|
|
switch(settings->fog) {
|
|
case FOG_OFF: break;
|
|
case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
|
|
case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
|
|
case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
|
|
default: FIXME("Unexpected fog setting %d\n", settings->fog);
|
|
}
|
|
|
|
shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
|
|
shader_addline(&buffer, "TEMP TMP;\n");
|
|
shader_addline(&buffer, "TEMP ret;\n");
|
|
if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
|
|
shader_addline(&buffer, "TEMP arg0;\n");
|
|
shader_addline(&buffer, "TEMP arg1;\n");
|
|
shader_addline(&buffer, "TEMP arg2;\n");
|
|
for(stage = 0; stage < MAX_TEXTURES; stage++) {
|
|
if(!tex_read[stage]) continue;
|
|
shader_addline(&buffer, "TEMP tex%u;\n", stage);
|
|
if(!bump_used[stage]) continue;
|
|
shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
|
|
if(!luminance_used[stage]) continue;
|
|
shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
|
|
}
|
|
if(tfactor_used) {
|
|
shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
|
|
}
|
|
shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
|
|
|
|
if(settings->sRGB_write) {
|
|
shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
|
|
srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
|
|
shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
|
|
srgb_sub_high, 0.0, 0.0, 0.0);
|
|
}
|
|
|
|
/* Generate texture sampling instructions) */
|
|
for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
|
|
if(!tex_read[stage]) continue;
|
|
|
|
switch(settings->op[stage].tex_type) {
|
|
case tex_1d: textype = "1D"; break;
|
|
case tex_2d: textype = "2D"; break;
|
|
case tex_3d: textype = "3D"; break;
|
|
case tex_cube: textype = "CUBE"; break;
|
|
case tex_rect: textype = "RECT"; break;
|
|
default: textype = "unexpected_textype"; break;
|
|
}
|
|
|
|
if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
|
|
settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
|
|
sat = "";
|
|
} else {
|
|
sat = "_SAT";
|
|
}
|
|
|
|
if(settings->op[stage].projected == proj_none) {
|
|
instr = "TEX";
|
|
} else if(settings->op[stage].projected == proj_count4 ||
|
|
settings->op[stage].projected == proj_count3) {
|
|
instr = "TXP";
|
|
} else {
|
|
FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
|
|
instr = "TXP";
|
|
}
|
|
|
|
if(stage > 0 &&
|
|
(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
|
|
settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
|
|
shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
|
|
shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
|
|
shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
|
|
shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
|
|
|
|
/* with projective textures, texbem only divides the static texture coord, not the displacement,
|
|
* so multiply the displacement with the dividing parameter before passing it to TXP
|
|
*/
|
|
if (settings->op[stage].projected != proj_none) {
|
|
if(settings->op[stage].projected == proj_count4) {
|
|
shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
|
|
shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
|
|
} else {
|
|
shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
|
|
shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
|
|
}
|
|
} else {
|
|
shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
|
|
}
|
|
|
|
shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
|
|
instr, sat, stage, stage, textype);
|
|
if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
|
|
shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
|
|
stage - 1, stage - 1, stage - 1);
|
|
shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
|
|
}
|
|
} else if(settings->op[stage].projected == proj_count3) {
|
|
shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
|
|
shader_addline(&buffer, "MOV ret.w, ret.z;\n");
|
|
shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
|
|
instr, sat, stage, stage, textype);
|
|
} else {
|
|
shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
|
|
instr, sat, stage, stage, stage, textype);
|
|
}
|
|
|
|
sprintf(colorcor_dst, "tex%u", stage);
|
|
gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
|
|
settings->op[stage].color_fixup);
|
|
}
|
|
|
|
/* Generate the main shader */
|
|
for(stage = 0; stage < MAX_TEXTURES; stage++) {
|
|
if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
|
|
if(stage == 0) {
|
|
final_combiner_src = "fragment.color.primary";
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
|
|
settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
|
|
op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
|
|
} else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
|
|
settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
|
|
op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
|
|
} else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
|
|
settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
|
|
op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
|
|
} else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
|
|
settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
|
|
op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
|
|
} else {
|
|
op_equal = settings->op[stage].aop == settings->op[stage].cop &&
|
|
settings->op[stage].carg0 == settings->op[stage].aarg0 &&
|
|
settings->op[stage].carg1 == settings->op[stage].aarg1 &&
|
|
settings->op[stage].carg2 == settings->op[stage].aarg2;
|
|
}
|
|
|
|
if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
|
|
gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
|
|
settings->op[stage].cop, settings->op[stage].carg0,
|
|
settings->op[stage].carg1, settings->op[stage].carg2);
|
|
if(stage == 0) {
|
|
shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
|
|
}
|
|
} else if(op_equal) {
|
|
gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
|
|
settings->op[stage].cop, settings->op[stage].carg0,
|
|
settings->op[stage].carg1, settings->op[stage].carg2);
|
|
} else {
|
|
gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
|
|
settings->op[stage].cop, settings->op[stage].carg0,
|
|
settings->op[stage].carg1, settings->op[stage].carg2);
|
|
gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
|
|
settings->op[stage].aop, settings->op[stage].aarg0,
|
|
settings->op[stage].aarg1, settings->op[stage].aarg2);
|
|
}
|
|
}
|
|
|
|
if(settings->sRGB_write) {
|
|
shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
|
|
arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
|
|
} else {
|
|
shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
|
|
}
|
|
|
|
/* Footer */
|
|
shader_addline(&buffer, "END\n");
|
|
|
|
/* Generate the shader */
|
|
GL_EXTCALL(glGenProgramsARB(1, &ret));
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
|
|
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
|
|
|
|
if (glGetError() == GL_INVALID_OPERATION) {
|
|
GLint pos;
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
|
|
FIXME("Fragment program error at position %d: %s\n", pos,
|
|
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
}
|
|
shader_buffer_free(&buffer);
|
|
return ret;
|
|
}
|
|
|
|
static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
|
struct shader_arb_priv *priv = device->fragment_priv;
|
|
BOOL use_pshader = use_ps(stateblock);
|
|
BOOL use_vshader = use_vs(stateblock);
|
|
struct ffp_frag_settings settings;
|
|
const struct arbfp_ffp_desc *desc;
|
|
unsigned int i;
|
|
|
|
TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
|
|
|
|
if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
|
|
if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
|
|
/* Reload fixed function constants since they collide with the pixel shader constants */
|
|
for(i = 0; i < MAX_TEXTURES; i++) {
|
|
set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
|
|
}
|
|
state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
|
|
state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
|
|
} else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
|
|
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if(!use_pshader) {
|
|
/* Find or create a shader implementing the fixed function pipeline settings, then activate it */
|
|
gen_ffp_frag_op(stateblock, &settings, FALSE);
|
|
desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
|
|
if(!desc) {
|
|
struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
|
|
if (!new_desc)
|
|
{
|
|
ERR("Out of memory\n");
|
|
return;
|
|
}
|
|
new_desc->num_textures_used = 0;
|
|
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
|
|
if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
|
|
new_desc->num_textures_used = i;
|
|
}
|
|
|
|
memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
|
|
new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
|
|
add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
|
|
TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
|
|
desc = new_desc;
|
|
}
|
|
|
|
/* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
|
|
* comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
|
|
* deactivate it.
|
|
*/
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
|
|
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
|
|
priv->current_fprogram_id = desc->shader;
|
|
|
|
if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
|
|
/* Reload fixed function constants since they collide with the pixel shader constants */
|
|
for(i = 0; i < MAX_TEXTURES; i++) {
|
|
set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
|
|
}
|
|
state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
|
|
state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
|
|
}
|
|
context->last_was_pshader = FALSE;
|
|
} else {
|
|
context->last_was_pshader = TRUE;
|
|
}
|
|
|
|
/* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
|
|
* If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
|
|
* ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
|
|
* type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
|
|
* atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
|
|
*
|
|
* Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
|
|
* shader handler
|
|
*/
|
|
if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
|
|
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
|
|
|
|
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
|
|
device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
|
|
}
|
|
}
|
|
if(use_pshader) {
|
|
device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
|
|
}
|
|
}
|
|
|
|
/* We can't link the fog states to the fragment state directly since the vertex pipeline links them
|
|
* to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
|
|
* state table, so we need to handle that with a forwarding function. The other invisible side effect
|
|
* is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
|
|
* fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
|
|
*/
|
|
static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
enum fogsource new_source;
|
|
|
|
TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
|
|
|
|
if(!isStateDirty(context, STATE_PIXELSHADER)) {
|
|
fragment_prog_arbfp(state, stateblock, context);
|
|
}
|
|
|
|
if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
|
|
|
|
if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
|
|
if(use_vs(stateblock)) {
|
|
new_source = FOGSOURCE_VS;
|
|
} else {
|
|
if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
|
|
new_source = FOGSOURCE_COORD;
|
|
} else {
|
|
new_source = FOGSOURCE_FFP;
|
|
}
|
|
}
|
|
} else {
|
|
new_source = FOGSOURCE_FFP;
|
|
}
|
|
if(new_source != context->fog_source) {
|
|
context->fog_source = new_source;
|
|
state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
|
|
}
|
|
}
|
|
|
|
static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
if(!isStateDirty(context, STATE_PIXELSHADER)) {
|
|
fragment_prog_arbfp(state, stateblock, context);
|
|
}
|
|
}
|
|
|
|
#undef GLINFO_LOCATION
|
|
|
|
static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
|
|
{STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
|
{STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
|
|
{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
|
|
};
|
|
|
|
const struct fragment_pipeline arbfp_fragment_pipeline = {
|
|
arbfp_enable,
|
|
arbfp_get_caps,
|
|
arbfp_alloc,
|
|
arbfp_free,
|
|
shader_arb_color_fixup_supported,
|
|
arbfp_fragmentstate_template,
|
|
TRUE /* We can disable projected textures */
|
|
};
|
|
|
|
#define GLINFO_LOCATION device->adapter->gl_info
|
|
|
|
struct arbfp_blit_priv {
|
|
GLenum yuy2_rect_shader, yuy2_2d_shader;
|
|
GLenum uyvy_rect_shader, uyvy_2d_shader;
|
|
GLenum yv12_rect_shader, yv12_2d_shader;
|
|
};
|
|
|
|
static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
|
|
device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
|
|
if(!device->blit_priv) {
|
|
ERR("Out of memory\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
static void arbfp_blit_free(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
|
|
struct arbfp_blit_priv *priv = device->blit_priv;
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
|
|
checkGLcall("Delete yuv programs\n");
|
|
LEAVE_GL();
|
|
}
|
|
|
|
static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
|
|
{
|
|
char chroma;
|
|
const char *tex, *texinstr;
|
|
|
|
if (yuv_fixup == YUV_FIXUP_UYVY) {
|
|
chroma = 'x';
|
|
*luminance = 'w';
|
|
} else {
|
|
chroma = 'w';
|
|
*luminance = 'x';
|
|
}
|
|
switch(textype) {
|
|
case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
|
|
case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
|
|
default:
|
|
/* This is more tricky than just replacing the texture type - we have to navigate
|
|
* properly in the texture to find the correct chroma values
|
|
*/
|
|
FIXME("Implement yuv correction for non-2d, non-rect textures\n");
|
|
return FALSE;
|
|
}
|
|
|
|
/* First we have to read the chroma values. This means we need at least two pixels(no filtering),
|
|
* or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
|
|
* filtering when we sample the texture.
|
|
*
|
|
* These are the rules for reading the chroma:
|
|
*
|
|
* Even pixel: Cr
|
|
* Even pixel: U
|
|
* Odd pixel: V
|
|
*
|
|
* So we have to get the sampling x position in non-normalized coordinates in integers
|
|
*/
|
|
if(textype != GL_TEXTURE_RECTANGLE_ARB) {
|
|
shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
|
|
shader_addline(buffer, "MOV texcrd.w, size.x;\n");
|
|
} else {
|
|
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
|
|
}
|
|
/* We must not allow filtering between pixel x and x+1, this would mix U and V
|
|
* Vertical filtering is ok. However, bear in mind that the pixel center is at
|
|
* 0.5, so add 0.5.
|
|
*/
|
|
shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
|
|
shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
|
|
|
|
/* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
|
|
* even and odd pixels respectively
|
|
*/
|
|
shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
|
|
shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
|
|
|
|
/* Sample Pixel 1 */
|
|
shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
|
|
|
|
/* Put the value into either of the chroma values */
|
|
shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
|
|
shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
|
|
shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
|
|
shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
|
|
|
|
/* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
|
|
* the pixel right to the current one. Otherwise, sample the left pixel.
|
|
* Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
|
|
*/
|
|
shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
|
|
shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
|
|
shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
|
|
|
|
/* Put the value into the other chroma */
|
|
shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
|
|
shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
|
|
shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
|
|
shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
|
|
|
|
/* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
|
|
* the current one and lerp the two U and V values
|
|
*/
|
|
|
|
/* This gives the correctly filtered luminance value */
|
|
shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
|
|
{
|
|
const char *tex;
|
|
|
|
switch(textype) {
|
|
case GL_TEXTURE_2D: tex = "2D"; break;
|
|
case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
|
|
default:
|
|
FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
|
|
return FALSE;
|
|
}
|
|
|
|
/* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
|
|
* V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
|
|
* bitdepth is 12 bits per pixel. Since the U and V planes have only half the
|
|
* pitch of the luminance plane, the packing into the gl texture is a bit
|
|
* unfortunate. If the whole texture is interpreted as luminance data it looks
|
|
* approximately like this:
|
|
*
|
|
* +----------------------------------+----
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* | | 2
|
|
* | LUMINANCE | -
|
|
* | | 3
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* +----------------+-----------------+----
|
|
* | | |
|
|
* | U even rows | U odd rows |
|
|
* | | | 1
|
|
* +----------------+------------------ -
|
|
* | | | 3
|
|
* | V even rows | V odd rows |
|
|
* | | |
|
|
* +----------------+-----------------+----
|
|
* | | |
|
|
* | 0.5 | 0.5 |
|
|
*
|
|
* So it appears as if there are 4 chroma images, but in fact the odd rows
|
|
* in the chroma images are in the same row as the even ones. So its is
|
|
* kinda tricky to read
|
|
*
|
|
* When reading from rectangle textures, keep in mind that the input y coordinates
|
|
* go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
|
|
*/
|
|
shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
|
|
2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
|
|
|
|
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
|
|
/* the chroma planes have only half the width */
|
|
shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
|
|
|
|
/* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
|
|
* the coordinate. Also read the right side of the image when reading odd lines
|
|
*
|
|
* Don't forget to clamp the y values in into the range, otherwise we'll get filtering
|
|
* bleeding
|
|
*/
|
|
if(textype == GL_TEXTURE_2D) {
|
|
|
|
shader_addline(buffer, "RCP chroma.w, size.y;\n");
|
|
|
|
shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
|
|
|
|
shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
|
|
shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
|
|
|
|
/* Read odd lines from the right side(add size * 0.5 to the x coordinate */
|
|
shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
|
|
shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
|
|
shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
|
|
shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
|
|
|
|
/* clamp, keep the half pixel origin in mind */
|
|
shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
|
|
shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
|
|
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
|
|
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
|
|
} else {
|
|
/* Read from [size - size+size/4] */
|
|
shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
|
|
shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
|
|
|
|
/* Read odd lines from the right side(add size * 0.5 to the x coordinate */
|
|
shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
|
|
shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
|
|
shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
|
|
shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
|
|
shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
|
|
|
|
/* Make sure to read exactly from the pixel center */
|
|
shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
|
|
shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
|
|
|
|
/* Clamp */
|
|
shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
|
|
shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
|
|
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
|
|
shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
|
|
shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
|
|
}
|
|
/* Read the texture, put the result into the output register */
|
|
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
|
|
shader_addline(buffer, "MOV chroma.x, temp.w;\n");
|
|
|
|
/* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
|
|
* No need to clamp because we're just reusing the already clamped value from above
|
|
*/
|
|
if(textype == GL_TEXTURE_2D) {
|
|
shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
|
|
} else {
|
|
shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
|
|
}
|
|
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
|
|
shader_addline(buffer, "MOV chroma.y, temp.w;\n");
|
|
|
|
/* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
|
|
* Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
|
|
* values due to filtering
|
|
*/
|
|
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
|
|
if(textype == GL_TEXTURE_2D) {
|
|
/* Multiply the y coordinate by 2/3 and clamp it */
|
|
shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
|
|
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
|
|
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
|
|
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
|
|
} else {
|
|
/* Reading from texture_rectangles is pretty straightforward, just use the unmodified
|
|
* texture coordinate. It is still a good idea to clamp it though, since the opengl texture
|
|
* is bigger
|
|
*/
|
|
shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
|
|
shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
|
|
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
|
|
}
|
|
*luminance = 'a';
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
|
|
{
|
|
GLenum shader;
|
|
SHADER_BUFFER buffer;
|
|
char luminance_component;
|
|
struct arbfp_blit_priv *priv = device->blit_priv;
|
|
|
|
/* Shader header */
|
|
shader_buffer_init(&buffer);
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glGenProgramsARB(1, &shader));
|
|
checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
|
|
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
|
|
LEAVE_GL();
|
|
if(!shader) {
|
|
shader_buffer_free(&buffer);
|
|
return 0;
|
|
}
|
|
|
|
/* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
|
|
* giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
|
|
* two chroma(U and V) values. Each macropixel has two luminance values, one for
|
|
* each single pixel it contains, and one U and one V value shared between both
|
|
* pixels.
|
|
*
|
|
* The data is loaded into an A8L8 texture. With YUY2, the luminance component
|
|
* contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
|
|
* take the format into account when generating the read swizzles
|
|
*
|
|
* Reading the Y value is straightforward - just sample the texture. The hardware
|
|
* takes care of filtering in the horizontal and vertical direction.
|
|
*
|
|
* Reading the U and V values is harder. We have to avoid filtering horizontally,
|
|
* because that would mix the U and V values of one pixel or two adjacent pixels.
|
|
* Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
|
|
* regardless of the filtering setting. Vertical filtering works automatically
|
|
* though - the U and V values of two rows are mixed nicely.
|
|
*
|
|
* Appart of avoiding filtering issues, the code has to know which value it just
|
|
* read, and where it can find the other one. To determine this, it checks if
|
|
* it sampled an even or odd pixel, and shifts the 2nd read accordingly.
|
|
*
|
|
* Handling horizontal filtering of U and V values requires reading a 2nd pair
|
|
* of pixels, extracting U and V and mixing them. This is not implemented yet.
|
|
*
|
|
* An alternative implementation idea is to load the texture as A8R8G8B8 texture,
|
|
* with width / 2. This way one read gives all 3 values, finding U and V is easy
|
|
* in an unfiltered situation. Finding the luminance on the other hand requires
|
|
* finding out if it is an odd or even pixel. The real drawback of this approach
|
|
* is filtering. This would have to be emulated completely in the shader, reading
|
|
* up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
|
|
* vertically. Beyond that it would require adjustments to the texture handling
|
|
* code to deal with the width scaling
|
|
*/
|
|
shader_addline(&buffer, "!!ARBfp1.0\n");
|
|
shader_addline(&buffer, "TEMP luminance;\n");
|
|
shader_addline(&buffer, "TEMP temp;\n");
|
|
shader_addline(&buffer, "TEMP chroma;\n");
|
|
shader_addline(&buffer, "TEMP texcrd;\n");
|
|
shader_addline(&buffer, "TEMP texcrd2;\n");
|
|
shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
|
|
shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
|
|
shader_addline(&buffer, "PARAM size = program.local[0];\n");
|
|
|
|
switch (yuv_fixup)
|
|
{
|
|
case YUV_FIXUP_UYVY:
|
|
case YUV_FIXUP_YUY2:
|
|
if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
|
|
{
|
|
shader_buffer_free(&buffer);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case YUV_FIXUP_YV12:
|
|
if (!gen_yv12_read(&buffer, textype, &luminance_component))
|
|
{
|
|
shader_buffer_free(&buffer);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
|
|
shader_buffer_free(&buffer);
|
|
return 0;
|
|
}
|
|
|
|
/* Calculate the final result. Formula is taken from
|
|
* http://www.fourcc.org/fccyvrgb.php. Note that the chroma
|
|
* ranges from -0.5 to 0.5
|
|
*/
|
|
shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
|
|
|
|
shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
|
|
shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
|
|
shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
|
|
shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
|
|
shader_addline(&buffer, "END\n");
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
|
|
|
|
if (glGetError() == GL_INVALID_OPERATION) {
|
|
GLint pos;
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
|
|
FIXME("Fragment program error at position %d: %s\n", pos,
|
|
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
}
|
|
shader_buffer_free(&buffer);
|
|
LEAVE_GL();
|
|
|
|
switch (yuv_fixup)
|
|
{
|
|
case YUV_FIXUP_YUY2:
|
|
if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
|
|
else priv->yuy2_2d_shader = shader;
|
|
break;
|
|
|
|
case YUV_FIXUP_UYVY:
|
|
if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
|
|
else priv->uyvy_2d_shader = shader;
|
|
break;
|
|
|
|
case YUV_FIXUP_YV12:
|
|
if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
|
|
else priv->yv12_2d_shader = shader;
|
|
break;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
|
|
GLenum textype, UINT width, UINT height)
|
|
{
|
|
GLenum shader;
|
|
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
|
|
float size[4] = {width, height, 1, 1};
|
|
struct arbfp_blit_priv *priv = device->blit_priv;
|
|
enum yuv_fixup yuv_fixup;
|
|
|
|
if (!is_yuv_fixup(format_desc->color_fixup))
|
|
{
|
|
TRACE("Fixup:\n");
|
|
dump_color_fixup_desc(format_desc->color_fixup);
|
|
/* Don't bother setting up a shader for unconverted formats */
|
|
ENTER_GL();
|
|
glEnable(textype);
|
|
checkGLcall("glEnable(textype)");
|
|
LEAVE_GL();
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
|
|
|
|
switch(yuv_fixup)
|
|
{
|
|
case YUV_FIXUP_YUY2:
|
|
shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
|
|
break;
|
|
|
|
case YUV_FIXUP_UYVY:
|
|
shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
|
|
break;
|
|
|
|
case YUV_FIXUP_YV12:
|
|
shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
|
|
ENTER_GL();
|
|
glEnable(textype);
|
|
checkGLcall("glEnable(textype)");
|
|
LEAVE_GL();
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
|
|
|
|
ENTER_GL();
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
|
|
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
|
|
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
|
|
checkGLcall("glProgramLocalParameter4fvARB");
|
|
LEAVE_GL();
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void arbfp_blit_unset(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
|
|
|
|
ENTER_GL();
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("glDisable(GL_TEXTURE_2D)");
|
|
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
|
}
|
|
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
|
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
|
|
}
|
|
LEAVE_GL();
|
|
}
|
|
|
|
static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
|
|
{
|
|
enum yuv_fixup yuv_fixup;
|
|
|
|
if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
|
|
{
|
|
TRACE("Checking support for fixup:\n");
|
|
dump_color_fixup_desc(fixup);
|
|
}
|
|
|
|
if (is_identity_fixup(fixup))
|
|
{
|
|
TRACE("[OK]\n");
|
|
return TRUE;
|
|
}
|
|
|
|
/* We only support YUV conversions. */
|
|
if (!is_yuv_fixup(fixup))
|
|
{
|
|
TRACE("[FAILED]\n");
|
|
return FALSE;
|
|
}
|
|
|
|
yuv_fixup = get_yuv_fixup(fixup);
|
|
switch(yuv_fixup)
|
|
{
|
|
case YUV_FIXUP_YUY2:
|
|
case YUV_FIXUP_UYVY:
|
|
case YUV_FIXUP_YV12:
|
|
TRACE("[OK]\n");
|
|
return TRUE;
|
|
|
|
default:
|
|
FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
|
|
TRACE("[FAILED]\n");
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
const struct blit_shader arbfp_blit = {
|
|
arbfp_blit_alloc,
|
|
arbfp_blit_free,
|
|
arbfp_blit_set,
|
|
arbfp_blit_unset,
|
|
arbfp_blit_color_fixup_supported,
|
|
};
|
|
|
|
#undef GLINFO_LOCATION
|