Sweden-Number/dlls/wined3d/arb_program_shader.c

3658 lines
172 KiB
C

/*
* Pixel and vertex shaders implementation using ARB_vertex_program
* and ARB_fragment_program GL extensions.
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2006 Jason Green
* Copyright 2006 Henri Verbeet
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <math.h>
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
#define GLINFO_LOCATION (*gl_info)
/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
* so upload them above that
*/
#define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
/* ARB_program_shader private data */
struct shader_arb_priv {
GLuint current_vprogram_id;
GLuint current_fprogram_id;
GLuint depth_blt_vprogram_id;
GLuint depth_blt_fprogram_id;
BOOL use_arbfp_fixed_func;
struct hash_table_t *fragment_shaders;
};
/********************************************************
* ARB_[vertex/fragment]_program helper functions follow
********************************************************/
/**
* Loads floating point constants into the currently set ARB_vertex/fragment_program.
* When constant_list == NULL, it will load all the constants.
*
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
unsigned int max_constants, float* constants, char *dirty_consts) {
local_constant* lconst;
DWORD i, j;
unsigned int ret;
if (TRACE_ON(d3d_shader)) {
for(i = 0; i < max_constants; i++) {
if(!dirty_consts[i]) continue;
TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
constants[i * 4 + 0], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
}
}
/* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
float lcl_const[4];
for(i = 0; i < max_constants; i++) {
if(!dirty_consts[i]) continue;
dirty_consts[i] = 0;
j = 4 * i;
if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
else lcl_const[0] = constants[j + 0];
if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
else lcl_const[1] = constants[j + 1];
if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
else lcl_const[2] = constants[j + 2];
if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
else lcl_const[3] = constants[j + 3];
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
}
} else {
if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
/* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
* or just reloading *all* constants at once
*
GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
*/
for(i = 0; i < max_constants; i++) {
if(!dirty_consts[i]) continue;
/* Find the next block of dirty constants */
dirty_consts[i] = 0;
j = i;
for(i++; (i < max_constants) && dirty_consts[i]; i++) {
dirty_consts[i] = 0;
}
GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
}
} else {
for(i = 0; i < max_constants; i++) {
if(dirty_consts[i]) {
dirty_consts[i] = 0;
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
}
}
}
}
checkGLcall("glProgramEnvParameter4fvARB()");
/* Load immediate constants */
if(This->baseShader.load_local_constsF) {
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
GLfloat* values = (GLfloat*)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
values[0], values[1], values[2], values[3]);
}
}
/* Immediate constants are clamped for 1.X shaders at loading times */
ret = 0;
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
ret = max(ret, lconst->idx + 1);
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
}
checkGLcall("glProgramEnvParameter4fvARB()");
return ret; /* The loaded immediate constants need reloading for the next shader */
} else {
return 0; /* No constants are dirty now */
}
}
/**
* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
*
* We only support float constants in ARB at the moment, so don't
* worry about the Integers or Booleans
*/
static void shader_arb_load_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
unsigned char i;
if (useVertexShader) {
IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
/* Load DirectX 9 float constants for vertex shader */
deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
deviceImpl->highest_dirty_vs_const,
stateBlock->vertexShaderConstantF,
deviceImpl->activeContext->vshader_const_dirty);
/* Upload the position fixup */
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
}
if (usePixelShader) {
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
/* Load DirectX 9 float constants for pixel shader */
deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
deviceImpl->highest_dirty_ps_const,
stateBlock->pixelShaderConstantF,
deviceImpl->activeContext->pshader_const_dirty);
for(i = 0; i < psi->numbumpenvmatconsts; i++) {
/* The state manager takes care that this function is always called if the bump env matrix changes
*/
float *data = (float *) &stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
if(psi->luminanceconst[i].const_num != -1) {
/* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
* point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
* don't care about them. The pointers are valid for sure because the stateblock is bigger.
* (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
*/
float *scale = (float *) &stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
}
}
if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
!((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
float comparison[4];
float mul_low[4];
if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
} else {
comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
mul_low[0] = 1.0; mul_low[1] = 1.0;
mul_low[2] = 1.0; mul_low[3] = 1.0;
}
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
checkGLcall("Load sRGB correction constants\n");
deviceImpl->activeContext->pshader_const_dirty[psi->srgb_low_const] = 1;
deviceImpl->activeContext->pshader_const_dirty[psi->srgb_cmp_const] = 1;
}
}
}
/* Generate the variable & register declarations for the ARB_vertex_program output target */
static void shader_generate_arb_declarations(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
SHADER_BUFFER* buffer,
WineD3D_GL_Info* gl_info) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
DWORD i, cur;
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
UINT extra_constants_needed = 0;
local_constant* lconst;
/* Temporary Output register */
shader_addline(buffer, "TEMP TMP_OUT;\n");
for(i = 0; i < This->baseShader.limits.temporary; i++) {
if (reg_maps->temporary[i])
shader_addline(buffer, "TEMP R%u;\n", i);
}
for (i = 0; i < This->baseShader.limits.address; i++) {
if (reg_maps->address[i])
shader_addline(buffer, "ADDRESS A%d;\n", i);
}
for(i = 0; i < This->baseShader.limits.texcoord; i++) {
if (reg_maps->texcoord[i])
shader_addline(buffer,"TEMP T%u;\n", i);
}
/* Texture coordinate registers must be pre-loaded */
for (i = 0; i < This->baseShader.limits.texcoord; i++) {
if (reg_maps->texcoord[i])
shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
}
for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
if(!reg_maps->bumpmat[i]) continue;
cur = ps->numbumpenvmatconsts;
ps->bumpenvmatconst[cur].const_num = -1;
ps->bumpenvmatconst[cur].texunit = i;
ps->luminanceconst[cur].const_num = -1;
ps->luminanceconst[cur].texunit = i;
/* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
* the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
* bump mapping.
*/
if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
i, ps->bumpenvmatconst[cur].const_num);
extra_constants_needed++;
if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
i, ps->luminanceconst[cur].const_num);
extra_constants_needed++;
} else if(reg_maps->luminanceparams) {
FIXME("No free constant to load the luminance parameters\n");
}
} else {
FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
}
ps->numbumpenvmatconsts = cur + 1;
}
if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
/* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
* srgb write correction can be turned on and off dynamically without recompilation. Otherwise
* hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
* off again
*/
if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) {
/* The idea is that if srgb is enabled, then disabled, the constant loading code
* can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
* and comparison constants. If it disables it that way, the shader won't be recompiled
* and the code will stay in, so sRGB writing can be turned on again by setting the
* constants from the spec
*/
ps_impl->srgb_mode_hardcoded = 0;
ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed;
ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1;
shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const);
shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const);
} else {
shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
srgb_mul_low, srgb_mul_low, srgb_mul_low);
shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
ps_impl->srgb_mode_hardcoded = 1;
}
/* These can be hardcoded, they do not cause any harm because no fragment will enter the high
* path if the comparison value is set to INF
*/
shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
srgb_pow, srgb_pow, srgb_pow);
shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
srgb_mul_high, srgb_mul_high, srgb_mul_high);
shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
srgb_sub_high, srgb_sub_high, srgb_sub_high);
ps_impl->srgb_enabled = 1;
} else if(pshader) {
IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
/* Do not write any srgb fixup into the shader to save shader size and processing time.
* As a consequence, we can't toggle srgb write on without recompilation
*/
ps_impl->srgb_enabled = 0;
ps_impl->srgb_mode_hardcoded = 1;
}
/* Load local constants using the program-local space,
* this avoids reloading them each time the shader is used
*/
if(!This->baseShader.load_local_constsF) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
lconst->idx);
}
}
/* we use the array-based constants array if the local constants are marked for loading,
* because then we use indirect addressing, or when the local constant list is empty,
* because then we don't know if we're using indirect addressing or not. If we're hardcoding
* local constants do not declare the loaded constants as an array because ARB compilers usually
* do not optimize unused constants away
*/
if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
max_constantsF, max_constantsF - 1);
} else {
for(i = 0; i < max_constantsF; i++) {
if(!shader_constant_is_local(This, i)) {
shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
}
}
}
}
static const char * const shift_tab[] = {
"dummy", /* 0 (none) */
"coefmul.x", /* 1 (x2) */
"coefmul.y", /* 2 (x4) */
"coefmul.z", /* 3 (x8) */
"coefmul.w", /* 4 (x16) */
"dummy", /* 5 (x32) */
"dummy", /* 6 (x64) */
"dummy", /* 7 (x128) */
"dummy", /* 8 (d256) */
"dummy", /* 9 (d128) */
"dummy", /* 10 (d64) */
"dummy", /* 11 (d32) */
"coefdiv.w", /* 12 (d16) */
"coefdiv.z", /* 13 (d8) */
"coefdiv.y", /* 14 (d4) */
"coefdiv.x" /* 15 (d2) */
};
static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) {
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
char *ptr = write_mask;
char vshader = shader_is_vshader_version(This->baseShader.hex_version);
if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
*ptr++ = '.';
*ptr++ = 'x';
} else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
*ptr++ = '.';
if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
}
*ptr = '\0';
}
static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
* but addressed as "rgba". To fix this we need to swap the register's x
* and z components. */
const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
char *ptr = swizzle_str;
/* swizzle bits fields: wwzzyyxx */
DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
DWORD swizzle_x = swizzle & 0x03;
DWORD swizzle_y = (swizzle >> 2) & 0x03;
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD swizzle_w = (swizzle >> 6) & 0x03;
/* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
* generate a swizzle string. Unless we need to our own swizzling. */
if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
*ptr++ = '.';
if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
*ptr++ = swizzle_chars[swizzle_x];
} else {
*ptr++ = swizzle_chars[swizzle_x];
*ptr++ = swizzle_chars[swizzle_y];
*ptr++ = swizzle_chars[swizzle_z];
*ptr++ = swizzle_chars[swizzle_w];
}
}
*ptr = '\0';
}
static void pshader_get_register_name(IWineD3DBaseShader* iface,
const DWORD param, char* regstr) {
DWORD reg = param & WINED3DSP_REGNUM_MASK;
DWORD regtype = shader_get_regtype(param);
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
switch (regtype) {
case WINED3DSPR_TEMP:
sprintf(regstr, "R%u", reg);
break;
case WINED3DSPR_INPUT:
if (reg==0) {
strcpy(regstr, "fragment.color.primary");
} else {
strcpy(regstr, "fragment.color.secondary");
}
break;
case WINED3DSPR_CONST:
if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
sprintf(regstr, "C[%u]", reg);
} else {
sprintf(regstr, "C%u", reg);
}
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
sprintf(regstr,"T%u", reg);
break;
case WINED3DSPR_COLOROUT:
if (reg == 0)
sprintf(regstr, "TMP_COLOR");
else {
/* TODO: See GL_ARB_draw_buffers */
FIXME("Unsupported write to render target %u\n", reg);
sprintf(regstr, "unsupported_register");
}
break;
case WINED3DSPR_DEPTHOUT:
sprintf(regstr, "result.depth");
break;
case WINED3DSPR_ATTROUT:
sprintf(regstr, "oD[%u]", reg);
break;
case WINED3DSPR_TEXCRDOUT:
sprintf(regstr, "oT[%u]", reg);
break;
default:
FIXME("Unhandled register name Type(%d)\n", regtype);
sprintf(regstr, "unrecognized_register");
break;
}
}
/* TODO: merge with pixel shader */
static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
/* oPos, oFog and oPts in D3D */
static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
DWORD reg = param & WINED3DSP_REGNUM_MASK;
DWORD regtype = shader_get_regtype(param);
char tmpReg[255];
BOOL is_color = FALSE;
if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
strcat(hwLine, " -");
} else {
strcat(hwLine, " ");
}
switch (regtype) {
case WINED3DSPR_TEMP:
sprintf(tmpReg, "R%u", reg);
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_INPUT:
if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
is_color = TRUE;
sprintf(tmpReg, "vertex.attrib[%u]", reg);
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_CONST:
if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
if(reg >= This->rel_offset) {
sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
} else {
sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
}
} else {
if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
sprintf(tmpReg, "C[%u]", reg);
} else {
sprintf(tmpReg, "C%u", reg);
}
}
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
sprintf(tmpReg, "A%u", reg);
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_RASTOUT:
sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_ATTROUT:
if (reg==0) {
strcat(hwLine, "result.color.primary");
} else {
strcat(hwLine, "result.color.secondary");
}
break;
case WINED3DSPR_TEXCRDOUT:
sprintf(tmpReg, "result.texcoord[%u]", reg);
strcat(hwLine, tmpReg);
break;
default:
FIXME("Unknown reg type %d %d\n", regtype, reg);
strcat(hwLine, "unrecognized_register");
break;
}
if (!is_input) {
char write_mask[6];
shader_arb_get_write_mask(arg, param, write_mask);
strcat(hwLine, write_mask);
} else {
char swizzle[6];
shader_arb_get_swizzle(param, is_color, swizzle);
strcat(hwLine, swizzle);
}
}
static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
SHADER_BUFFER* buffer = arg->buffer;
DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
const char *tex_type;
switch(sampler_type) {
case WINED3DSTT_1D:
tex_type = "1D";
break;
case WINED3DSTT_2D:
{
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
if(device->stateBlock->textures[sampler_idx] &&
IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
tex_type = "RECT";
} else {
tex_type = "2D";
}
break;
}
case WINED3DSTT_VOLUME:
tex_type = "3D";
break;
case WINED3DSTT_CUBE:
tex_type = "CUBE";
break;
default:
ERR("Unexpected texture type %d\n", sampler_type);
tex_type = "";
}
if (bias) {
/* Shouldn't be possible, but let's check for it */
if(projected) FIXME("Biased and Projected texture sampling\n");
/* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
} else if (projected) {
shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
} else {
shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
}
}
static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const char *writemask,
const char *one, const char *two, WINED3DFORMAT fmt,
WineD3D_GL_Info *gl_info) {
switch(fmt) {
case WINED3DFMT_V8U8:
case WINED3DFMT_V16U16:
if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
if(0) {
/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
* disabled until an application that needs it is found because it causes unneeded
* shader recompilation in some game
*/
if(strlen(writemask) >= 4) {
shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one);
}
}
} else {
/* Correct the sign, but leave the blue as it is - it was loaded correctly already
* ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
* all registers, do so, this saves an instruction.
*/
if(strlen(writemask) >= 5) {
shader_addline(buffer, "MAD %s, %s, %s, -%s;\n", reg, reg, two, one);
} else if(strlen(writemask) >= 3) {
shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
reg, writemask[1],
reg, writemask[1],
two, one);
shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
reg, writemask[2],
reg, writemask[2],
two, one);
} else if(strlen(writemask) == 2) {
shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1],
reg, writemask[1], two, one);
}
}
break;
case WINED3DFMT_X8L8V8U8:
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
/* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
* and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
*/
if(strlen(writemask) >= 3) {
shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
reg, writemask[1],
reg, writemask[1],
two, one);
shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
reg, writemask[2],
reg, writemask[2],
two, one);
} else if(strlen(writemask) == 2) {
shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
reg, writemask[1],
reg, writemask[1],
two, one);
}
}
break;
case WINED3DFMT_L6V5U5:
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
if(strlen(writemask) >= 4) {
/* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
shader_addline(buffer, "MOV TMP.g, %s.%c;\n",
reg, writemask[2]);
shader_addline(buffer, "MAD %s.%c%c, %s.%c%c, %s, -%s;\n",
reg, writemask[1], writemask[1],
reg, writemask[1], writemask[3],
two, one);
shader_addline(buffer, "MOV %s.%c, TMP.g;\n", reg,
writemask[3]);
} else if(strlen(writemask) == 3) {
/* This is bad: We have VL, but we need VU */
FIXME("2 components sampled from a converted L6V5U5 texture\n");
} else {
shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
reg, writemask[1],
reg, writemask[1],
two, one);
}
}
break;
case WINED3DFMT_Q8W8V8U8:
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
/* Correct the sign in all channels */
switch(strlen(writemask)) {
case 4:
shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[3],
reg, writemask[3]);
/* drop through */
case 3:
shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[2],
reg, writemask[2]);
/* drop through */
case 2:
shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
reg, writemask[1],
reg, writemask[1]);
break;
/* Should not occur, since it's at minimum '.' and a letter */
case 1:
ERR("Unexpected writemask: \"%s\"\n", writemask);
break;
case 5:
default:
shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
}
}
break;
case WINED3DFMT_ATI2N:
/* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
* which means the first one is replicated across .rgb, and the 2nd one is in
* .a. We need the 2nd in .g
*
* GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
* are swapped compared to d3d. So swap red and green.
*/
if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
shader_addline(buffer, "SWZ %s, %s, %c, %c, 1, 0;\n",
reg, reg, writemask[2], writemask[1]);
} else {
if(strlen(writemask) == 5) {
shader_addline(buffer, "MOV %s.%c, %s.%c;\n",
reg, writemask[2], reg, writemask[4]);
} else if(strlen(writemask) == 2) {
/* Nothing to do */
} else {
/* This is bad: We have VL, but we need VU */
FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
}
}
break;
/* stupid compiler */
default:
break;
}
}
static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
WINED3DFORMAT fmt;
WINED3DFORMAT conversion_group;
IWineD3DBaseTextureImpl *texture;
UINT i;
BOOL recorded = FALSE;
DWORD sampler_idx;
DWORD hex_version = shader->baseShader.hex_version;
char reg[256];
char writemask[6];
switch(arg->opcode->opcode) {
case WINED3DSIO_TEX:
if (hex_version < WINED3DPS_VERSION(2,0)) {
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
} else {
sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
}
break;
case WINED3DSIO_TEXLDL:
FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
return;
case WINED3DSIO_TEXDP3TEX:
case WINED3DSIO_TEXM3x3TEX:
case WINED3DSIO_TEXM3x3SPEC:
case WINED3DSIO_TEXM3x3VSPEC:
case WINED3DSIO_TEXBEM:
case WINED3DSIO_TEXREG2AR:
case WINED3DSIO_TEXREG2GB:
case WINED3DSIO_TEXREG2RGB:
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
break;
default:
/* Not a texture sampling instruction, nothing to do */
return;
};
texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
if(texture) {
fmt = texture->resource.format;
conversion_group = texture->baseTexture.shader_conversion_group;
} else {
fmt = WINED3DFMT_UNKNOWN;
conversion_group = WINED3DFMT_UNKNOWN;
}
/* before doing anything, record the sampler with the format in the format conversion list,
* but check if it's not there already
*/
for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
recorded = TRUE;
}
}
if(!recorded) {
shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
shader->baseShader.num_sampled_samplers++;
shader->baseShader.sampled_format[sampler_idx] = conversion_group;
}
pshader_get_register_name(arg->shader, arg->dst, reg);
shader_arb_get_write_mask(arg, arg->dst, writemask);
if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
gen_color_correction(arg->buffer, reg, writemask, "one", "coefmul.x", fmt, gl_info);
}
static void pshader_gen_input_modifier_line (
IWineD3DBaseShader *iface,
SHADER_BUFFER* buffer,
const DWORD instr,
int tmpreg,
char *outregstr) {
/* Generate a line that does the input modifier computation and return the input register to use */
char regstr[256];
char swzstr[20];
int insert_line;
/* Assume a new line will be added */
insert_line = 1;
/* Get register name */
pshader_get_register_name(iface, instr, regstr);
shader_arb_get_swizzle(instr, FALSE, swzstr);
switch (instr & WINED3DSP_SRCMOD_MASK) {
case WINED3DSPSM_NONE:
sprintf(outregstr, "%s%s", regstr, swzstr);
insert_line = 0;
break;
case WINED3DSPSM_NEG:
sprintf(outregstr, "-%s%s", regstr, swzstr);
insert_line = 0;
break;
case WINED3DSPSM_BIAS:
shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_BIASNEG:
shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_SIGN:
shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_SIGNNEG:
shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_COMP:
shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
break;
case WINED3DSPSM_X2:
shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
break;
case WINED3DSPSM_X2NEG:
shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
break;
case WINED3DSPSM_DZ:
shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
break;
case WINED3DSPSM_DW:
shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
break;
default:
sprintf(outregstr, "%s%s", regstr, swzstr);
insert_line = 0;
}
/* Return modified or original register, with swizzle */
if (insert_line)
sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
}
static inline void pshader_gen_output_modifier_line(
SHADER_BUFFER* buffer,
int saturate,
char *write_mask,
int shift,
char *regstr) {
/* Generate a line that does the output modifier computation */
shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
regstr, write_mask, regstr, shift_tab[shift]);
}
void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
SHADER_BUFFER* buffer = arg->buffer;
char dst_name[50];
char src_name[2][50];
char dst_wmask[20];
DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
BOOL has_bumpmat = FALSE;
int i;
for(i = 0; i < This->numbumpenvmatconsts; i++) {
if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
has_bumpmat = TRUE;
break;
}
}
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
strcat(dst_name, dst_wmask);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
if(has_bumpmat) {
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
} else {
shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
}
}
void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
SHADER_BUFFER* buffer = arg->buffer;
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
/* FIXME: support output modifiers */
/* Handle output register */
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
/* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
arg->opcode_token & WINED3DSI_COISSUE) {
shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
} else {
shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
}
if (shift != 0)
pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
}
void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
/* FIXME: support output modifiers */
/* Handle output register */
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
src_name[0], src_name[2], src_name[1]);
if (shift != 0)
pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
}
/** Process the WINED3DSIO_DP2ADD instruction in ARB.
* dst = dot2(src0, src1) + src2 */
void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
/* Emulate a DP2 with a DP3 and 0.0 */
shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
shader_addline(buffer, "MOV TMP.z, 0.0;\n");
shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
if (shift != 0)
pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
}
/* Map the opcode 1-to-1 to the GL code */
void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst = arg->dst;
DWORD* src = arg->src;
unsigned int i;
char tmpLine[256];
/* Output token related */
char output_rname[256];
char output_wmask[20];
BOOL saturate = FALSE;
BOOL centroid = FALSE;
BOOL partialprecision = FALSE;
DWORD shift;
strcpy(tmpLine, curOpcode->glname);
/* Process modifiers */
if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
saturate = mask & WINED3DSPDM_SATURATE;
centroid = mask & WINED3DSPDM_MSAMPCENTROID;
partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
if (mask)
FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
if (centroid)
FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
}
shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
/* Generate input and output registers */
if (curOpcode->num_params > 0) {
char operands[4][100];
/* Generate input register names (with modifiers) */
for (i = 1; i < curOpcode->num_params; ++i)
pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
/* Handle output register */
pshader_get_register_name(arg->shader, dst, output_rname);
strcpy(operands[0], output_rname);
shader_arb_get_write_mask(arg, dst, output_wmask);
strcat(operands[0], output_wmask);
if (saturate && (shift == 0))
strcat(tmpLine, "_SAT");
strcat(tmpLine, " ");
strcat(tmpLine, operands[0]);
for (i = 1; i < curOpcode->num_params; i++) {
strcat(tmpLine, ", ");
strcat(tmpLine, operands[i]);
}
strcat(tmpLine,";\n");
shader_addline(buffer, tmpLine);
/* A shift requires another line. */
if (shift != 0)
pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
}
}
void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD hex_version = This->baseShader.hex_version;
SHADER_BUFFER* buffer = arg->buffer;
char reg_dest[40];
/* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
* but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
*/
pshader_get_register_name(arg->shader, arg->dst, reg_dest);
if(hex_version >= WINED3DPS_VERSION(2,0)) {
/* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
shader_addline(buffer, "KIL %s;\n", reg_dest);
} else {
/* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
* copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
*/
shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
shader_addline(buffer, "MOV TMP.w, one.w;\n");
shader_addline(buffer, "KIL TMP;\n");
}
}
void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD dst = arg->dst;
DWORD* src = arg->src;
SHADER_BUFFER* buffer = arg->buffer;
DWORD hex_version = This->baseShader.hex_version;
BOOL projected = FALSE, bias = FALSE;
char reg_dest[40];
char reg_coord[40];
DWORD reg_dest_code;
DWORD reg_sampler_code;
/* All versions have a destination register */
reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
pshader_get_register_name(arg->shader, dst, reg_dest);
/* 1.0-1.3: Use destination register as coordinate source.
1.4+: Use provided coordinate source register. */
if (hex_version < WINED3DPS_VERSION(1,4))
strcpy(reg_coord, reg_dest);
else
pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
/* 1.0-1.4: Use destination register number as texture code.
2.0+: Use provided sampler number as texure code. */
if (hex_version < WINED3DPS_VERSION(2,0))
reg_sampler_code = reg_dest_code;
else
reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
/* projection flag:
* 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
* 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
* 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
*/
if(hex_version < WINED3DPS_VERSION(1,4)) {
DWORD flags = 0;
if(reg_sampler_code < MAX_TEXTURES) {
flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
}
if (flags & WINED3DTTFF_PROJECTED) {
projected = TRUE;
}
} else if(hex_version < WINED3DPS_VERSION(2,0)) {
DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
if (src_mod == WINED3DSPSM_DZ) {
projected = TRUE;
} else if(src_mod == WINED3DSPSM_DW) {
projected = TRUE;
}
} else {
if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
projected = TRUE;
}
if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
bias = TRUE;
}
}
shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
}
void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD dst = arg->dst;
SHADER_BUFFER* buffer = arg->buffer;
DWORD hex_version = This->baseShader.hex_version;
char tmp[20];
shader_arb_get_write_mask(arg, dst, tmp);
if (hex_version != WINED3DPS_VERSION(1,4)) {
DWORD reg = dst & WINED3DSP_REGNUM_MASK;
shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
} else {
DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
char reg_src[40];
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
}
}
void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
char dst_str[8];
char src_str[50];
sprintf(dst_str, "T%u", reg1);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
}
void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
char dst_str[8];
char src_str[50];
sprintf(dst_str, "T%u", reg1);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
}
void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
char dst_str[8];
char src_str[50];
sprintf(dst_str, "T%u", reg1);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
}
void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
BOOL has_bumpmat = FALSE;
BOOL has_luminance = FALSE;
int i;
DWORD dst = arg->dst;
DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char reg_coord[40];
DWORD reg_dest_code;
/* All versions have a destination register */
reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
/* Can directly use the name because texbem is only valid for <= 1.3 shaders */
pshader_get_register_name(arg->shader, dst, reg_coord);
for(i = 0; i < This->numbumpenvmatconsts; i++) {
if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
has_bumpmat = TRUE;
break;
}
}
for(i = 0; i < This->numbumpenvmatconsts; i++) {
if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
has_luminance = TRUE;
break;
}
}
if(has_bumpmat) {
/* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so we can't let the GL handle this.
*/
if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
& WINED3DTTFF_PROJECTED) {
shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
} else {
shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
}
shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
src, reg_dest_code, reg_dest_code);
shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
}
} else {
DWORD tf;
if(reg_dest_code < MAX_TEXTURES) {
tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
} else {
tf = 0;
}
/* Without a bump matrix loaded, just sample with the unmodified coordinates */
shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
}
}
void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char src0_name[50];
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
}
void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char dst_str[8];
char src0_name[50];
sprintf(dst_str, "T%u", reg);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
}
void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char src0_name[50];
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
current_state->texcoord_w[current_state->current_row++] = reg;
}
void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char dst_str[8];
char src0_name[50];
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
current_state->current_row = 0;
}
void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
char dst_str[8];
char src0_name[50];
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
/* Construct the eye-ray vector from w coordinates */
shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
/* Calculate reflection vector
*/
shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
/* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
current_state->current_row = 0;
}
void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
SHADER_BUFFER* buffer = arg->buffer;
char dst_str[8];
char src0_name[50];
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
/* Calculate reflection vector.
*
* dot(N, E)
* TMP.xyz = 2 * --------- * N - E
* dot(N, N)
*
* Which normalizes the normal vector
*/
shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);
flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
current_state->current_row = 0;
}
void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
char dst_name[50];
/* texdepth has an implicit destination, the fragment depth value. It's only parameter,
* which is essentially an input, is the destination register because it is the first
* parameter. According to the msdn, this must be register r5, but let's keep it more flexible
* here
*/
pshader_get_register_name(arg->shader, arg->dst, dst_name);
/* According to the msdn, the source register(must be r5) is unusable after
* the texdepth instruction, so we're free to modify it
*/
shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
/* How to deal with the special case dst_name.g == 0? if r != 0, then
* the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
* result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
*/
shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
}
/** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
* Take a 3-component dot product of the TexCoord[dstreg] and src,
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
char src0[50];
char dst_str[8];
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
shader_addline(buffer, "MOV TMP, 0.0;\n");
shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
sprintf(dst_str, "T%u", sampler_idx);
shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
}
/** Process the WINED3DSIO_TEXDP3 instruction in ARB:
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
char src0[50];
char dst_str[50];
char dst_mask[6];
DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
/* Handle output register */
pshader_get_register_name(arg->shader, arg->dst, dst_str);
shader_arb_get_write_mask(arg, arg->dst, dst_mask);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
/* TODO: Handle output modifiers */
}
/** Process the WINED3DSIO_TEXM3X3 instruction in ARB
* Perform the 3rd row of a 3x3 matrix multiply */
void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
char dst_str[50];
char dst_mask[6];
char src0[50];
DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
pshader_get_register_name(arg->shader, arg->dst, dst_str);
shader_arb_get_write_mask(arg, arg->dst, dst_mask);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
/* TODO: Handle output modifiers */
}
/** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
* Last row of a 3x2 matrix multiply, use the result to calculate the depth:
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
*/
void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
char src0[50];
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
/* How to deal with the special case dst_name.g == 0? if r != 0, then
* the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
* result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
*/
shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
}
/** Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex/Pixel shaders to ARB_vertex_program codes */
void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
int i;
int nComponents = 0;
SHADER_OPCODE_ARG tmpArg;
memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
/* Set constants for the temporary argument */
tmpArg.shader = arg->shader;
tmpArg.buffer = arg->buffer;
tmpArg.src[0] = arg->src[0];
tmpArg.src_addr[0] = arg->src_addr[0];
tmpArg.src_addr[1] = arg->src_addr[1];
tmpArg.reg_maps = arg->reg_maps;
switch(arg->opcode->opcode) {
case WINED3DSIO_M4x4:
nComponents = 4;
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
break;
case WINED3DSIO_M4x3:
nComponents = 3;
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
break;
case WINED3DSIO_M3x4:
nComponents = 4;
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
break;
case WINED3DSIO_M3x3:
nComponents = 3;
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
break;
case WINED3DSIO_M3x2:
nComponents = 2;
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
break;
default:
break;
}
for (i = 0; i < nComponents; i++) {
tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
tmpArg.src[1] = arg->src[1]+i;
vshader_hw_map2gl(&tmpArg);
}
}
void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst = arg->dst;
DWORD src = arg->src[0];
DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
char tmpLine[256];
strcpy(tmpLine, curOpcode->glname); /* Opcode */
vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
strcat(tmpLine, ",");
vshader_program_add_param(arg, src, TRUE, tmpLine);
if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
/* Dx sdk says .x is used if no swizzle is given, but our test shows that
* .w is used
*/
strcat(tmpLine, ".w");
}
shader_addline(buffer, "%s;\n", tmpLine);
}
void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
char dst_name[50];
char src_name[50];
char dst_wmask[20];
DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
shader_addline(buffer, "RSQ TMP, TMP.x;\n");
/* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
src_name);
if (shift != 0)
pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
}
void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
/* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
* must contain fixed constants. So we need a separate function to filter those constants and
* can't use map2gl
*/
SHADER_BUFFER* buffer = arg->buffer;
char dst_name[50];
char src_name[50];
char dst_wmask[20];
DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
pshader_get_register_name(arg->shader, arg->dst, dst_name);
shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
src_name);
if (shift != 0)
pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
}
/* TODO: merge with pixel shader */
/* Map the opcode 1-to-1 to the GL code */
void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl*) arg->shader;
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst = arg->dst;
DWORD* src = arg->src;
DWORD dst_regtype = shader_get_regtype(dst);
char tmpLine[256];
unsigned int i;
if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA) {
memset(tmpLine, 0, sizeof(tmpLine));
if(shader->rel_offset) {
vshader_program_add_param(arg, src[0], TRUE, tmpLine);
shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
shader_addline(buffer, "ARL A0.x, TMP.x;\n");
} else {
/* Apple's ARB_vertex_program implementation does not accept an ARL source argument
* with more than one component. Thus replicate the first source argument over all
* 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
*/
DWORD parm = src[0] & ~(WINED3DVS_SWIZZLE_MASK);
if((src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) {
parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
} else if((src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) {
parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
} else if((src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) {
parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
} else if((src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) {
parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
}
vshader_program_add_param(arg, parm, TRUE, tmpLine);
shader_addline(buffer, "ARL A0.x, %s;\n", tmpLine);
}
return;
} else
strcpy(tmpLine, curOpcode->glname);
if (curOpcode->num_params > 0) {
vshader_program_add_param(arg, dst, FALSE, tmpLine);
for (i = 1; i < curOpcode->num_params; ++i) {
strcat(tmpLine, ",");
vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
}
}
shader_addline(buffer, "%s;\n", tmpLine);
}
static GLuint create_arb_blt_vertex_program(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"
"MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
"MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
"END\n";
GL_EXTCALL(glGenProgramsARB(1, &program_id));
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
if (glGetError() == GL_INVALID_OPERATION) {
GLint pos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
FIXME("Vertex program error at position %d: %s\n", pos,
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
}
return program_id;
}
static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
GLuint program_id = 0;
const char *blt_fprogram =
"!!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";
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_fprogram), blt_fprogram));
if (glGetError() == GL_INVALID_OPERATION) {
GLint pos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
FIXME("Fragment program error at position %d: %s\n", pos,
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
}
return program_id;
}
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if (useVS) {
TRACE("Using vertex shader\n");
priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId;
/* Bind the vertex program */
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
/* Enable OpenGL vertex programs */
glEnable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
} else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
priv->current_vprogram_id = 0;
glDisable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
}
if (usePS) {
TRACE("Using pixel shader\n");
priv->current_fprogram_id = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId;
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
/* Enable OpenGL fragment programs */
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
} else {
priv->current_fprogram_id = 0;
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)");
}
}
}
static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
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 (!priv->depth_blt_fprogram_id) priv->depth_blt_fprogram_id = create_arb_blt_fragment_program(gl_info);
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->depth_blt_fprogram_id));
glEnable(GL_FRAGMENT_PROGRAM_ARB);
}
static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
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 if(!priv->use_arbfp_fixed_func) {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
}
static void shader_arb_cleanup(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
static void shader_arb_destroy(IWineD3DBaseShader *iface) {
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
ENTER_GL();
GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId));
checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))");
LEAVE_GL();
This->baseShader.prgId = 0;
This->baseShader.is_compiled = FALSE;
}
static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
return WINED3D_OK;
}
static void shader_arb_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
if(priv->depth_blt_vprogram_id) {
GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
}
if(priv->depth_blt_fprogram_id) {
GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id));
}
HeapFree(GetProcessHeap(), 0, This->shader_priv);
}
static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
return TRUE;
}
static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
const char *tmp2, const char *tmp3, const char *tmp4) {
/* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
/* Calculate the > 0.0031308 case */
shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
/* Calculate the < case */
shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
/* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
/* Store the components > 0.0031308 in the destination */
shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
/* Add the components that are < 0.0031308 */
shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
/* [0.0;1.0] clamping. Not needed, this is done implicitly */
}
static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
const char *fragcolor;
WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
local_constant* lconst;
/* Create the hw ARB shader */
shader_addline(buffer, "!!ARBfp1.0\n");
shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
/* Base Declarations */
shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
/* We need two variables for fog blending */
shader_addline(buffer, "TEMP TMP_FOG;\n");
if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
shader_addline(buffer, "TEMP TMP_COLOR;\n");
}
/* Base Shader Body */
shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
/* calculate fog and blend it
* NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
* -1/(e-s) and e/(e-s) respectively.
*/
shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
fragcolor = "R0";
} else {
fragcolor = "TMP_COLOR";
}
if(This->srgb_enabled) {
arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
}
if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
}
shader_addline(buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
/* 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)));
This->baseShader.prgId = -1;
}
/* Load immediate constants */
if(!This->baseShader.load_local_constsF) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
float *value = (float *) lconst->value;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
checkGLcall("glProgramLocalParameter4fvARB");
}
}
}
static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
local_constant* lconst;
/* Create the hw ARB shader */
shader_addline(buffer, "!!ARBvp1.0\n");
shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
/* Mesa supports only 95 constants */
if (GL_VEND(MESA) || GL_VEND(WINE))
This->baseShader.limits.constant_float =
min(95, This->baseShader.limits.constant_float);
shader_addline(buffer, "TEMP TMP;\n");
/* Base Declarations */
shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
/* We need a constant to fixup the final position */
shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
/* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
* for output parameters. D3D in theory does not do that either, but some applications depend on a
* proper initialization of the secondary color, and programs using the fixed function pipeline without
* a replacement shader depend on the texcoord.w being set properly.
*
* GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
* assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
* skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
* coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
* this can eat a number of instructions, so skip it unless this cap is set as well
*/
if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
int i;
for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
}
}
}
}
/* Base Shader Body */
shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
/* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
if (!reg_maps->fog)
shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
* contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
*/
shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* and the glsl equivalent
*/
shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
shader_addline(buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
/* Create the program and check for errors */
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
buffer->bsize, buffer->buffer));
if (glGetError() == GL_INVALID_OPERATION) {
GLint errPos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
FIXME("HW VertexShader Error at position %d: %s\n",
errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
This->baseShader.prgId = -1;
}
/* Load immediate constants */
if(!This->baseShader.load_local_constsF) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
float *value = (float *) lconst->value;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
}
}
}
static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
/* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
* then overwrite the shader specific ones
*/
none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
}
if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
pCaps->PixelShader1xMaxValue = 8.0;
TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
}
}
static BOOL shader_arb_conv_supported(WINED3DFORMAT fmt) {
TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
switch(fmt) {
case WINED3DFMT_V8U8:
case WINED3DFMT_V16U16:
case WINED3DFMT_X8L8V8U8:
case WINED3DFMT_L6V5U5:
case WINED3DFMT_Q8W8V8U8:
case WINED3DFMT_ATI2N:
TRACE("[OK]\n");
return TRUE;
default:
TRACE("[FAILED\n");
return FALSE;
}
}
const shader_backend_t arb_program_shader_backend = {
shader_arb_select,
shader_arb_select_depth_blt,
shader_arb_deselect_depth_blt,
shader_arb_load_constants,
shader_arb_cleanup,
shader_arb_color_correction,
shader_arb_destroy,
shader_arb_alloc,
shader_arb_free,
shader_arb_dirty_const,
shader_arb_generate_pshader,
shader_arb_generate_vshader,
shader_arb_get_caps,
shader_arb_conv_supported,
};
/* ARB_fragment_program fixed function pipeline replacement definitions */
#define ARB_FFP_CONST_TFACTOR 0
#define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
#define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
#define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
#define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
struct arbfp_ffp_desc
{
struct ffp_desc parent;
GLuint shader;
unsigned int num_textures_used;
};
static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
if(enable) {
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
} else {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
}
static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct shader_arb_priv *priv;
/* Share private data between the shader backend and the pipeline replacement, if both
* are the arb implementation. This is needed to figure out whether ARBfp should be disabled
* if no pixel shader is bound or not
*/
if(This->shader_backend == &arb_program_shader_backend) {
This->fragment_priv = This->shader_priv;
} else {
This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
if(!This->fragment_priv) return E_OUTOFMEMORY;
}
priv = (struct shader_arb_priv *) This->fragment_priv;
priv->fragment_shaders = hash_table_create(ffp_program_key_hash, ffp_program_key_compare);
priv->use_arbfp_fixed_func = TRUE;
return WINED3D_OK;
}
static void arbfp_free_ffpshader(void *value, void *gli) {
WineD3D_GL_Info *gl_info = gli;
struct arbfp_ffp_desc *entry_arb = value;
ENTER_GL();
GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
HeapFree(GetProcessHeap(), 0, entry_arb);
LEAVE_GL();
}
static void arbfp_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv;
hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
priv->use_arbfp_fixed_func = FALSE;
if(This->shader_backend != &arb_program_shader_backend) {
HeapFree(GetProcessHeap(), 0, This->fragment_priv);
}
}
static void arbfp_get_caps(WINED3DDEVTYPE devtype, 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;
/* Do not overwrite pixel shader constants if a pshader is in use */
if(use_ps(device)) return;
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)");
if(device->shader_backend == &arb_program_shader_backend) {
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);
}
}
static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
float col[4];
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
/* Do not overwrite pixel shader constants if a pshader is in use */
if(use_ps(device)) return;
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)");
if(device->shader_backend == &arb_program_shader_backend) {
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);
}
}
static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
float mat[2][2];
if(use_ps(device)) {
if(stage != 0 &&
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
/* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
* anyway
*/
if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
}
}
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
return;
}
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])");
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);
}
}
static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
float param[4];
if(use_ps(device)) {
if(stage != 0 &&
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
/* The pixel shader has to know the luminance offset. Do a constants update if it
* isn't scheduled anyway
*/
if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
}
}
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
return;
}
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)");
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);
}
}
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:
return "unknown";
}
if(arg & WINED3DTA_COMPLEMENT) {
shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
if(argnum == 0) ret = "arg0";
if(argnum == 1) ret = "arg1";
if(argnum == 2) ret = "arg2";
}
if(arg & WINED3DTA_ALPHAREPLICATE) {
shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret);
if(argnum == 0) ret = "arg0";
if(argnum == 1) ret = "arg1";
if(argnum == 2) ret = "arg2";
}
return ret;
}
static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
unsigned int mul = 1;
BOOL mul_final_dest = FALSE;
if(color && alpha) dstmask = "";
else if(color) dstmask = ".rgb";
else dstmask = ".a";
if(dst == tempreg) dstreg = "tempreg";
else dstreg = "ret";
arg0 = get_argreg(buffer, 0, stage, dw_arg0);
arg1 = get_argreg(buffer, 1, stage, dw_arg1);
arg2 = get_argreg(buffer, 2, stage, dw_arg2);
switch(op) {
case WINED3DTOP_DISABLE:
if(stage == 1) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
break;
case WINED3DTOP_SELECTARG2:
arg1 = arg2;
case WINED3DTOP_SELECTARG1:
shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
break;
case WINED3DTOP_MODULATE4X:
mul = 2;
case WINED3DTOP_MODULATE2X:
mul *= 2;
if(strcmp(dstreg, "result.color") == 0) {
dstreg = "ret";
mul_final_dest = TRUE;
}
case WINED3DTOP_MODULATE:
shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
break;
case WINED3DTOP_ADDSIGNED2X:
mul = 2;
if(strcmp(dstreg, "result.color") == 0) {
dstreg = "ret";
mul_final_dest = TRUE;
}
case WINED3DTOP_ADDSIGNED:
shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
arg2 = "arg2";
case WINED3DTOP_ADD:
shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
break;
case WINED3DTOP_SUBTRACT:
shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
break;
case WINED3DTOP_ADDSMOOTH:
shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
break;
case WINED3DTOP_BLENDCURRENTALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3DTOP_BLENDFACTORALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3DTOP_BLENDTEXTUREALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3DTOP_BLENDDIFFUSEALPHA:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3DTOP_BLENDTEXTUREALPHAPM:
arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0);
shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
break;
/* D3DTOP_PREMODULATE ???? */
case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
break;
case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
break;
case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
break;
case WINED3DTOP_MODULATECOLOR_ADDALPHA:
shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
break;
case WINED3DTOP_DOTPRODUCT3:
mul = 4;
if(strcmp(dstreg, "result.color") == 0) {
dstreg = "ret";
mul_final_dest = TRUE;
}
shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
break;
case WINED3DTOP_MULTIPLYADD:
shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
break;
case WINED3DTOP_LERP:
/* The msdn is not quite right here */
shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
break;
case WINED3DTOP_BUMPENVMAP:
case WINED3DTOP_BUMPENVMAPLUMINANCE:
/* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
break;
default:
FIXME("Unhandled texture op %08x\n", op);
}
if(mul == 2) {
shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
} else if(mul == 4) {
shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
}
}
/* The stateblock is passed for GLINFO_LOCATION */
static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateBlockImpl *stateblock) {
unsigned int stage;
SHADER_BUFFER buffer;
BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
const char *textype;
const char *instr, *sat;
char colorcor_dst[8];
GLuint ret;
DWORD arg0, arg1, arg2;
BOOL tempreg_used = FALSE, tfactor_used = FALSE;
BOOL op_equal;
const char *final_combiner_src = "ret";
/* Find out which textures are read */
for(stage = 0; stage < MAX_TEXTURES; stage++) {
if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
bump_used[stage] = TRUE;
tex_read[stage] = TRUE;
}
if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
bump_used[stage] = TRUE;
tex_read[stage] = TRUE;
luminance_used[stage] = TRUE;
} else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
tfactor_used = TRUE;
}
if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
tfactor_used = TRUE;
}
if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
tempreg_used = TRUE;
}
if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
tempreg_used = TRUE;
}
if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
tfactor_used = TRUE;
}
}
/* Shader header */
buffer.bsize = 0;
buffer.lineNo = 0;
buffer.newline = TRUE;
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
shader_addline(&buffer, "!!ARBfp1.0\n");
switch(settings->fog) {
case FOG_OFF: break;
case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
default: FIXME("Unexpected fog setting %d\n", settings->fog);
}
shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
shader_addline(&buffer, "TEMP ret;\n");
if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
shader_addline(&buffer, "TEMP arg0;\n");
shader_addline(&buffer, "TEMP arg1;\n");
shader_addline(&buffer, "TEMP arg2;\n");
for(stage = 0; stage < MAX_TEXTURES; stage++) {
if(!tex_read[stage]) continue;
shader_addline(&buffer, "TEMP tex%u;\n", stage);
if(!bump_used[stage]) continue;
shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
if(!luminance_used[stage]) continue;
shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
}
if(tfactor_used) {
shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
}
shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
if(settings->sRGB_write) {
shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
srgb_mul_low, srgb_mul_low, srgb_mul_low);
shader_addline(&buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
shader_addline(&buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
srgb_pow, srgb_pow, srgb_pow);
shader_addline(&buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
srgb_mul_high, srgb_mul_high, srgb_mul_high);
shader_addline(&buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
srgb_sub_high, srgb_sub_high, srgb_sub_high);
}
/* Generate texture sampling instructions) */
for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
if(!tex_read[stage]) continue;
switch(settings->op[stage].tex_type) {
case tex_1d: textype = "1D"; break;
case tex_2d: textype = "2D"; break;
case tex_3d: textype = "3D"; break;
case tex_cube: textype = "CUBE"; break;
case tex_rect: textype = "RECT"; break;
default: textype = "unexpected_textype"; break;
}
if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
sat = "";
} else {
sat = "_SAT";
}
if(settings->op[stage].projected == proj_none) {
instr = "TEX";
} else if(settings->op[stage].projected == proj_count4 ||
settings->op[stage].projected == proj_count3) {
instr = "TXP";
} else {
FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
instr = "TXP";
}
if(stage > 0 &&
(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1);
shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so multiply the displacement with the dividing parameter before passing it to TXP
*/
if (settings->op[stage].projected != proj_none) {
if(settings->op[stage].projected == proj_count4) {
shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].a;\n", stage);
shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage);
} else {
shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage);
shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage);
}
} else {
shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
}
shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
instr, sat, stage, stage, textype);
if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
stage - 1, stage - 1, stage - 1);
shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage);
}
} else if(settings->op[stage].projected == proj_count3) {
shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
shader_addline(&buffer, "MOV ret.a, ret.b;\n");
shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
instr, sat, stage, stage, textype);
} else {
shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
instr, sat, stage, stage, stage, textype);
}
sprintf(colorcor_dst, "tex%u", stage);
gen_color_correction(&buffer, colorcor_dst, ".rgba", "const.x", "const.y",
settings->op[stage].color_correction, &GLINFO_LOCATION);
}
/* Generate the main shader */
for(stage = 0; stage < MAX_TEXTURES; stage++) {
if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
if(stage == 0) {
final_combiner_src = "fragment.color.primary";
}
break;
}
if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
} else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
} else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
} else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
} else {
op_equal = settings->op[stage].aop == settings->op[stage].cop &&
settings->op[stage].carg0 == settings->op[stage].aarg0 &&
settings->op[stage].carg1 == settings->op[stage].aarg1 &&
settings->op[stage].carg2 == settings->op[stage].aarg2;
}
if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
if(stage == 0) {
shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n");
}
} else if(op_equal) {
gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
} else {
gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
settings->op[stage].aop, settings->op[stage].aarg0,
settings->op[stage].aarg1, settings->op[stage].aarg2);
}
}
if(settings->sRGB_write) {
shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
shader_addline(&buffer, "MOV result.color.a, ret.a;\n");
} else {
shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
}
/* Footer */
shader_addline(&buffer, "END\n");
/* Generate the shader */
GL_EXTCALL(glGenProgramsARB(1, &ret));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
if (glGetError() == GL_INVALID_OPERATION) {
GLint pos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
FIXME("Fragment program error at position %d: %s\n", pos,
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
}
HeapFree(GetProcessHeap(), 0, buffer.buffer);
return ret;
}
static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
BOOL use_pshader = use_ps(device);
BOOL use_vshader = use_vs(device);
struct ffp_settings settings;
struct arbfp_ffp_desc *desc;
unsigned int i;
if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
if(use_pshader) {
IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
} else 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);
}
return;
}
if(use_pshader) {
IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
} else {
/* Find or create a shader implementing the fixed function pipeline settings, then activate it */
gen_ffp_op(stateblock, &settings, FALSE);
desc = (struct arbfp_ffp_desc *) find_ffp_shader(priv->fragment_shaders, &settings);
if(!desc) {
desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
if(!desc) {
ERR("Out of memory\n");
return;
}
desc->num_textures_used = 0;
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
desc->num_textures_used = i;
}
memcpy(&desc->parent.settings, &settings, sizeof(settings));
desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
add_ffp_shader(priv->fragment_shaders, &desc->parent);
TRACE("Allocated fixed function replacement shader descriptor %p\n", 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)");
if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
/* Reload fixed function constants since they collide with the pixel shader constants */
for(i = 0; i < MAX_TEXTURES; i++) {
set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
}
state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
}
}
/* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
* If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
* ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
* type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
* atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
*
* Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
* to be compiled before activating them(needs some cleanups in the shader backend interface)
*/
if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
}
}
if(use_pshader) {
device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
}
}
/* We can't link the fog states to the fragment state directly since the vertex pipeline links them
* to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
* state table, so we need to handle that with a forwarding function. The other invisible side effect
* is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
* fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
*/
static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(!isStateDirty(context, STATE_PIXELSHADER)) {
fragment_prog_arbfp(state, stateblock, context);
}
}
static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(!isStateDirty(context, STATE_PIXELSHADER)) {
fragment_prog_arbfp(state, stateblock, context);
}
}
#undef GLINFO_LOCATION
static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
{STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 },
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
{ STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
{ STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
{ STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
{ STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
{ STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
{ STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
{ STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{ STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
{ STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
{ STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 },
{ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 },
{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
{ STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 },
{0 /* Terminate */, { 0, 0 }, 0 },
};
const struct fragment_pipeline arbfp_fragment_pipeline = {
arbfp_enable,
arbfp_get_caps,
arbfp_alloc,
arbfp_free,
shader_arb_conv_supported,
arbfp_fragmentstate_template,
TRUE /* We can disable projected textures */
};
#define GLINFO_LOCATION device->adapter->gl_info
struct arbfp_blit_priv {
GLenum yuy2_rect_shader, yuy2_2d_shader;
GLenum uyvy_rect_shader, uyvy_2d_shader;
GLenum yv12_rect_shader, yv12_2d_shader;
};
static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
if(!device->blit_priv) {
ERR("Out of memory\n");
return E_OUTOFMEMORY;
}
return WINED3D_OK;
}
static void arbfp_blit_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
ENTER_GL();
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
checkGLcall("Delete yuv programs\n");
LEAVE_GL();
}
static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
char chroma;
const char *tex, *texinstr;
if(fmt == WINED3DFMT_UYVY) {
chroma = 'r';
*luminance = 'a';
} else {
chroma = 'a';
*luminance = 'r';
}
switch(textype) {
case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
default:
/* This is more tricky than just replacing the texture type - we have to navigate
* properly in the texture to find the correct chroma values
*/
FIXME("Implement yuv correction for non-2d, non-rect textures\n");
return FALSE;
}
/* First we have to read the chroma values. This means we need at least two pixels(no filtering),
* or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
* filtering when we sample the texture.
*
* These are the rules for reading the chroma:
*
* Even pixel: Cr
* Even pixel: U
* Odd pixel: V
*
* So we have to get the sampling x position in non-normalized coordinates in integers
*/
if(textype != GL_TEXTURE_RECTANGLE_ARB) {
shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
shader_addline(buffer, "MOV texcrd.a, size.x;\n");
} else {
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
}
/* We must not allow filtering between pixel x and x+1, this would mix U and V
* Vertical filtering is ok. However, bear in mind that the pixel center is at
* 0.5, so add 0.5.
*/
shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
/* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
* even and odd pixels respectively
*/
shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
/* Sample Pixel 1 */
shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
/* Put the value into either of the chroma values */
shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma);
shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma);
/* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
* the pixel right to the current one. Otherwise, sample the left pixel.
* Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
*/
shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
/* Put the value into the other chroma */
shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma);
shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma);
/* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
* the current one and lerp the two U and V values
*/
/* This gives the correctly filtered luminance value */
shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
return TRUE;
}
static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
const char *tex;
switch(textype) {
case GL_TEXTURE_2D: tex = "2D"; break;
case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
default:
FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
return FALSE;
}
/* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
* V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
* bitdepth is 12 bits per pixel. Since the U and V planes have only half the
* pitch of the luminance plane, the packing into the gl texture is a bit
* unfortunate. If the whole texture is interpreted as luminance data it looks
* approximately like this:
*
* +----------------------------------+----
* | |
* | |
* | |
* | |
* | | 2
* | LUMINANCE | -
* | | 3
* | |
* | |
* | |
* | |
* +----------------+-----------------+----
* | | |
* | U even rows | U odd rows |
* | | | 1
* +----------------+------------------ -
* | | | 3
* | V even rows | V odd rows |
* | | |
* +----------------+-----------------+----
* | | |
* | 0.5 | 0.5 |
*
* So it appears as if there are 4 chroma images, but in fact the odd rows
* in the chroma images are in the same row as the even ones. So its is
* kinda tricky to read
*
* When reading from rectangle textures, keep in mind that the input y coordinates
* go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
*/
shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
/* the chroma planes have only half the width */
shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
/* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
* the coordinate. Also read the right side of the image when reading odd lines
*
* Don't forget to clamp the y values in into the range, otherwise we'll get filtering
* bleeding
*/
if(textype == GL_TEXTURE_2D) {
shader_addline(buffer, "RCP chroma.w, size.y;\n");
shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
/* Read odd lines from the right side(add size * 0.5 to the x coordinate */
shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
/* clamp, keep the half pixel origin in mind */
shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
} else {
/* Read from [size - size+size/4] */
shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
/* Read odd lines from the right side(add size * 0.5 to the x coordinate */
shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
/* Make sure to read exactly from the pixel center */
shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
/* Clamp */
shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
}
/* Read the texture, put the result into the output register */
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
shader_addline(buffer, "MOV chroma.r, temp.a;\n");
/* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
* No need to clamp because we're just reusing the already clamped value from above
*/
if(textype == GL_TEXTURE_2D) {
shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
} else {
shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
}
shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
shader_addline(buffer, "MOV chroma.g, temp.a;\n");
/* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
* Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
* values due to filtering
*/
shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
if(textype == GL_TEXTURE_2D) {
/* Multiply the y coordinate by 2/3 and clamp it */
shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
} else {
/* Reading from texture_rectangles is pretty streightforward, just use the unmodified
* texture coordinate. It is still a good idea to clamp it though, since the opengl texture
* is bigger
*/
shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
}
*luminance = 'a';
return TRUE;
}
static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
GLenum shader;
SHADER_BUFFER buffer;
char luminance_component;
struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
/* Shader header */
buffer.bsize = 0;
buffer.lineNo = 0;
buffer.newline = TRUE;
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
GL_EXTCALL(glGenProgramsARB(1, &shader));
checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
if(!shader) {
HeapFree(GetProcessHeap(), 0, buffer.buffer);
return 0;
}
/* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
* giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
* two chroma(U and V) values. Each macropixel has two luminance values, one for
* each single pixel it contains, and one U and one V value shared between both
* pixels.
*
* The data is loaded into an A8L8 texture. With YUY2, the luminance component
* contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
* take the format into account when generating the read swizzles
*
* Reading the Y value is streightforward - just sample the texture. The hardware
* takes care of filtering in the horizontal and vertical direction.
*
* Reading the U and V values is harder. We have to avoid filtering horizontally,
* because that would mix the U and V values of one pixel or two adjacent pixels.
* Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
* regardless of the filtering setting. Vertical filtering works automatically
* though - the U and V values of two rows are mixed nicely.
*
* Appart of avoiding filtering issues, the code has to know which value it just
* read, and where it can find the other one. To determine this, it checks if
* it sampled an even or odd pixel, and shifts the 2nd read accordingly.
*
* Handling horizontal filtering of U and V values requires reading a 2nd pair
* of pixels, extracting U and V and mixing them. This is not implemented yet.
*
* An alternative implementation idea is to load the texture as A8R8G8B8 texture,
* with width / 2. This way one read gives all 3 values, finding U and V is easy
* in an unfiltered situation. Finding the luminance on the other hand requires
* finding out if it is an odd or even pixel. The real drawback of this approach
* is filtering. This would have to be emulated completely in the shader, reading
* up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
* vertically. Beyond that it would require adjustments to the texture handling
* code to deal with the width scaling
*/
shader_addline(&buffer, "!!ARBfp1.0\n");
shader_addline(&buffer, "TEMP luminance;\n");
shader_addline(&buffer, "TEMP temp;\n");
shader_addline(&buffer, "TEMP chroma;\n");
shader_addline(&buffer, "TEMP texcrd;\n");
shader_addline(&buffer, "TEMP texcrd2;\n");
shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
shader_addline(&buffer, "PARAM size = program.local[0];\n");
if(fmt == WINED3DFMT_UYVY || fmt ==WINED3DFMT_YUY2) {
if(gen_planar_yuv_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
HeapFree(GetProcessHeap(), 0, buffer.buffer);
return 0;
}
} else {
if(gen_yv12_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
HeapFree(GetProcessHeap(), 0, buffer.buffer);
return 0;
}
}
/* Calculate the final result. Formula is taken from
* http://www.fourcc.org/fccyvrgb.php. Note that the chroma
* ranges from -0.5 to 0.5
*/
shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n");
shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component);
shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component);
shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component);
shader_addline(&buffer, "END\n");
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
if (glGetError() == GL_INVALID_OPERATION) {
GLint pos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
FIXME("Fragment program error at position %d: %s\n", pos,
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
}
HeapFree(GetProcessHeap(), 0, buffer.buffer);
if(fmt == WINED3DFMT_YUY2) {
if(textype == GL_TEXTURE_RECTANGLE_ARB) {
priv->yuy2_rect_shader = shader;
} else {
priv->yuy2_2d_shader = shader;
}
} else if(fmt == WINED3DFMT_UYVY) {
if(textype == GL_TEXTURE_RECTANGLE_ARB) {
priv->uyvy_rect_shader = shader;
} else {
priv->uyvy_2d_shader = shader;
}
} else {
if(textype == GL_TEXTURE_RECTANGLE_ARB) {
priv->yv12_rect_shader = shader;
} else {
priv->yv12_2d_shader = shader;
}
}
return shader;
}
static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
GLenum shader;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
float size[4] = {width, height, 1, 1};
struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
const GlPixelFormatDesc *glDesc;
getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY &&
glDesc->conversion_group != WINED3DFMT_YV12) {
TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group));
/* Don't bother setting up a shader for unconverted formats */
glEnable(textype);
checkGLcall("glEnable(textype)");
return WINED3D_OK;
}
if(glDesc->conversion_group == WINED3DFMT_YUY2) {
if(textype == GL_TEXTURE_RECTANGLE_ARB) {
shader = priv->yuy2_rect_shader;
} else {
shader = priv->yuy2_2d_shader;
}
} else if(glDesc->conversion_group == WINED3DFMT_UYVY) {
if(textype == GL_TEXTURE_RECTANGLE_ARB) {
shader = priv->uyvy_rect_shader;
} else {
shader = priv->uyvy_2d_shader;
}
} else {
if(textype == GL_TEXTURE_RECTANGLE_ARB) {
shader = priv->yv12_rect_shader;
} else {
shader = priv->yv12_2d_shader;
}
}
if(!shader) {
shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
}
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");
return WINED3D_OK;
}
static void arbfp_blit_unset(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
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)");
}
}
static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) {
TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt));
switch(fmt) {
case WINED3DFMT_YUY2:
case WINED3DFMT_UYVY:
case WINED3DFMT_YV12:
TRACE("[OK]\n");
return TRUE;
default:
TRACE("[FAILED]\n");
return FALSE;
}
}
const struct blit_shader arbfp_blit = {
arbfp_blit_alloc,
arbfp_blit_free,
arbfp_blit_set,
arbfp_blit_unset,
arbfp_blit_conv_supported
};
#undef GLINFO_LOCATION