ReactOS 0.4.15-dev-7788-g1ad9096
arb_program_shader.c
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1/*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
4 *
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
14 *
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
19 *
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
24 *
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 */
29
30#include "config.h"
31#include "wine/port.h"
32
33#include <stdio.h>
34
35#include "wined3d_private.h"
36
41
43{
45}
46
48{
50}
51
52static const char *get_line(const char **ptr)
53{
54 const char *p, *q;
55
56 p = *ptr;
57 if (!(q = strstr(p, "\n")))
58 {
59 if (!*p) return NULL;
60 *ptr += strlen(p);
61 return p;
62 }
63 *ptr = q + 1;
64
65 return p;
66}
67
69{
75
77};
78
80{
82 {
83 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
84 return "bad";
85 }
86
88 {
89 switch (value)
90 {
91 case ARB_ZERO: return "ps_helper_const.x";
92 case ARB_ONE: return "ps_helper_const.y";
93 case ARB_TWO: return "coefmul.x";
94 case ARB_0001: return "ps_helper_const.xxxy";
95 case ARB_EPS: return "ps_helper_const.z";
96 default: break;
97 }
98 }
99 else
100 {
101 switch (value)
102 {
103 case ARB_ZERO: return "helper_const.x";
104 case ARB_ONE: return "helper_const.y";
105 case ARB_TWO: return "helper_const.z";
106 case ARB_EPS: return "helper_const.w";
107 case ARB_0001: return "helper_const.xxxy";
108 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
109 }
110 }
111 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
112 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
113 switch (value)
114 {
115 case ARB_ZERO: return "0.0";
116 case ARB_ONE: return "1.0";
117 case ARB_TWO: return "2.0";
118 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
119 case ARB_EPS: return "1e-8";
120 default: return "bad";
121 }
122}
123
124static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
125{
126 return context->lowest_disabled_stage < 7;
127}
128
129/* ARB_program_shader private data */
130
132{
133 struct list entry;
134 enum
135 {
139 REP
143 union
144 {
145 unsigned int loop;
146 unsigned int ifc;
147 } no;
150};
151
153{
155 /* For ARB we need an offset value:
156 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
157 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
158 * array we need an offset to the index inside the program local parameter array. */
160};
161
163{
166 WORD clip; /* only a boolean, use a WORD for alignment */
168};
169
171{
172 unsigned char texunit;
174};
175
177{
185 unsigned char numbumpenvmatconsts;
187};
188
190{
192 union
193 {
194 struct
195 {
197 unsigned char clip_texcoord;
198 unsigned char clipplane_mask;
203 union
204 {
205 unsigned char samplers[4];
209};
210
212{
219};
220
222{
224 struct list entry;
225};
226
228{
229 char addr_reg[20];
230 enum
231 {
232 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
234 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
236 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
237 NV3
239
246 struct list record;
250 int aL;
252
253 unsigned int vs_clipplanes;
256
257 /* For 3.0 vertex shaders */
259 /* For 2.x and earlier vertex shaders */
260 const char *texcrd_output[8], *color_output[2], *fog_output;
261
262 /* 3.0 pshader input for compatibility with fixed function */
264};
265
267{
271};
272
279};
280
285};
286
288{
297
300
305
309};
310
311/* Context activation for state handlers is done by the caller. */
312
313static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
314 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
315{
316 if (shader_data->rel_offset) return TRUE;
317 if (!reg_maps->usesmova) return FALSE;
318 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
319}
320
321/* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
322static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
323{
324 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
325 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
326}
327
328static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
329 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
330{
331 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
332 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
333 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
334 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
335 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
336 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
337 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
338 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
339 return FALSE;
340}
341
342static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
343 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
344{
345 unsigned int ret = 1;
346 /* We use one PARAM for the pos fixup, and in some cases one to load
347 * some immediate values into the shader. */
348 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
349 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
350 return ret;
351}
352
353/* Loads floating point constants into the currently set ARB_vertex/fragment_program.
354 * When constant_list == NULL, it will load all the constants.
355 *
356 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
357 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
358 */
359/* Context activation is done by the caller. */
360static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
361 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
362 const struct wined3d_vec4 *constants, char *dirty_consts)
363{
364 struct wined3d_shader_lconst *lconst;
365 unsigned int ret, i, j;
366
367 if (TRACE_ON(d3d_constants))
368 {
369 for (i = 0; i < max_constants; ++i)
370 {
371 if (!dirty_consts[i])
372 continue;
373 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
374 }
375 }
376
377 i = 0;
378
379 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
380 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
381 {
382 float lcl_const[4];
383 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
384 * shaders, the first 8 constants are marked dirty for reload
385 */
386 for (; i < min(8, max_constants); ++i)
387 {
388 if (!dirty_consts[i])
389 continue;
390 dirty_consts[i] = 0;
391
392 if (constants[i].x > 1.0f)
393 lcl_const[0] = 1.0f;
394 else if (constants[i].x < -1.0f)
395 lcl_const[0] = -1.0f;
396 else
397 lcl_const[0] = constants[i].x;
398
399 if (constants[i].y > 1.0f)
400 lcl_const[1] = 1.0f;
401 else if (constants[i].y < -1.0f)
402 lcl_const[1] = -1.0f;
403 else
404 lcl_const[1] = constants[i].y;
405
406 if (constants[i].z > 1.0f)
407 lcl_const[2] = 1.0f;
408 else if (constants[i].z < -1.0f)
409 lcl_const[2] = -1.0f;
410 else
411 lcl_const[2] = constants[i].z;
412
413 if (constants[i].w > 1.0f)
414 lcl_const[3] = 1.0f;
415 else if (constants[i].w < -1.0f)
416 lcl_const[3] = -1.0f;
417 else
418 lcl_const[3] = constants[i].w;
419
420 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
421 }
422
423 /* If further constants are dirty, reload them without clamping.
424 *
425 * The alternative is not to touch them, but then we cannot reset the dirty constant count
426 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
427 * above would always re-check the first 8 constants since max_constant remains at the init
428 * value
429 */
430 }
431
433 {
434 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
435 * or just reloading *all* constants at once
436 *
437 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
438 */
439 for (; i < max_constants; ++i)
440 {
441 if (!dirty_consts[i])
442 continue;
443
444 /* Find the next block of dirty constants */
445 dirty_consts[i] = 0;
446 j = i;
447 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
448 {
449 dirty_consts[i] = 0;
450 }
451
452 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
453 }
454 }
455 else
456 {
457 for (; i < max_constants; ++i)
458 {
459 if (dirty_consts[i])
460 {
461 dirty_consts[i] = 0;
462 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
463 }
464 }
465 }
466 checkGLcall("glProgramEnvParameter4fvARB()");
467
468 /* Load immediate constants */
469 if (shader->load_local_constsF)
470 {
471 if (TRACE_ON(d3d_shader))
472 {
473 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
474 {
475 GLfloat* values = (GLfloat*)lconst->value;
476 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
477 values[0], values[1], values[2], values[3]);
478 }
479 }
480 /* Immediate constants are clamped for 1.X shaders at loading times */
481 ret = 0;
482 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
483 {
484 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
485 ret = max(ret, lconst->idx + 1);
486 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
487 }
488 checkGLcall("glProgramEnvParameter4fvARB()");
489 return ret; /* The loaded immediate constants need reloading for the next shader */
490 } else {
491 return 0; /* No constants are dirty now */
492 }
493}
494
495/* Loads the texture dimensions for NP2 fixup into the currently set
496 * ARB_[vertex/fragment]_programs. */
498 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
499{
500 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
501 WORD active = fixup->super.active;
502 UINT i;
503
504 if (!active)
505 return;
506
507 for (i = 0; active; active >>= 1, ++i)
508 {
509 const struct wined3d_texture *tex = state->textures[i];
510 unsigned char idx = fixup->super.idx[i];
511 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
512
513 if (!(active & 1))
514 continue;
515
516 if (!tex)
517 {
518 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
519 continue;
520 }
521
522 if (idx % 2)
523 {
524 tex_dim[2] = tex->pow2_matrix[0];
525 tex_dim[3] = tex->pow2_matrix[5];
526 }
527 else
528 {
529 tex_dim[0] = tex->pow2_matrix[0];
530 tex_dim[1] = tex->pow2_matrix[5];
531 }
532 }
533
534 for (i = 0; i < fixup->super.num_consts; ++i)
535 {
536 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
537 fixup->offset + i, &np2fixup_constants[i * 4]));
538 }
539}
540
541/* Context activation is done by the caller. */
542static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
543 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
544{
545 const struct wined3d_gl_info *gl_info = context->gl_info;
546 unsigned char i;
547
548 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
549 {
550 int texunit = gl_shader->bumpenvmatconst[i].texunit;
551
552 /* The state manager takes care that this function is always called if the bump env matrix changes */
553 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
554 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
555 gl_shader->bumpenvmatconst[i].const_num, data));
556
557 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
558 {
559 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
560 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
561 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
562 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
563 */
564 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
566 gl_shader->luminanceconst[i].const_num, scale));
567 }
568 }
569 checkGLcall("Load bumpmap consts");
570
571 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
572 {
573 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
574 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
575 * ycorrection.z: 1.0
576 * ycorrection.w: 0.0
577 */
578 float val[4];
579 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
580 val[1] = context->render_offscreen ? 1.0f : -1.0f;
581 val[2] = 1.0f;
582 val[3] = 0.0f;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
584 checkGLcall("y correction loading");
585 }
586
587 if (!gl_shader->num_int_consts) return;
588
589 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
590 {
591 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
592 {
593 float val[4];
594 val[0] = (float)state->ps_consts_i[i].x;
595 val[1] = (float)state->ps_consts_i[i].y;
596 val[2] = (float)state->ps_consts_i[i].z;
597 val[3] = -1.0f;
598
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
600 }
601 }
602 checkGLcall("Load ps int consts");
603}
604
605/* Context activation is done by the caller. */
606static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
607 const struct wined3d_context *context, const struct wined3d_state *state)
608{
609 const struct wined3d_gl_info *gl_info = context->gl_info;
610 float position_fixup[4];
611 unsigned char i;
612
613 /* Upload the position fixup */
614 shader_get_position_fixup(context, state, position_fixup);
615 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
616
617 if (!gl_shader->num_int_consts) return;
618
619 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
620 {
621 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
622 {
623 float val[4];
624 val[0] = (float)state->vs_consts_i[i].x;
625 val[1] = (float)state->vs_consts_i[i].y;
626 val[2] = (float)state->vs_consts_i[i].z;
627 val[3] = -1.0f;
628
629 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
630 }
631 }
632 checkGLcall("Load vs int consts");
633}
634
635static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
636 const struct wined3d_state *state);
637
644/* Context activation is done by the caller (state handler). */
646 struct wined3d_context *context, const struct wined3d_state *state,
647 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
648{
649 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
650 const struct wined3d_gl_info *gl_info = context->gl_info;
651
652 if (!from_shader_select)
653 {
654 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
655 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
656
657 if (vshader
658 && (vshader->reg_maps.boolean_constants
660 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
661 {
662 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
664 }
665 else if (pshader
666 && (pshader->reg_maps.boolean_constants
668 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
669 {
670 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
672 }
673 }
674
675 if (context != priv->last_context)
676 {
678 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
679 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
680
682 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
683 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
684
685 priv->last_context = context;
686 }
687
688 if (useVertexShader)
689 {
690 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
691 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
692
693 /* Load DirectX 9 float constants for vertex shader */
695 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
697 }
698
699 if (usePixelShader)
700 {
701 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
702 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
703 UINT rt_height = state->fb->render_targets[0]->height;
704
705 /* Load DirectX 9 float constants for pixel shader */
707 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
708 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
709
710 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
712 }
713}
714
715static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
716 const struct wined3d_state *state)
717{
718 BOOL vs = use_vs(state);
719 BOOL ps = use_ps(state);
720
722}
723
725{
727 struct shader_arb_priv *priv = device->shader_priv;
728
729 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
730 * context. On a context switch the old context will be fully dirtified */
731 if (!context || context->device != device)
732 return;
733
734 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
736}
737
739{
741 struct shader_arb_priv *priv = device->shader_priv;
742
743 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
744 * context. On a context switch the old context will be fully dirtified */
745 if (!context || context->device != device)
746 return;
747
748 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
750}
751
753{
754 char str[4][17];
755
756 wined3d_ftoa(values[0], str[0]);
757 wined3d_ftoa(values[1], str[1]);
758 wined3d_ftoa(values[2], str[2]);
759 wined3d_ftoa(values[3], str[3]);
760 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
761}
762
763/* Generate the variable & register declarations for the ARB_vertex_program output target */
765 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
766 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
767 const struct shader_arb_ctx_priv *ctx)
768{
769 DWORD i;
770 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
771 const struct wined3d_shader_lconst *lconst;
772 unsigned max_constantsF;
773 DWORD map;
774
775 /* In pixel shaders, all private constants are program local, we don't need anything
776 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
777 * If we need a private constant the GL implementation will squeeze it in somewhere
778 *
779 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
780 * immediate values. The posFixup is loaded using program.env for now, so always
781 * subtract one from the number of constants. If the shader uses indirect addressing,
782 * account for the helper const too because we have to declare all available d3d constants
783 * and don't know which are actually used.
784 */
785 if (pshader)
786 {
787 max_constantsF = gl_info->limits.arb_ps_native_constants;
788 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
789 if (max_constantsF < 24)
790 max_constantsF = gl_info->limits.arb_ps_float_constants;
791 }
792 else
793 {
794 const struct arb_vshader_private *shader_data = shader->backend_data;
795 max_constantsF = gl_info->limits.arb_vs_native_constants;
796 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
797 * Also prevents max_constantsF from becoming less than 0 and
798 * wrapping . */
799 if (max_constantsF < 96)
800 max_constantsF = gl_info->limits.arb_vs_float_constants;
801
802 if (reg_maps->usesrelconstF)
803 {
804 DWORD highest_constf = 0, clip_limit;
805
806 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
807 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
808 max_constantsF -= gl_info->reserved_arb_constants;
809
810 for (i = 0; i < shader->limits->constant_float; ++i)
811 {
812 DWORD idx = i >> 5;
813 DWORD shift = i & 0x1f;
814 if (reg_maps->constf[idx] & (1u << shift))
815 highest_constf = i;
816 }
817
818 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
819 {
820 if(ctx->cur_vs_args->super.clip_enabled)
821 clip_limit = gl_info->limits.user_clip_distances;
822 else
823 clip_limit = 0;
824 }
825 else
826 {
827 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
828 clip_limit = min(wined3d_popcount(mask), 4);
829 }
830 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
831 max_constantsF -= *num_clipplanes;
832 if(*num_clipplanes < clip_limit)
833 {
834 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
835 gl_info->limits.user_clip_distances);
836 }
837 }
838 else
839 {
840 if (ctx->target_version >= NV2)
841 *num_clipplanes = gl_info->limits.user_clip_distances;
842 else
843 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
844 }
845 }
846
847 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
848 {
849 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
850 }
851
852 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
853 {
854 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
855 }
856
857 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
858 {
859 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
860 {
861 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
862 }
863 }
864
865 if (!shader->load_local_constsF)
866 {
867 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
868 {
869 const float *value;
870 value = (const float *)lconst->value;
871 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
873 shader_addline(buffer, ";\n");
874 }
875 }
876
877 /* After subtracting privately used constants from the hardware limit(they are loaded as
878 * local constants), make sure the shader doesn't violate the env constant limit
879 */
880 if (pshader)
881 {
882 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
883 }
884 else
885 {
886 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
887 }
888
889 /* Avoid declaring more constants than needed */
890 max_constantsF = min(max_constantsF, shader->limits->constant_float);
891
892 /* we use the array-based constants array if the local constants are marked for loading,
893 * because then we use indirect addressing, or when the local constant list is empty,
894 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
895 * local constants do not declare the loaded constants as an array because ARB compilers usually
896 * do not optimize unused constants away
897 */
898 if (reg_maps->usesrelconstF)
899 {
900 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
901 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
902 max_constantsF, max_constantsF - 1);
903 }
904 else
905 {
906 for (i = 0; i < max_constantsF; ++i)
907 {
909 {
910 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
911 }
912 }
913 }
914}
915
916static const char * const shift_tab[] = {
917 "dummy", /* 0 (none) */
918 "coefmul.x", /* 1 (x2) */
919 "coefmul.y", /* 2 (x4) */
920 "coefmul.z", /* 3 (x8) */
921 "coefmul.w", /* 4 (x16) */
922 "dummy", /* 5 (x32) */
923 "dummy", /* 6 (x64) */
924 "dummy", /* 7 (x128) */
925 "dummy", /* 8 (d256) */
926 "dummy", /* 9 (d128) */
927 "dummy", /* 10 (d64) */
928 "dummy", /* 11 (d32) */
929 "coefdiv.w", /* 12 (d16) */
930 "coefdiv.z", /* 13 (d8) */
931 "coefdiv.y", /* 14 (d4) */
932 "coefdiv.x" /* 15 (d2) */
933};
934
936 const struct wined3d_shader_dst_param *dst, char *write_mask)
937{
938 char *ptr = write_mask;
939
940 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
941 {
942 *ptr++ = '.';
943 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
944 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
945 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
946 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
947 }
948
949 *ptr = '\0';
950}
951
952static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
953{
954 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
955 * but addressed as "rgba". To fix this we need to swap the register's x
956 * and z components. */
957 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
958 char *ptr = swizzle_str;
959
960 /* swizzle bits fields: wwzzyyxx */
961 DWORD swizzle = param->swizzle;
962 DWORD swizzle_x = swizzle & 0x03;
963 DWORD swizzle_y = (swizzle >> 2) & 0x03;
964 DWORD swizzle_z = (swizzle >> 4) & 0x03;
965 DWORD swizzle_w = (swizzle >> 6) & 0x03;
966
967 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
968 * generate a swizzle string. Unless we need to our own swizzling. */
969 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
970 {
971 *ptr++ = '.';
972 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
973 *ptr++ = swizzle_chars[swizzle_x];
974 } else {
975 *ptr++ = swizzle_chars[swizzle_x];
976 *ptr++ = swizzle_chars[swizzle_y];
977 *ptr++ = swizzle_chars[swizzle_z];
978 *ptr++ = swizzle_chars[swizzle_w];
979 }
980 }
981
982 *ptr = '\0';
983}
984
985static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
986{
987 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
988 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
989
990 if (!strcmp(priv->addr_reg, src)) return;
991
992 strcpy(priv->addr_reg, src);
993 shader_addline(buffer, "ARL A0.x, %s;\n", src);
994}
995
996static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
997 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
998
1000 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1001{
1002 /* oPos, oFog and oPts in D3D */
1003 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1004 const struct wined3d_shader *shader = ins->ctx->shader;
1005 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1006 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1007 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1008
1009 *is_color = FALSE;
1010
1011 switch (reg->type)
1012 {
1013 case WINED3DSPR_TEMP:
1014 sprintf(register_name, "R%u", reg->idx[0].offset);
1015 break;
1016
1017 case WINED3DSPR_INPUT:
1018 if (pshader)
1019 {
1020 if (reg_maps->shader_version.major < 3)
1021 {
1022 if (!reg->idx[0].offset)
1023 strcpy(register_name, "fragment.color.primary");
1024 else
1025 strcpy(register_name, "fragment.color.secondary");
1026 }
1027 else
1028 {
1029 if (reg->idx[0].rel_addr)
1030 {
1031 char rel_reg[50];
1032 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1033
1034 if (!strcmp(rel_reg, "**aL_emul**"))
1035 {
1036 DWORD idx = ctx->aL + reg->idx[0].offset;
1037 if(idx < MAX_REG_INPUT)
1038 {
1039 strcpy(register_name, ctx->ps_input[idx]);
1040 }
1041 else
1042 {
1043 ERR("Pixel shader input register out of bounds: %u\n", idx);
1044 sprintf(register_name, "out_of_bounds_%u", idx);
1045 }
1046 }
1047 else if (reg_maps->input_registers & 0x0300)
1048 {
1049 /* There are two ways basically:
1050 *
1051 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1052 * That means trouble if the loop also contains a breakc or if the control values
1053 * aren't local constants.
1054 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1055 * source dynamically. The trouble is that we cannot simply read aL.y because it
1056 * is an ADDRESS register. We could however push it, load .zw with a value and use
1057 * ADAC to load the condition code register and pop it again afterwards
1058 */
1059 FIXME("Relative input register addressing with more than 8 registers\n");
1060
1061 /* This is better than nothing for now */
1062 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1063 }
1064 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1065 {
1066 /* This is problematic because we'd have to consult the ctx->ps_input strings
1067 * for where to find the varying. Some may be "0.0", others can be texcoords or
1068 * colors. This needs either a pipeline replacement to make the vertex shader feed
1069 * proper varyings, or loop unrolling
1070 *
1071 * For now use the texcoords and hope for the best
1072 */
1073 FIXME("Non-vertex shader varying input with indirect addressing\n");
1074 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1075 }
1076 else
1077 {
1078 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1079 * pulls GL_NV_fragment_program2 in
1080 */
1081 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1082 }
1083 }
1084 else
1085 {
1086 if (reg->idx[0].offset < MAX_REG_INPUT)
1087 {
1088 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1089 }
1090 else
1091 {
1092 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1093 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1094 }
1095 }
1096 }
1097 }
1098 else
1099 {
1100 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1101 *is_color = TRUE;
1102 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1103 }
1104 break;
1105
1106 case WINED3DSPR_CONST:
1107 if (!pshader && reg->idx[0].rel_addr)
1108 {
1109 const struct arb_vshader_private *shader_data = shader->backend_data;
1110 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1111 BOOL aL = FALSE;
1112 char rel_reg[50];
1113 if (reg_maps->shader_version.major < 2)
1114 {
1115 sprintf(rel_reg, "A0.x");
1116 }
1117 else
1118 {
1119 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1120 if (ctx->target_version == ARB)
1121 {
1122 if (!strcmp(rel_reg, "**aL_emul**"))
1123 {
1124 aL = TRUE;
1125 } else {
1127 sprintf(rel_reg, "A0.x");
1128 }
1129 }
1130 }
1131 if (aL)
1132 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1133 else if (reg->idx[0].offset >= rel_offset)
1134 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1135 else
1136 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1137 }
1138 else
1139 {
1140 if (reg_maps->usesrelconstF)
1141 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1142 else
1143 sprintf(register_name, "C%u", reg->idx[0].offset);
1144 }
1145 break;
1146
1147 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1148 if (pshader)
1149 {
1150 if (reg_maps->shader_version.major == 1
1151 && reg_maps->shader_version.minor <= 3)
1152 /* In ps <= 1.3, Tx is a temporary register as destination
1153 * to all instructions, and as source to most instructions.
1154 * For some instructions it is the texcoord input. Those
1155 * instructions know about the special use. */
1156 sprintf(register_name, "T%u", reg->idx[0].offset);
1157 else
1158 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1159 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1160 }
1161 else
1162 {
1163 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1164 sprintf(register_name, "A%u", reg->idx[0].offset);
1165 else
1166 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1167 }
1168 break;
1169
1171 if (ctx->ps_post_process && !reg->idx[0].offset)
1172 {
1173 strcpy(register_name, "TMP_COLOR");
1174 }
1175 else
1176 {
1177 if (ctx->cur_ps_args->super.srgb_correction)
1178 FIXME("sRGB correction on higher render targets.\n");
1179 if (reg_maps->rt_mask > 1)
1180 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1181 else
1182 strcpy(register_name, "result.color");
1183 }
1184 break;
1185
1186 case WINED3DSPR_RASTOUT:
1187 if (reg->idx[0].offset == 1)
1188 sprintf(register_name, "%s", ctx->fog_output);
1189 else
1190 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1191 break;
1192
1194 strcpy(register_name, "result.depth");
1195 break;
1196
1197 case WINED3DSPR_ATTROUT:
1198 /* case WINED3DSPR_OUTPUT: */
1199 if (pshader)
1200 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1201 else
1202 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1203 break;
1204
1206 if (pshader)
1207 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1208 else if (reg_maps->shader_version.major < 3)
1209 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1210 else
1211 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1212 break;
1213
1214 case WINED3DSPR_LOOP:
1215 if(ctx->target_version >= NV2)
1216 {
1217 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1218 if(pshader) sprintf(register_name, "A0.x");
1219 else sprintf(register_name, "aL.y");
1220 }
1221 else
1222 {
1223 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1224 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1225 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1226 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1227 * indexing
1228 */
1229 sprintf(register_name, "**aL_emul**");
1230 }
1231
1232 break;
1233
1235 sprintf(register_name, "I%u", reg->idx[0].offset);
1236 break;
1237
1239 if (!reg->idx[0].offset)
1240 sprintf(register_name, "vpos");
1241 else if (reg->idx[0].offset == 1)
1242 sprintf(register_name, "fragment.facing.x");
1243 else
1244 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1245 break;
1246
1247 default:
1248 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1249 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1250 break;
1251 }
1252}
1253
1255 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1256{
1257 char register_name[255];
1258 char write_mask[6];
1259 BOOL is_color;
1260
1261 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1262 strcpy(str, register_name);
1263
1264 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1265 strcat(str, write_mask);
1266}
1267
1268static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1269{
1270 switch(channel_source)
1271 {
1272 case CHANNEL_SOURCE_ZERO: return "0";
1273 case CHANNEL_SOURCE_ONE: return "1";
1274 case CHANNEL_SOURCE_X: return "x";
1275 case CHANNEL_SOURCE_Y: return "y";
1276 case CHANNEL_SOURCE_Z: return "z";
1277 case CHANNEL_SOURCE_W: return "w";
1278 default:
1279 FIXME("Unhandled channel source %#x\n", channel_source);
1280 return "undefined";
1281 }
1282}
1283
1285{
1288};
1289
1291{
1292 struct color_fixup_masks masks = {0, 0};
1293
1294 if (is_complex_fixup(fixup))
1295 {
1297 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1298 return masks;
1299 }
1300
1301 if (fixup.x_source != CHANNEL_SOURCE_X)
1302 masks.source |= WINED3DSP_WRITEMASK_0;
1303 if (fixup.y_source != CHANNEL_SOURCE_Y)
1304 masks.source |= WINED3DSP_WRITEMASK_1;
1305 if (fixup.z_source != CHANNEL_SOURCE_Z)
1306 masks.source |= WINED3DSP_WRITEMASK_2;
1307 if (fixup.w_source != CHANNEL_SOURCE_W)
1308 masks.source |= WINED3DSP_WRITEMASK_3;
1309 masks.source &= dst_mask;
1310
1311 if (fixup.x_sign_fixup)
1313 if (fixup.y_sign_fixup)
1315 if (fixup.z_sign_fixup)
1317 if (fixup.w_sign_fixup)
1319 masks.sign &= dst_mask;
1320
1321 return masks;
1322}
1323
1324static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1325 const char *src, const char *one, const char *two,
1326 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1327{
1328 const char *sign_fixup_src = dst;
1329
1330 if (masks.source)
1331 {
1332 if (masks.sign)
1333 sign_fixup_src = "TA";
1334
1335 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1338 }
1339 else if (masks.sign)
1340 {
1341 sign_fixup_src = src;
1342 }
1343
1344 if (masks.sign)
1345 {
1346 char reg_mask[6];
1347 char *ptr = reg_mask;
1348
1349 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1350 {
1351 *ptr++ = '.';
1352 if (masks.sign & WINED3DSP_WRITEMASK_0)
1353 *ptr++ = 'x';
1354 if (masks.sign & WINED3DSP_WRITEMASK_1)
1355 *ptr++ = 'y';
1356 if (masks.sign & WINED3DSP_WRITEMASK_2)
1357 *ptr++ = 'z';
1358 if (masks.sign & WINED3DSP_WRITEMASK_3)
1359 *ptr++ = 'w';
1360 }
1361 *ptr = '\0';
1362
1363 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1364 }
1365}
1366
1367static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1368{
1369 DWORD mod;
1370 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1371 if (!ins->dst_count) return "";
1372
1373 mod = ins->dst[0].modifiers;
1374
1375 /* Silently ignore PARTIALPRECISION if it's not supported */
1376 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1377
1379 {
1380 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1381 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1382 }
1383
1384 switch(mod)
1385 {
1387 return "H_SAT";
1388
1390 return "_SAT";
1391
1393 return "H";
1394
1395 case 0:
1396 return "";
1397
1398 default:
1399 FIXME("Unknown modifiers 0x%08x\n", mod);
1400 return "";
1401 }
1402}
1403
1404#define TEX_PROJ 0x1
1405#define TEX_BIAS 0x2
1406#define TEX_LOD 0x4
1407#define TEX_DERIV 0x10
1408
1409static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1410 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1411{
1412 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1413 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1414 const char *tex_type;
1415 BOOL np2_fixup = FALSE;
1416 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1417 const char *mod;
1418 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1419 const struct wined3d_shader *shader;
1420 const struct wined3d_device *device;
1421 const struct wined3d_gl_info *gl_info;
1422 const char *tex_dst = dst_str;
1423 struct color_fixup_masks masks;
1424
1425 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1426 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1427
1428 switch (resource_type)
1429 {
1431 tex_type = "1D";
1432 break;
1433
1435 shader = ins->ctx->shader;
1436 device = shader->device;
1437 gl_info = &device->adapter->gl_info;
1438
1439 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1440 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1441 tex_type = "RECT";
1442 else
1443 tex_type = "2D";
1444 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1445 {
1446 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1447 {
1448 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1449 else np2_fixup = TRUE;
1450 }
1451 }
1452 break;
1453
1455 tex_type = "3D";
1456 break;
1457
1459 tex_type = "CUBE";
1460 break;
1461
1462 default:
1463 ERR("Unexpected resource type %#x.\n", resource_type);
1464 tex_type = "";
1465 }
1466
1467 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1468 * so don't use shader_arb_get_modifier
1469 */
1470 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1471 else mod = "";
1472
1473 /* Fragment samplers always have indentity mapping */
1474 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1475 {
1476 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1477 }
1478
1479 if (pshader)
1480 {
1481 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1482 ins->dst[0].write_mask);
1483
1484 if (masks.source || masks.sign)
1485 tex_dst = "TA";
1486 }
1487
1488 if (flags & TEX_DERIV)
1489 {
1490 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1491 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1492 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1493 dsx, dsy, sampler_idx, tex_type);
1494 }
1495 else if(flags & TEX_LOD)
1496 {
1497 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1498 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1499 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1500 sampler_idx, tex_type);
1501 }
1502 else if (flags & TEX_BIAS)
1503 {
1504 /* Shouldn't be possible, but let's check for it */
1505 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1506 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1507 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1508 }
1509 else if (flags & TEX_PROJ)
1510 {
1511 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1512 }
1513 else
1514 {
1515 if (np2_fixup)
1516 {
1517 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1518 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1519 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1520
1521 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1522 }
1523 else
1524 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1525 }
1526
1527 if (pshader)
1528 {
1529 gen_color_correction(buffer, dst_str, tex_dst,
1532 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1533 }
1534}
1535
1537 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1538{
1539 /* Generate a line that does the input modifier computation and return the input register to use */
1540 BOOL is_color = FALSE, insert_line;
1541 char regstr[256];
1542 char swzstr[20];
1543 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1544 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1545 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1546 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1547
1548 /* Assume a new line will be added */
1549 insert_line = TRUE;
1550
1551 /* Get register name */
1552 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1553 shader_arb_get_swizzle(src, is_color, swzstr);
1554
1555 switch (src->modifiers)
1556 {
1557 case WINED3DSPSM_NONE:
1558 sprintf(outregstr, "%s%s", regstr, swzstr);
1559 insert_line = FALSE;
1560 break;
1561 case WINED3DSPSM_NEG:
1562 sprintf(outregstr, "-%s%s", regstr, swzstr);
1563 insert_line = FALSE;
1564 break;
1565 case WINED3DSPSM_BIAS:
1566 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1567 break;
1569 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1570 break;
1571 case WINED3DSPSM_SIGN:
1572 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1573 break;
1575 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1576 break;
1577 case WINED3DSPSM_COMP:
1578 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1579 break;
1580 case WINED3DSPSM_X2:
1581 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1582 break;
1583 case WINED3DSPSM_X2NEG:
1584 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1585 break;
1586 case WINED3DSPSM_DZ:
1587 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1588 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1589 break;
1590 case WINED3DSPSM_DW:
1591 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1592 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1593 break;
1594 case WINED3DSPSM_ABS:
1595 if(ctx->target_version >= NV2) {
1596 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1597 insert_line = FALSE;
1598 } else {
1599 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1600 }
1601 break;
1602 case WINED3DSPSM_ABSNEG:
1603 if(ctx->target_version >= NV2) {
1604 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1605 } else {
1606 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1607 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1608 }
1609 insert_line = FALSE;
1610 break;
1611 default:
1612 sprintf(outregstr, "%s%s", regstr, swzstr);
1613 insert_line = FALSE;
1614 }
1615
1616 /* Return modified or original register, with swizzle */
1617 if (insert_line)
1618 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1619}
1620
1621static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1622{
1623 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1624 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1625 DWORD sampler_code = dst->reg.idx[0].offset;
1626 char dst_name[50];
1627 char src_name[2][50];
1628
1629 shader_arb_get_dst_param(ins, dst, dst_name);
1630
1631 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1632 *
1633 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1634 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1635 * temps is done.
1636 */
1637 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1638 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1639 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1640 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1641 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1642
1643 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1644 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1645}
1646
1647static DWORD negate_modifiers(DWORD mod, char *extra_char)
1648{
1649 *extra_char = ' ';
1650 switch(mod)
1651 {
1652 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1653 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1658 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1659 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1660 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1661 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1662 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1665 }
1666 FIXME("Unknown modifier %u\n", mod);
1667 return mod;
1668}
1669
1670static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1671{
1672 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1673 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1674 char dst_name[50];
1675 char src_name[3][50];
1676 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1677 ins->ctx->reg_maps->shader_version.minor);
1678
1679 shader_arb_get_dst_param(ins, dst, dst_name);
1680 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1681
1682 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1683 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1684 {
1685 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1686 }
1687 else
1688 {
1689 struct wined3d_shader_src_param src0_copy = ins->src[0];
1690 char extra_neg;
1691
1692 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1693 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1694
1695 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1696 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1697 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1698 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1699 dst_name, src_name[1], src_name[2]);
1700 }
1701}
1702
1703static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1704{
1705 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1706 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1707 char dst_name[50];
1708 char src_name[3][50];
1709
1710 shader_arb_get_dst_param(ins, dst, dst_name);
1711
1712 /* Generate input register names (with modifiers) */
1713 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1714 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1715 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1716
1717 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1718 dst_name, src_name[0], src_name[2], src_name[1]);
1719}
1720
1723static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1724{
1725 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1726 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1727 char dst_name[50];
1728 char src_name[3][50];
1729 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1730
1731 shader_arb_get_dst_param(ins, dst, dst_name);
1732 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1733 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1734
1735 if(ctx->target_version >= NV3)
1736 {
1737 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1738 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1739 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1740 dst_name, src_name[0], src_name[1], src_name[2]);
1741 }
1742 else if(ctx->target_version >= NV2)
1743 {
1744 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1745 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1746 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1747 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1748 *
1749 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1750 *
1751 * .xyxy and other swizzles that we could get with this are not valid in
1752 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1753 */
1754 struct wined3d_shader_src_param tmp_param = ins->src[1];
1755 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1756 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1757
1758 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1759
1760 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1761 dst_name, src_name[2], src_name[0], src_name[1]);
1762 }
1763 else
1764 {
1765 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1766 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1767 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1768 */
1769 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1770 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1771 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1772 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1773 }
1774}
1775
1776/* Map the opcode 1-to-1 to the GL code */
1777static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1778{
1779 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1780 const char *instruction;
1781 char arguments[256], dst_str[50];
1782 unsigned int i;
1783 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1784
1785 switch (ins->handler_idx)
1786 {
1787 case WINED3DSIH_ABS: instruction = "ABS"; break;
1788 case WINED3DSIH_ADD: instruction = "ADD"; break;
1789 case WINED3DSIH_CRS: instruction = "XPD"; break;
1790 case WINED3DSIH_DP3: instruction = "DP3"; break;
1791 case WINED3DSIH_DP4: instruction = "DP4"; break;
1792 case WINED3DSIH_DST: instruction = "DST"; break;
1793 case WINED3DSIH_FRC: instruction = "FRC"; break;
1794 case WINED3DSIH_LIT: instruction = "LIT"; break;
1795 case WINED3DSIH_LRP: instruction = "LRP"; break;
1796 case WINED3DSIH_MAD: instruction = "MAD"; break;
1797 case WINED3DSIH_MAX: instruction = "MAX"; break;
1798 case WINED3DSIH_MIN: instruction = "MIN"; break;
1799 case WINED3DSIH_MOV: instruction = "MOV"; break;
1800 case WINED3DSIH_MUL: instruction = "MUL"; break;
1801 case WINED3DSIH_SGE: instruction = "SGE"; break;
1802 case WINED3DSIH_SLT: instruction = "SLT"; break;
1803 case WINED3DSIH_SUB: instruction = "SUB"; break;
1804 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1805 case WINED3DSIH_DSX: instruction = "DDX"; break;
1806 default: instruction = "";
1807 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1808 break;
1809 }
1810
1811 /* Note that shader_arb_add_dst_param() adds spaces. */
1812 arguments[0] = '\0';
1813 shader_arb_get_dst_param(ins, dst, dst_str);
1814 for (i = 0; i < ins->src_count; ++i)
1815 {
1816 char operand[100];
1817 strcat(arguments, ", ");
1818 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1819 strcat(arguments, operand);
1820 }
1821 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1822}
1823
1824static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1825
1827{
1828 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1829}
1830
1831static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1832{
1833 const struct wined3d_shader *shader = ins->ctx->shader;
1834 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1835 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1836 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1837 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1838 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1839 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1840
1841 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1842 char src0_param[256];
1843
1844 if (ins->handler_idx == WINED3DSIH_MOVA)
1845 {
1846 const struct arb_vshader_private *shader_data = shader->backend_data;
1847 char write_mask[6];
1849
1850 if(ctx->target_version >= NV2) {
1851 shader_hw_map2gl(ins);
1852 return;
1853 }
1854 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1855 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1856
1857 /* This implements the mova formula used in GLSL. The first two instructions
1858 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1859 * in this case:
1860 * mova A0.x, 0.0
1861 *
1862 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1863 *
1864 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1865 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1866 */
1867 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1868 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1869
1870 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1871 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1872 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1873 if (shader_data->rel_offset)
1874 {
1875 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1876 }
1877 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1878
1879 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1880 }
1881 else if (reg_maps->shader_version.major == 1
1882 && !shader_is_pshader_version(reg_maps->shader_version.type)
1883 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1884 {
1885 const struct arb_vshader_private *shader_data = shader->backend_data;
1886 src0_param[0] = '\0';
1887
1888 if (shader_data->rel_offset && ctx->target_version == ARB)
1889 {
1891 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1892 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1893 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1894 }
1895 else
1896 {
1897 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1898 * with more than one component. Thus replicate the first source argument over all
1899 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1900 struct wined3d_shader_src_param tmp_src = ins->src[0];
1901 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1902 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1903 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1904 }
1905 }
1906 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1907 {
1908 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1909 {
1910 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1911 return;
1912 }
1913 shader_hw_map2gl(ins);
1914 }
1915 else
1916 {
1917 shader_hw_map2gl(ins);
1918 }
1919}
1920
1922{
1923 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1924 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1925 char reg_dest[40];
1926
1927 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1928 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1929 */
1930 shader_arb_get_dst_param(ins, dst, reg_dest);
1931
1932 if (ins->ctx->reg_maps->shader_version.major >= 2)
1933 {
1934 const char *kilsrc = "TA";
1935 BOOL is_color;
1936
1937 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1938 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1939 {
1940 kilsrc = reg_dest;
1941 }
1942 else
1943 {
1944 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1945 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1946 * masked out components to 0(won't kill)
1947 */
1948 char x = '0', y = '0', z = '0', w = '0';
1949 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1950 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1951 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1952 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1953 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1954 }
1955 shader_addline(buffer, "KIL %s;\n", kilsrc);
1956 }
1957 else
1958 {
1959 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1960 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1961 *
1962 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1963 * or pass in any temporary register(in shader phase 2)
1964 */
1965 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1966 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1967 else
1968 shader_arb_get_dst_param(ins, dst, reg_dest);
1969 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1970 shader_addline(buffer, "KIL TA;\n");
1971 }
1972}
1973
1974static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1975{
1976 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1977 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1978 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1979 ins->ctx->reg_maps->shader_version.minor);
1981
1982 char reg_dest[40];
1983 char reg_coord[40];
1984 DWORD reg_sampler_code;
1985 WORD myflags = 0;
1986 BOOL swizzle_coord = FALSE;
1987
1988 /* All versions have a destination register */
1989 shader_arb_get_dst_param(ins, dst, reg_dest);
1990
1991 /* 1.0-1.4: Use destination register number as texture code.
1992 2.0+: Use provided sampler number as texture code. */
1993 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1994 reg_sampler_code = dst->reg.idx[0].offset;
1995 else
1996 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1997
1998 /* 1.0-1.3: Use the texcoord varying.
1999 1.4+: Use provided coordinate source register. */
2000 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2001 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2002 else {
2003 /* TEX is the only instruction that can handle DW and DZ natively */
2004 src = ins->src[0];
2005 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2006 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2007 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2008 }
2009
2010 /* projection flag:
2011 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2012 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2013 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2014 */
2015 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2016 {
2017 DWORD flags = 0;
2018 if (reg_sampler_code < MAX_TEXTURES)
2019 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2021 {
2022 myflags |= TEX_PROJ;
2024 swizzle_coord = TRUE;
2025 }
2026 }
2027 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2028 {
2029 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2030 if (src_mod == WINED3DSPSM_DZ)
2031 {
2032 swizzle_coord = TRUE;
2033 myflags |= TEX_PROJ;
2034 } else if(src_mod == WINED3DSPSM_DW) {
2035 myflags |= TEX_PROJ;
2036 }
2037 } else {
2038 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2039 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2040 }
2041
2042 if (swizzle_coord)
2043 {
2044 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2045 * reg_coord is a read-only varying register, so we need a temp reg */
2046 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2047 strcpy(reg_coord, "TA");
2048 }
2049
2050 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2051}
2052
2054{
2055 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2056 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2057 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2058 ins->ctx->reg_maps->shader_version.minor);
2059 char dst_str[50];
2060
2061 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2062 {
2063 DWORD reg = dst->reg.idx[0].offset;
2064
2065 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2066 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2067 } else {
2068 char reg_src[40];
2069
2070 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2071 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2072 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2073 }
2074}
2075
2077{
2078 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2079 DWORD flags = 0;
2080
2081 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2082 char dst_str[50];
2083 char src_str[50];
2084
2085 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2086 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2087 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2088 /* Move .x first in case src_str is "TA" */
2089 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2090 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2091 if (reg1 < MAX_TEXTURES)
2092 {
2093 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2094 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2095 }
2096 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2097}
2098
2100{
2101 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2102
2103 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2104 char dst_str[50];
2105 char src_str[50];
2106
2107 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2108 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2109 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2110 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2111 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2112 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2113}
2114
2116{
2117 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2118 char dst_str[50];
2119 char src_str[50];
2120
2121 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2122 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2123 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2124 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2125}
2126
2127static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2128{
2129 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2130 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2131 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2132 char reg_coord[40], dst_reg[50], src_reg[50];
2133 DWORD reg_dest_code;
2134
2135 /* All versions have a destination register. The Tx where the texture coordinates come
2136 * from is the varying incarnation of the texture register
2137 */
2138 reg_dest_code = dst->reg.idx[0].offset;
2139 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2140 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2141 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2142
2143 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2144 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2145 *
2146 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2147 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2148 *
2149 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2150 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2151 * extension.
2152 */
2153 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2154 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2155 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2156 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2157
2158 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2159 * so we can't let the GL handle this.
2160 */
2161 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2163 {
2164 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2165 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2166 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2167 } else {
2168 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2169 }
2170
2171 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2172
2173 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2174 {
2175 /* No src swizzles are allowed, so this is ok */
2176 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2177 src_reg, reg_dest_code, reg_dest_code);
2178 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2179 }
2180}
2181
2183{
2184 DWORD reg = ins->dst[0].reg.idx[0].offset;
2185 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2186 char src0_name[50], dst_name[50];
2187 BOOL is_color;
2188 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2189
2190 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2191 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2192 * T<reg+1> register. Use this register to store the calculated vector
2193 */
2194 tmp_reg.idx[0].offset = reg + 1;
2195 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2196 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2197}
2198
2200{
2201 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2202 DWORD flags;
2203 DWORD reg = ins->dst[0].reg.idx[0].offset;
2204 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2205 char dst_str[50];
2206 char src0_name[50];
2207 char dst_reg[50];
2208 BOOL is_color;
2209
2210 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2211 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2212
2213 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2214 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2215 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2216 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2217 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2218}
2219
2221{
2222 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2223 DWORD reg = ins->dst[0].reg.idx[0].offset;
2224 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2225 char src0_name[50], dst_name[50];
2226 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2227 BOOL is_color;
2228
2229 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2230 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2231 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2232 */
2233 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2234 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2235
2236 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2237 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2238 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2239 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2240}
2241
2243{
2244 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2245 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2246 DWORD flags;
2247 DWORD reg = ins->dst[0].reg.idx[0].offset;
2248 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2249 char dst_str[50];
2250 char src0_name[50], dst_name[50];
2251 BOOL is_color;
2252
2253 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2254 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2255 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2256
2257 /* Sample the texture using the calculated coordinates */
2258 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2259 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2260 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2261 tex_mx->current_row = 0;
2262}
2263
2265{
2266 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2267 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2268 DWORD flags;
2269 DWORD reg = ins->dst[0].reg.idx[0].offset;
2270 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2271 char dst_str[50];
2272 char src0_name[50];
2273 char dst_reg[50];
2274 BOOL is_color;
2275
2276 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2277 * components for temporary data storage
2278 */
2279 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2280 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2281 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2282
2283 /* Construct the eye-ray vector from w coordinates */
2284 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2285 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2286 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2287
2288 /* Calculate reflection vector
2289 */
2290 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2291 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2292 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2293 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2294 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2295 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2296 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2297
2298 /* Sample the texture using the calculated coordinates */
2299 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2300 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2301 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2302 tex_mx->current_row = 0;
2303}
2304
2306{
2307 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2308 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2309 DWORD flags;
2310 DWORD reg = ins->dst[0].reg.idx[0].offset;
2311 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2312 char dst_str[50];
2313 char src0_name[50];
2314 char src1_name[50];
2315 char dst_reg[50];
2316 BOOL is_color;
2317
2318 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2319 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2320 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2321 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2322 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2323
2324 /* Calculate reflection vector.
2325 *
2326 * dot(N, E)
2327 * dst_reg.xyz = 2 * --------- * N - E
2328 * dot(N, N)
2329 *
2330 * Which normalizes the normal vector
2331 */
2332 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2333 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2334 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2335 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2336 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2337 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2338
2339 /* Sample the texture using the calculated coordinates */
2340 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2341 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2342 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2343 tex_mx->current_row = 0;
2344}
2345
2347{
2348 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2349 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2350 char dst_name[50];
2351 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2352 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2353
2354 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2355 * which is essentially an input, is the destination register because it is the first
2356 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2357 * here(writemasks/swizzles are not valid on texdepth)
2358 */
2359 shader_arb_get_dst_param(ins, dst, dst_name);
2360
2361 /* According to the msdn, the source register(must be r5) is unusable after
2362 * the texdepth instruction, so we're free to modify it
2363 */
2364 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2365
2366 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2367 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2368 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2369 */
2370 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2371 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2372 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2373 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2374}
2375
2380{
2381 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2382 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2383 char src0[50];
2384 char dst_str[50];
2385
2386 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2387 shader_addline(buffer, "MOV TB, 0.0;\n");
2388 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2389
2390 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2391 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2392}
2393
2396static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2397{
2398 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2399 char src0[50];
2400 char dst_str[50];
2401 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2402
2403 /* Handle output register */
2404 shader_arb_get_dst_param(ins, dst, dst_str);
2405 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2406 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2407}
2408
2412{
2413 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2414 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2415 char dst_str[50], dst_name[50];
2416 char src0[50];
2417 BOOL is_color;
2418
2419 shader_arb_get_dst_param(ins, dst, dst_str);
2420 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2421 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2422 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2423 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2424}
2425
2432{
2433 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2434 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2435 char src0[50], dst_name[50];
2436 BOOL is_color;
2437 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2438 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2439
2440 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2441 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2442 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2443
2444 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2445 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2446 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2447 */
2448 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2449 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2450 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2451 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2452}
2453
2456static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2457{
2458 int i;
2459 int nComponents = 0;
2460 struct wined3d_shader_dst_param tmp_dst = {{0}};
2461 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2462 struct wined3d_shader_instruction tmp_ins;
2463
2464 memset(&tmp_ins, 0, sizeof(tmp_ins));
2465
2466 /* Set constants for the temporary argument */
2467 tmp_ins.ctx = ins->ctx;
2468 tmp_ins.dst_count = 1;
2469 tmp_ins.dst = &tmp_dst;
2470 tmp_ins.src_count = 2;
2471 tmp_ins.src = tmp_src;
2472
2473 switch(ins->handler_idx)
2474 {
2475 case WINED3DSIH_M4x4:
2476 nComponents = 4;
2477 tmp_ins.handler_idx = WINED3DSIH_DP4;
2478 break;
2479 case WINED3DSIH_M4x3:
2480 nComponents = 3;
2481 tmp_ins.handler_idx = WINED3DSIH_DP4;
2482 break;
2483 case WINED3DSIH_M3x4:
2484 nComponents = 4;
2485 tmp_ins.handler_idx = WINED3DSIH_DP3;
2486 break;
2487 case WINED3DSIH_M3x3:
2488 nComponents = 3;
2489 tmp_ins.handler_idx = WINED3DSIH_DP3;
2490 break;
2491 case WINED3DSIH_M3x2:
2492 nComponents = 2;
2493 tmp_ins.handler_idx = WINED3DSIH_DP3;
2494 break;
2495 default:
2496 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2497 break;
2498 }
2499
2500 tmp_dst = ins->dst[0];
2501 tmp_src[0] = ins->src[0];
2502 tmp_src[1] = ins->src[1];
2503 for (i = 0; i < nComponents; ++i)
2504 {
2505 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2506 shader_hw_map2gl(&tmp_ins);
2507 ++tmp_src[1].reg.idx[0].offset;
2508 }
2509}
2510
2511static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2512{
2513 *need_abs = FALSE;
2514
2515 switch(mod)
2516 {
2517 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2518 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2519 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2520 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2521 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2522 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2523 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2524 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2525 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2526 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2527 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2528 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2530 }
2531 FIXME("Unknown modifier %u\n", mod);
2532 return mod;
2533}
2534
2536{
2537 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2538 const char *instruction;
2539 struct wined3d_shader_src_param src0_copy = ins->src[0];
2540 BOOL need_abs = FALSE;
2541
2542 char dst[50];
2543 char src[50];
2544
2545 switch(ins->handler_idx)
2546 {
2547 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2548 case WINED3DSIH_RCP: instruction = "RCP"; break;
2549 case WINED3DSIH_EXPP:
2550 if (ins->ctx->reg_maps->shader_version.major < 2)
2551 {
2552 instruction = "EXP";
2553 break;
2554 }
2555 /* Drop through. */
2556 case WINED3DSIH_EXP:
2557 instruction = "EX2";
2558 break;
2559 case WINED3DSIH_LOG:
2560 case WINED3DSIH_LOGP:
2561 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2562 * instruction, but notice that the output of those instructions is
2563 * different. */
2564 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2565 instruction = "LG2";
2566 break;
2567 default: instruction = "";
2568 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2569 break;
2570 }
2571
2572 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2573 * .w is used. */
2574 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2575
2576 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2577 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2578
2579 if(need_abs)
2580 {
2581 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2582 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2583 }
2584 else
2585 {
2586 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2587 }
2588
2589}
2590
2591static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2592{
2593 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2594 char dst_name[50];
2595 char src_name[50];
2596 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2597 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2598 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2599
2600 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2601 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2602
2603 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2604 * otherwise NRM or RSQ would return NaN */
2605 if(pshader && priv->target_version >= NV3)
2606 {
2607 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2608 *
2609 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2610 */
2611 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2612 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2613 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2614 }
2615 else if(priv->target_version >= NV2)
2616 {
2617 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2618 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2619 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2620 src_name);
2621 }
2622 else
2623 {
2624 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2625
2626 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2627 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2628 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2629 */
2630 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2631 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2632
2633 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2634 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2635 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2636 src_name);
2637 }
2638}
2639
2640static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2641{
2642 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2643 char dst_name[50];
2644 char src_name[3][50];
2645
2646 /* ARB_fragment_program has a convenient LRP instruction */
2647 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2648 shader_hw_map2gl(ins);
2649 return;
2650 }
2651
2652 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2653 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2654 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2655 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2656
2657 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2658 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2659 dst_name, src_name[0], src_name[2]);
2660}
2661
2662static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2663{
2664 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2665 * must contain fixed constants. So we need a separate function to filter those constants and
2666 * can't use map2gl
2667 */
2668 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2669 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2670 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2671 char dst_name[50];
2672 char src_name0[50], src_name1[50], src_name2[50];
2673 BOOL is_color;
2674
2675 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2676 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2677 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2678 /* No modifiers are supported on SCS */
2679 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2680
2681 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2682 {
2683 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2684 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2685 }
2686 } else if(priv->target_version >= NV2) {
2687 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2688
2689 /* Sincos writemask must be .x, .y or .xy */
2690 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2691 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2692 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2693 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2694 } else {
2695 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2696 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2697 *
2698 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2699 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2700 *
2701 * The constants we get are:
2702 *
2703 * +1 +1, -1 -1 +1 +1 -1 -1
2704 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2705 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2706 *
2707 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2708 *
2709 * (x/2)^2 = x^2 / 4
2710 * (x/2)^3 = x^3 / 8
2711 * (x/2)^4 = x^4 / 16
2712 * (x/2)^5 = x^5 / 32
2713 * etc
2714 *
2715 * To get the final result:
2716 * sin(x) = 2 * sin(x/2) * cos(x/2)
2717 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2718 * (from sin(x+y) and cos(x+y) rules)
2719 *
2720 * As per MSDN, dst.z is undefined after the operation, and so is
2721 * dst.x and dst.y if they're masked out by the writemask. Ie
2722 * sincos dst.y, src1, c0, c1
2723 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2724 * vsa.exe also stops with an error if the dest register is the same register as the source
2725 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2726 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2727 */
2728 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2729 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2730 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2731
2732 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2733 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2734 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2735 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2736 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2737 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2738
2739 /* sin(x/2)
2740 *
2741 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2742 * properly merge that with MULs in the code above?
2743 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2744 * we can merge the sine and cosine MAD rows to calculate them together.
2745 */
2746 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2747 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2748 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2749 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2750
2751 /* cos(x/2) */
2752 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2753 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2754 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2755
2756 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2757 /* cos x */
2758 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2759 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2760 }
2761 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2762 /* sin x */
2763 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2764 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2765 }
2766 }
2767}
2768
2769static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2770{
2771 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2772 char dst_name[50];
2773 char src_name[50];
2774 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2775
2776 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2777 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2778
2779 /* SGN is only valid in vertex shaders */
2780 if(ctx->target_version >= NV2) {
2781 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2782 return;
2783 }
2784
2785 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2786 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2787 */
2788 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2789 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2790 } else {
2791 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2792 * Then use TA, and calculate the final result
2793 *
2794 * Not reading from TA? Store the first result in TA to avoid overwriting the
2795 * destination if src reg = dst reg
2796 */
2797 if(strstr(src_name, "TA"))
2798 {
2799 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2800 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2801 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2802 }
2803 else
2804 {
2805 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2806 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2807 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2808 }
2809 }
2810}
2811
2812static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2813{
2814 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2815 char src[50];
2816 char dst[50];
2817 char dst_name[50];
2818 BOOL is_color;
2819
2820 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2821 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2822 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2823
2824 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2825 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2826}
2827
2828static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2829{
2830 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2831 char src0[50], src1[50], dst[50];
2832 struct wined3d_shader_src_param src0_copy = ins->src[0];
2833 BOOL need_abs = FALSE;
2834 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2835 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2836
2837 /* POW operates on the absolute value of the input */
2838 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2839
2840 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2841 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2842 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2843
2844 if (need_abs)
2845 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2846 else
2847 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2848
2849 if (priv->target_version >= NV2)
2850 {
2851 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2852 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2853 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2854 }
2855 else
2856 {
2857 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2858 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2859
2860 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2861 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2862 /* Possibly add flt_eps to avoid getting float special values */
2863 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2864 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2865 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2866 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2867 }
2868}
2869
2870static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2871{
2872 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2873 char src_name[50];
2874 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2875
2876 /* src0 is aL */
2877 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2878
2879 if(vshader)
2880 {
2881 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2882 struct list *e = list_head(&priv->control_frames);
2884
2885 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2886 /* The constant loader makes sure to load -1 into iX.w */
2887 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2888 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2889 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2890 }
2891 else
2892 {
2893 shader_addline(buffer, "LOOP %s;\n", src_name);
2894 }
2895}
2896
2897static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2898{
2899 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2900 char src_name[50];
2901 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2902
2903 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2904
2905 /* The constant loader makes sure to load -1 into iX.w */
2906 if(vshader)
2907 {
2908 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2909 struct list *e = list_head(&priv->control_frames);
2911
2912 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2913
2914 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2915 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2916 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2917 }
2918 else
2919 {
2920 shader_addline(buffer, "REP %s;\n", src_name);
2921 }
2922}
2923
2924static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2925{
2926 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2927 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2928
2929 if(vshader)
2930 {
2931 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2932 struct list *e = list_head(&priv->control_frames);
2934
2935 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2936 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2937 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2938
2939 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2940 }
2941 else
2942 {
2943 shader_addline(buffer, "ENDLOOP;\n");
2944 }
2945}
2946
2947static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2948{
2949 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2950 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2951
2952 if(vshader)
2953 {
2954 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2955 struct list *e = list_head(&priv->control_frames);
2957
2958 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2959 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2960 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2961
2962 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2963 }
2964 else
2965 {
2966 shader_addline(buffer, "ENDREP;\n");
2967 }
2968}
2969
2970static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2971{
2973
2975 {
2977 }
2978 ERR("Could not find loop for break\n");
2979 return NULL;
2980}
2981
2982static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2983{
2984 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2985 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2986 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2987
2988 if(vshader)
2989 {
2990 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2991 }
2992 else
2993 {
2994 shader_addline(buffer, "BRK;\n");
2995 }
2996}
2997
2998static const char *get_compare(enum wined3d_shader_rel_op op)
2999{
3000 switch (op)
3001 {
3002 case WINED3D_SHADER_REL_OP_GT: return "GT";
3003 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3004 case WINED3D_SHADER_REL_OP_GE: return "GE";
3005 case WINED3D_SHADER_REL_OP_LT: return "LT";
3006 case WINED3D_SHADER_REL_OP_NE: return "NE";
3007 case WINED3D_SHADER_REL_OP_LE: return "LE";
3008 default:
3009 FIXME("Unrecognized operator %#x.\n", op);
3010 return "(\?\?)";
3011 }
3012}
3013
3015{
3016 switch (op)
3017 {
3024 default:
3025 FIXME("Unrecognized operator %#x.\n", op);
3026 return -1;
3027 }
3028}
3029
3030static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3031{
3032 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3033 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3034 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3035 char src_name0[50];
3036 char src_name1[50];
3037 const char *comp = get_compare(ins->flags);
3038
3039 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3040 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3041
3042 if(vshader)
3043 {
3044 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3045 * away the subtraction result
3046 */
3047 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3048 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3049 }
3050 else
3051 {
3052 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3053 shader_addline(buffer, "BRK (%s.x);\n", comp);
3054 }
3055}
3056
3057static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3058{
3059 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3060 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3061 struct list *e = list_head(&priv->control_frames);
3063 const char *comp;
3064 char src_name0[50];
3065 char src_name1[50];
3066 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3067
3068 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3069 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3070
3071 if(vshader)
3072 {
3073 /* Invert the flag. We jump to the else label if the condition is NOT true */
3074 comp = get_compare(invert_compare(ins->flags));
3075 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3076 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3077 }
3078 else
3079 {
3080 comp = get_compare(ins->flags);
3081 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3082 shader_addline(buffer, "IF %s.x;\n", comp);
3083 }
3084}
3085
3086static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3087{
3088 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3089 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3090 struct list *e = list_head(&priv->control_frames);
3092 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3093
3094 if(vshader)
3095 {
3096 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3097 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3099 }
3100 else
3101 {
3102 shader_addline(buffer, "ELSE;\n");
3103 }
3104}
3105
3106static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3107{
3108 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3109 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3110 struct list *e = list_head(&priv->control_frames);
3112 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3113
3114 if(vshader)
3115 {
3117 {
3118 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3119 }
3120 else
3121 {
3122 shader_addline(buffer, "#No else branch. else is endif\n");
3123 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3124 }
3125 }
3126 else
3127 {
3128 shader_addline(buffer, "ENDIF;\n");
3129 }
3130}
3131
3132static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3133{
3134 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3135 char reg_dest[40];
3136 char reg_src[3][40];
3138
3139 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3140 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3141 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3142 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3143
3146
3147 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3148}
3149
3150static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3151{
3152 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3153 char reg_dest[40];
3154 char reg_coord[40];
3155 WORD flags = TEX_LOD;
3156
3157 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3158 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3159
3162
3163 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3164}
3165
3166static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3167{
3168 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3169 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3170
3171 priv->in_main_func = FALSE;
3172 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3173 * subroutine, don't generate a label that will make GL complain
3174 */
3175 if(priv->target_version == ARB) return;
3176
3177 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3178}
3179
3180static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3181 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3182 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3184{
3185 unsigned int i;
3186
3187 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3188 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3189 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3190 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3191 */
3192 if (args->super.fog_src == VS_FOG_Z)
3193 {
3194 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3195 }
3196 else
3197 {
3198 if (!reg_maps->fog)
3199 {
3200 /* posFixup.x is always 1.0, so we can safely use it */
3201 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3202 }
3203 else
3204 {
3205 /* Clamp fogcoord */
3206 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3207 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3208
3209 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3210 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3211 }
3212 }
3213
3214 /* Clipplanes are always stored without y inversion */
3215 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3216 {
3217 if (args->super.clip_enabled)
3218 {
3219 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3220 {
3221 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3222 }
3223 }
3224 }
3225 else if (args->clip.boolclip.clip_texcoord)
3226 {
3227 static const char component[4] = {'x', 'y', 'z', 'w'};
3228 unsigned int cur_clip = 0;
3230
3231 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3232 {
3233 if (args->clip.boolclip.clipplane_mask & (1u << i))
3234 {
3235 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3236 component[cur_clip++], i);
3237 }
3238 }
3239 switch (cur_clip)
3240 {
3241 case 0:
3242 shader_addline(buffer, "MOV TA, %s;\n", zero);
3243 break;
3244 case 1:
3245 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3246 break;
3247 case 2:
3248 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3249 break;
3250 case 3:
3251 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3252 break;
3253 }
3254 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3255 args->clip.boolclip.clip_texcoord - 1);
3256 }
3257
3258 /* Write the final position.
3259 *
3260 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3261 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3262 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3263 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3264 */
3265 if (!gl_info->supported[ARB_CLIP_CONTROL])
3266 {
3267 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3268 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3269 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3270
3271 /* Z coord [0;1]->[-1;1] mapping, see comment in
3272 * get_projection_matrix() in utils.c. */
3273 if (need_helper_const(shader_data, reg_maps, gl_info))
3274 {
3276 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3277 }
3278 else
3279 {
3280 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3281 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3282 }
3283 }
3284
3285 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3286
3287 priv_ctx->footer_written = TRUE;
3288}
3289
3290static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3291{
3292 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3293 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3294 const struct wined3d_shader *shader = ins->ctx->shader;
3295 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3296
3297 if(priv->target_version == ARB) return;
3298
3299 if(vshader)
3300 {
3301 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3302 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3303 }
3304
3305 shader_addline(buffer, "RET;\n");
3306}
3307
3308static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3309{
3310 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3311 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3312}
3313
3314static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3315{
3316 const char *ptr, *line;
3317 GLint native, pos;
3318
3319 if (TRACE_ON(d3d_shader))
3320 {
3321 ptr = src;
3322 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3323 }
3324
3325 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3326 checkGLcall("glProgramStringARB()");
3327
3328 if (FIXME_ON(d3d_shader))
3329 {
3330 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3331 if (pos != -1)
3332 {
3333 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3334 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3335 ptr = src;
3336 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3337 FIXME_(d3d_shader)("\n");
3338
3339 return FALSE;
3340 }
3341 }
3342
3343 if (WARN_ON(d3d_perf))
3344 {
3345 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3346 checkGLcall("glGetProgramivARB()");
3347 if (!native)
3348 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3349 }
3350
3351 return TRUE;
3352}
3353
3354static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3355 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3356{
3357 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3358
3359 if(condcode)
3360 {
3361 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3362 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3363 /* Calculate the > 0.0031308 case */
3364 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3365 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3366 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3367 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3368 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3369 /* Calculate the < case */
3370 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3371 }
3372 else
3373 {
3374 /* Calculate the > 0.0031308 case */
3375 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3376 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3377 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3378 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3379 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3380 /* Calculate the < case */
3381 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3382 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3383 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3384 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3385 /* Store the components > 0.0031308 in the destination */
3386 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3387 /* Add the components that are < 0.0031308 */
3388 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3389 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3390 * result.color writes(.rgb first, then .a), or handle overwriting already written
3391 * components. The assembler uses a temporary register in this case, which is usually
3392 * not allocated from one of our registers that were used earlier.
3393 */
3394 }
3395 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3396}
3397
3399{
3400 const struct wined3d_shader_lconst *constant;
3401
3403 {
3404 if (constant->idx == idx)
3405 {
3406 return constant->value;
3407 }
3408 }
3409 return NULL;
3410}
3411
3412static void init_ps_input(const struct wined3d_shader *shader,
3413 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3414{
3415 static const char * const texcoords[8] =
3416 {
3417 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3418 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3419 };
3420 unsigned int i;
3422 const char *semantic_name;
3424
3425 switch(args->super.vp_mode)
3426 {
3427 case pretransformed:
3428 case fixedfunction:
3429 /* The pixelshader has to collect the varyings on its own. In any case properly load
3430 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3431 * other attribs to 0.0.
3432 *
3433 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3434 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3435 * load the texcoord attrib pointers to match the pixel shader signature
3436 */
3437 for (i = 0; i < shader->input_signature.element_count; ++i)
3438 {
3439 input = &shader->input_signature.elements[i];
3440 if (!(semantic_name = input->semantic_name))
3441 continue;
3442 semantic_idx = input->semantic_idx;
3443
3445 {
3446 if (!semantic_idx)
3447 priv->ps_input[input->register_idx] = "fragment.color.primary";
3448 else if (semantic_idx == 1)
3449 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3450 else
3451 priv->ps_input[input->register_idx] = "0.0";
3452 }
3453 else if (args->super.vp_mode == fixedfunction)
3454 {
3455 priv->ps_input[input->register_idx] = "0.0";
3456 }
3458 {
3459 if (semantic_idx < 8)
3460 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3461 else
3462 priv->ps_input[input->register_idx] = "0.0";
3463 }
3465 {
3466 if (!semantic_idx)
3467 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3468 else
3469 priv->ps_input[input->register_idx] = "0.0";
3470 }
3471 else
3472 {
3473 priv->ps_input[input->register_idx] = "0.0";
3474 }
3475
3476 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3477 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3478 }
3479 break;
3480
3481 case vertexshader:
3482 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3483 * fragment.color
3484 */
3485 for(i = 0; i < 8; i++)
3486 {
3487 priv->ps_input[i] = texcoords[i];
3488 }
3489 priv->ps_input[8] = "fragment.color.primary";
3490 priv->ps_input[9] = "fragment.color.secondary";
3491 break;
3492 }
3493}
3494
3496 const char *fragcolor, const char *tmp)
3497{
3498 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3499 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3500 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3501}
3502
3503/* Context activation is done by the caller. */
3505 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3506 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3507{
3508 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3509 GLuint retval;
3510 char fragcolor[16];
3511 DWORD next_local = 0;
3512 struct shader_arb_ctx_priv priv_ctx;
3513 BOOL dcl_td = FALSE;
3514 BOOL want_nv_prog = FALSE;
3515 struct arb_pshader_private *shader_priv = shader->backend_data;
3516 DWORD map;
3517 BOOL custom_linear_fog = FALSE;
3518
3519 char srgbtmp[4][4];
3520 char ftoa_tmp[17];
3521 unsigned int i, found = 0;
3522
3523 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3524 {
3525 if (!(map & 1)
3526 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3527 || (reg_maps->shader_version.major < 2 && !i))
3528 continue;
3529
3530 sprintf(srgbtmp[found], "R%u", i);
3531 ++found;
3532 if (found == 4) break;
3533 }
3534
3535 switch(found) {
3536 case 0:
3537 sprintf(srgbtmp[0], "TA");
3538 sprintf(srgbtmp[1], "TB");
3539 sprintf(srgbtmp[2], "TC");
3540 sprintf(srgbtmp[3], "TD");
3541 dcl_td = TRUE;
3542 break;
3543 case 1:
3544 sprintf(srgbtmp[1], "TA");
3545 sprintf(srgbtmp[2], "TB");
3546 sprintf(srgbtmp[3], "TC");
3547 break;
3548 case 2:
3549 sprintf(srgbtmp[2], "TA");
3550 sprintf(srgbtmp[3], "TB");
3551 break;
3552 case 3:
3553 sprintf(srgbtmp[3], "TA");
3554 break;
3555 case 4:
3556 break;
3557 }
3558
3559 /* Create the hw ARB shader */
3560 memset(&priv_ctx, 0, sizeof(priv_ctx));
3561 priv_ctx.cur_ps_args = args;
3562 priv_ctx.compiled_fprog = compiled;
3563 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3564 init_ps_input(shader, args, &priv_ctx);
3565 list_init(&priv_ctx.control_frames);
3566 priv_ctx.ps_post_process = args->super.srgb_correction;
3567
3568 /* Avoid enabling NV_fragment_program* if we do not need it.
3569 *
3570 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3571 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3572 * is faster than what we gain from using higher native instructions. There are some things though
3573 * that cannot be emulated. In that case enable the extensions.
3574 * If the extension is enabled, instruction handlers that support both ways will use it.
3575 *
3576 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3577 * So enable the best we can get.
3578 */
3579 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3580 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3581 {
3582 want_nv_prog = TRUE;
3583 }
3584
3585 shader_addline(buffer, "!!ARBfp1.0\n");
3586 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3587 {
3588 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3589 priv_ctx.target_version = NV3;
3590 }
3591 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3592 {
3593 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3594 priv_ctx.target_version = NV2;
3595 } else {
3596 if(want_nv_prog)
3597 {
3598 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3599 * limits properly
3600 */
3601 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3602 ERR("Try GLSL\n");
3603 }
3604 priv_ctx.target_version = ARB;
3605 }
3606
3607 if (reg_maps->rt_mask > 1)
3608 {
3609 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3610 }
3611
3612 if (reg_maps->shader_version.major < 3)
3613 {
3614 switch (args->super.fog)
3615 {
3617 break;
3619 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3620 {
3621 custom_linear_fog = TRUE;
3622 priv_ctx.ps_post_process = TRUE;
3623 break;
3624 }
3625 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3626 break;
3628 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3629 break;
3631 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3632 break;
3633 }
3634 }
3635
3636 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3637 * unused temps away(but occupies them for the whole shader if they're used once). Always
3638 * declaring them avoids tricky bookkeeping work
3639 */
3640 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3641 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3642 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3643 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3644 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3645 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3646 wined3d_ftoa(eps, ftoa_tmp);
3647 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3648
3649 if (reg_maps->shader_version.major < 2)
3650 {
3651 strcpy(fragcolor, "R0");
3652 }
3653 else
3654 {
3655 if (priv_ctx.ps_post_process)
3656 {
3657 if (shader->u.ps.color0_mov)
3658 {
3659 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3660 }
3661 else
3662 {
3663 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3664 strcpy(fragcolor, "TMP_COLOR");
3665 }
3666 } else {
3667 strcpy(fragcolor, "result.color");
3668 }
3669 }
3670
3671 if (args->super.srgb_correction)
3672 {
3673 shader_addline(buffer, "PARAM srgb_consts0 = ");
3675 shader_addline(buffer, ";\n");
3676 shader_addline(buffer, "PARAM srgb_consts1 = ");
3678 shader_addline(buffer, ";\n");
3679 }
3680
3681 /* Base Declarations */
3682 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3683
3684 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3685 {
3686 unsigned char bump_const;
3687
3688 if (!(map & 1)) continue;
3689
3690 bump_const = compiled->numbumpenvmatconsts;
3691 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3692 compiled->bumpenvmatconst[bump_const].texunit = i;
3693 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3694 compiled->luminanceconst[bump_const].texunit = i;
3695
3696 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3697 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3698 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3699 * textures due to conditional NP2 restrictions)
3700 *
3701 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3702 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3703 * their location is shader dependent anyway and they cannot be loaded globally.
3704 */
3705 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3706 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3707 i, compiled->bumpenvmatconst[bump_const].const_num);
3708 compiled->numbumpenvmatconsts = bump_const + 1;
3709
3710 if (!(reg_maps->luminanceparams & (1u << i)))
3711 continue;
3712
3713 compiled->luminanceconst[bump_const].const_num = next_local++;
3714 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3715 i, compiled->luminanceconst[bump_const].const_num);
3716 }
3717
3718 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3719 {
3721 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3722 {
3723 const DWORD *control_values = find_loop_control_values(shader, i);
3724
3725 if(control_values)
3726 {
3727 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3728 control_values[0], control_values[1], control_values[2]);
3729 }
3730 else
3731 {
3732 compiled->int_consts[i] = next_local;
3733 compiled->num_int_consts++;
3734 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3735 }
3736 }
3737 }
3738
3739 if(reg_maps->vpos || reg_maps->usesdsy)
3740 {
3741 compiled->ycorrection = next_local;
3742 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3743
3744 if(reg_maps->vpos)
3745 {
3746 shader_addline(buffer, "TEMP vpos;\n");
3747 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3748 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3749 * ycorrection.z: 1.0
3750 * ycorrection.w: 0.0
3751 */
3752 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3753 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3754 }
3755 }
3756 else
3757 {
3759 }
3760
3761 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3762 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3763 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3764 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3765 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3766 * shader compilation errors and the subsequent errors when drawing with this shader. */
3767 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3768 unsigned char cur_fixup_sampler = 0;
3769
3770 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3771 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3772 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3773
3774 fixup->offset = next_local;
3775 fixup->super.active = 0;
3776
3777 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3778 {
3779 if (!(map & (1u << i)))
3780 continue;
3781
3782 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3783 {
3784 fixup->super.active |= (1u << i);
3785 fixup->super.idx[i] = cur_fixup_sampler++;
3786 }
3787 else
3788 {
3789 FIXME("No free constant found to load NP2 fixup data into shader. "
3790 "Sampling from this texture will probably look wrong.\n");
3791 break;
3792 }
3793 }
3794
3795 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3796 if (fixup->super.num_consts) {
3797 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3798 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3799 }
3800 }
3801
3802 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3803 {
3804 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3805 }
3806
3807 /* Base Shader Body */
3808 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3809 return 0;
3810
3811 if(args->super.srgb_correction) {
3812 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3813 priv_ctx.target_version >= NV2);
3814 }
3815
3816 if (custom_linear_fog)
3817 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3818
3819 if(strcmp(fragcolor, "result.color")) {
3820 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3821 }
3822 shader_addline(buffer, "END\n");
3823
3824 /* TODO: change to resource.glObjectHandle or something like that */
3825 GL_EXTCALL(glGenProgramsARB(1, &retval));
3826
3827 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3828 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3829
3830 TRACE("Created hw pixel shader, prg=%d\n", retval);
3831 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3832 return 0;
3833
3834 return retval;
3835}
3836
3837static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3838{
3839 unsigned int i;
3840 int ret;
3841
3842 if (sig1->element_count != sig2->element_count)
3843 return sig1->element_count < sig2->element_count ? -1 : 1;
3844
3845 for (i = 0; i < sig1->element_count; ++i)
3846 {
3847 const struct wined3d_shader_signature_element *e1, *e2;
3848
3849 e1 = &sig1->elements[i];
3850 e2 = &sig2->elements[i];
3851
3852 if (!e1->semantic_name || !e2->semantic_name)
3853 {
3854 /* Compare pointers, not contents. One string is NULL (element
3855 * does not exist), the other one is not NULL. */
3856 if (e1->semantic_name != e2->semantic_name)
3857 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3858 continue;
3859 }
3860
3861 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3862 return ret;
3863 if (e1->semantic_idx != e2->semantic_idx)
3864 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3865 if (e1->sysval_semantic != e2->sysval_semantic)
3866 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3867 if (e1->component_type != e2->component_type)
3868 return e1->component_type < e2->component_type ? -1 : 1;
3869 if (e1->register_idx != e2->register_idx)
3870 return e1->register_idx < e2->register_idx ? -1 : 1;
3871 if (e1->mask != e2->mask)
3872 return e1->mask < e2->mask ? -1 : 1;
3873 }
3874 return 0;
3875}
3876
3877static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3878{
3879 unsigned int i;
3880 char *name;
3881
3882 new->element_count = sig->element_count;
3883 new->elements = heap_calloc(new->element_count, sizeof(*new->elements));
3884 for (i = 0; i < sig->element_count; ++i)
3885 {
3886 new->elements[i] = sig->elements[i];
3887
3888 if (!new->elements[i].semantic_name)
3889 continue;
3890
3891 /* Clone the semantic string */
3892 name = heap_alloc(strlen(sig->elements[i].semantic_name) + 1);
3893 strcpy(name, sig->elements[i].semantic_name);
3894 new->elements[i].semantic_name = name;
3895 }
3896}
3897
3899{
3900 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3901 struct ps_signature *found_sig;
3902
3903 if (entry)
3904 {
3905 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3906 TRACE("Found existing signature %u\n", found_sig->idx);
3907 return found_sig->idx;
3908 }
3909 found_sig = heap_alloc_zero(sizeof(*found_sig));
3910 clone_sig(&found_sig->sig, sig);
3911 found_sig->idx = priv->ps_sig_number++;
3912 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3913 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3914 {
3915 ERR("Failed to insert program entry.\n");
3916 }
3917 return found_sig->idx;
3918}
3919
3921 const struct wined3d_shader_signature *ps_input_sig,
3922 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3923{
3924 unsigned int i, j;
3925 static const char * const texcoords[8] =
3926 {
3927 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3928 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3929 };
3930 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3931 * and varying 9 to result.color.secondary
3932 */
3933 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3934 {
3935 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3936 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3937 "result.color.primary", "result.color.secondary"
3938 };
3939
3940 if (!ps_input_sig)
3941 {
3942 TRACE("Pixel shader uses builtin varyings\n");
3943 /* Map builtins to builtins */
3944 for(i = 0; i < 8; i++)
3945 {
3946 priv_ctx->texcrd_output[i] = texcoords[i];
3947 }
3948 priv_ctx->color_output[0] = "result.color.primary";
3949 priv_ctx->color_output[1] = "result.color.secondary";
3950 priv_ctx->fog_output = "TMP_FOGCOORD";
3951
3952 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3953 for (i = 0; i < shader->output_signature.element_count; ++i)
3954 {
3955 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3956
3957 if (!output->semantic_name)
3958 continue;
3959
3961 {
3962 TRACE("o%u is TMP_OUT\n", output->register_idx);
3963 if (!output->semantic_idx)
3964 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3965 else
3966 priv_ctx->vs_output[output->register_idx] = "TA";
3967 }
3969 {
3970 TRACE("o%u is result.pointsize\n", output->register_idx);
3971 if (!output->semantic_idx)
3972 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3973 else
3974 priv_ctx->vs_output[output->register_idx] = "TA";
3975 }
3977 {
3978 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3979 if (!output->semantic_idx)
3980 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3981 else if (output->semantic_idx == 1)
3982 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3983 else priv_ctx->vs_output[output->register_idx] = "TA";
3984 }
3986 {
3987 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3988 if (output->semantic_idx >= 8)
3989 priv_ctx->vs_output[output->register_idx] = "TA";
3990 else
3991 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3992 }
3994 {
3995 TRACE("o%u is result.fogcoord\n", output->register_idx);
3996 if (output->semantic_idx > 0)
3997 priv_ctx->vs_output[output->register_idx] = "TA";
3998 else
3999 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
4000 }
4001 else
4002 {
4003 priv_ctx->vs_output[output->register_idx] = "TA";
4004 }
4005 }
4006 return;
4007 }
4008
4009 TRACE("Pixel shader uses declared varyings\n");
4010
4011 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4012 for(i = 0; i < 8; i++)
4013 {
4014 priv_ctx->texcrd_output[i] = "TA";
4015 }
4016 priv_ctx->color_output[0] = "TA";
4017 priv_ctx->color_output[1] = "TA";
4018 priv_ctx->fog_output = "TA";
4019
4020 for (i = 0; i < ps_input_sig->element_count; ++i)
4021 {
4022 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4023
4024 if (!input->semantic_name)
4025 continue;
4026
4027 /* If a declared input register is not written by builtin arguments, don't write to it.
4028 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4029 *
4030 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4031 * to TMP_OUT in any case
4032 */
4034 {
4035 if (input->semantic_idx < 8)
4036 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4037 }
4038 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4039 {
4040 if (input->semantic_idx < 2)
4041 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4042 }
4043 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4044 {
4045 if (!input->semantic_idx)
4046 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4047 }
4048 else
4049 {
4050 continue;
4051 }
4052
4053 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4054 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4055 {
4056 compiled->need_color_unclamp = TRUE;
4057 }
4058 }
4059
4060 /* Map declared to declared */
4061 for (i = 0; i < shader->output_signature.element_count; ++i)
4062 {
4063 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4064
4065 /* Write unread output to TA to throw them away */
4066 priv_ctx->vs_output[output->register_idx] = "TA";
4067
4068 if (!output->semantic_name)
4069 continue;
4070
4072 {
4073 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4074 continue;
4075 }
4077 {
4078 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4079 continue;
4080 }
4081
4082 for (j = 0; j < ps_input_sig->element_count; ++j)
4083 {
4084 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4085
4086 if (!input->semantic_name)
4087 continue;
4088
4089 if (!strcmp(input->semantic_name, output->semantic_name)
4090 && input->semantic_idx == output->semantic_idx)
4091 {
4092 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4093
4094 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4095 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4096 {
4097 compiled->need_color_unclamp = TRUE;
4098 }
4099 }
4100 }
4101 }
4102}
4103
4104/* Context activation is done by the caller. */
4106 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4107 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4108 const struct wined3d_shader_signature *ps_input_sig)
4109{
4110 const struct arb_vshader_private *shader_data = shader->backend_data;
4111 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4112 struct shader_arb_priv *priv = shader->device->shader_priv;
4113 GLuint ret;
4114 DWORD next_local = 0;
4115 struct shader_arb_ctx_priv priv_ctx;
4116 unsigned int i;
4117
4118 memset(&priv_ctx, 0, sizeof(priv_ctx));
4119 priv_ctx.cur_vs_args = args;
4120 list_init(&priv_ctx.control_frames);
4121 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4122
4123 /* Create the hw ARB shader */
4124 shader_addline(buffer, "!!ARBvp1.0\n");
4125
4126 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4127 * mesurable performance penalty, and we can always make use of it for clipplanes.
4128 */
4129 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4130 {
4131 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4132 priv_ctx.target_version = NV3;
4133 shader_addline(buffer, "ADDRESS aL;\n");
4134 }
4135 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4136 {
4137 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4138 priv_ctx.target_version = NV2;
4139 shader_addline(buffer, "ADDRESS aL;\n");
4140 } else {
4141 priv_ctx.target_version = ARB;
4142 }
4143
4144 shader_addline(buffer, "TEMP TMP_OUT;\n");
4145 if (reg_maps->fog)
4146 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4147 if (need_helper_const(shader_data, reg_maps, gl_info))
4148 {
4149 char ftoa_tmp[17];
4150 wined3d_ftoa(eps, ftoa_tmp);
4151 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4152 }
4153 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4154 {
4155 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4156 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4157 }
4158
4159 shader_addline(buffer, "TEMP TA;\n");
4160 shader_addline(buffer, "TEMP TB;\n");
4161
4162 /* Base Declarations */
4164 &priv_ctx.vs_clipplanes, &priv_ctx);
4165
4166 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4167 {
4169 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4170 {
4171 const DWORD *control_values = find_loop_control_values(shader, i);
4172
4173 if(control_values)
4174 {
4175 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4176 control_values[0], control_values[1], control_values[2]);
4177 }
4178 else
4179 {
4180 compiled->int_consts[i] = next_local;
4181 compiled->num_int_consts++;
4182 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4183 }
4184 }
4185 }
4186
4187 /* We need a constant to fixup the final position */
4188 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4189 compiled->pos_fixup = next_local++;
4190
4191 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4192 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4193 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4194 * a replacement shader depend on the texcoord.w being set properly.
4195 *
4196 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4197 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4198 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4199 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4200 * this can eat a number of instructions, so skip it unless this cap is set as well
4201 */
4202 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4203 {
4204 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4205 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4206
4207 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4208 {
4209 int i;
4211 for(i = 0; i < MAX_REG_TEXCRD; i++)
4212 {
4213 if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4214 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4215 }
4216 }
4217 }
4218
4219 /* The shader starts with the main function */
4220 priv_ctx.in_main_func = TRUE;
4221 /* Base Shader Body */
4222 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4223 return -1;
4224
4225 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4226 shader_data, args, reg_maps, gl_info, buffer);
4227
4228 shader_addline(buffer, "END\n");
4229
4230 /* TODO: change to resource.glObjectHandle or something like that */
4231 GL_EXTCALL(glGenProgramsARB(1, &ret));
4232
4233 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4234 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4235
4236 TRACE("Created hw vertex shader, prg=%d\n", ret);
4237 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4238 return -1;
4239
4240 return ret;
4241}
4242
4243/* Context activation is done by the caller. */
4245 const struct arb_ps_compile_args *args)
4246{
4247 struct wined3d_device *device = shader->device;
4248 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4249 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4250 UINT i;
4251 DWORD new_size;
4252 struct arb_ps_compiled_shader *new_array;
4254 struct arb_pshader_private *shader_data;
4255 GLuint ret;
4256
4257 if (!shader->backend_data)
4258 {
4259 struct shader_arb_priv *priv = device->shader_priv;
4260
4261 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4262 shader_data = shader->backend_data;
4263 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4264
4265 if (shader->reg_maps.shader_version.major < 3)
4266 shader_data->input_signature_idx = ~0U;
4267 else
4268 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4269
4270 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4271
4272 if (!d3d_info->vs_clipping)
4274 d3d_info->limits.ffp_blend_stages - 1);
4275 else
4276 shader_data->clipplane_emulation = ~0U;
4277 }
4278 shader_data = shader->backend_data;
4279
4280 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4281 * so a linear search is more performant than a hashmap or a binary search
4282 * (cache coherency etc)
4283 */
4284 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4285 {
4286 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4287 return &shader_data->gl_shaders[i];
4288 }
4289
4290 TRACE("No matching GL shader found, compiling a new shader\n");
4291 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4292 if (shader_data->num_gl_shaders)
4293 {
4294 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4295 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4296 new_size * sizeof(*shader_data->gl_shaders));
4297 }
4298 else
4299 {
4300 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4301 new_size = 1;
4302 }
4303
4304 if(!new_array) {
4305 ERR("Out of memory\n");
4306 return 0;
4307 }
4308 shader_data->gl_shaders = new_array;
4309 shader_data->shader_array_size = new_size;
4310 }
4311
4312 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4313
4315
4317 {
4318 ERR("Failed to initialize shader buffer.\n");
4319 return 0;
4320 }
4321
4323 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4325 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4326
4327 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4328}
4329
4330static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4331 const DWORD use_map, BOOL skip_int) {
4332 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4333 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4334 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4335 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4336 if(stored->ps_signature != new->ps_signature) return FALSE;
4337 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4338 if(skip_int) return TRUE;
4339
4340 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4341}
4342
4344 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4345 const struct wined3d_shader_signature *ps_input_sig)
4346{
4347 UINT i;
4348 DWORD new_size;
4349 struct arb_vs_compiled_shader *new_array;
4351 struct arb_vshader_private *shader_data;
4352 GLuint ret;
4353
4354 if (!shader->backend_data)
4355 {
4356 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4357
4358 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4359 shader_data = shader->backend_data;
4360
4362 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4363 {
4364 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4365 {
4366 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4367 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4368 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4369 }
4370 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4371 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4372 else if (reg_maps->max_rel_offset > 63)
4373 shader_data->rel_offset = reg_maps->min_rel_offset;
4374 }
4375 }
4376 shader_data = shader->backend_data;
4377
4378 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4379 * so a linear search is more performant than a hashmap or a binary search
4380 * (cache coherency etc)
4381 */
4382 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4383 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4384 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4385 {
4386 return &shader_data->gl_shaders[i];
4387 }
4388 }
4389
4390 TRACE("No matching GL shader found, compiling a new shader\n");
4391
4392 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4393 if (shader_data->num_gl_shaders)
4394 {
4395 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4396 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4397 new_size * sizeof(*shader_data->gl_shaders));
4398 }
4399 else
4400 {
4401 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4402 new_size = 1;
4403 }
4404
4405 if(!new_array) {
4406 ERR("Out of memory\n");
4407 return 0;
4408 }
4409 shader_data->gl_shaders = new_array;
4410 shader_data->shader_array_size = new_size;
4411 }
4412
4413 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4414
4416 {
4417 ERR("Failed to initialize shader buffer.\n");
4418 return 0;
4419 }
4420
4422 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4423 ps_input_sig);
4425 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4426
4427 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4428}
4429
4431 const struct wined3d_context *context, const struct wined3d_shader *shader,
4432 struct arb_ps_compile_args *args)
4433{
4434 const struct wined3d_gl_info *gl_info = context->gl_info;
4435 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4436 int i;
4437 WORD int_skip;
4438
4439 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, context);
4440
4441 /* This forces all local boolean constants to 1 to make them stateblock independent */
4442 args->bools = shader->reg_maps.local_bool_consts;
4443
4444 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4445 {
4446 if (state->ps_consts_b[i])
4447 args->bools |= ( 1u << i);
4448 }
4449
4450 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4451 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4452 * duplicate the shader than have a no-op KIL instruction in every shader
4453 */
4454 if (!d3d_info->vs_clipping && use_vs(state)
4455 && state->render_states[WINED3D_RS_CLIPPING]
4456 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4457 args->clip = 1;
4458 else
4459 args->clip = 0;
4460
4461 /* Skip if unused or local, or supported natively */
4462 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4463 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4464 {
4465 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4466 return;
4467 }
4468
4469 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4470 {
4471 if (int_skip & (1u << i))
4472 {
4473 args->loop_ctrl[i][0] = 0;
4474 args->loop_ctrl[i][1] = 0;
4475 args->loop_ctrl[i][2] = 0;
4476 }
4477 else
4478 {
4479 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4480 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4481 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4482 }
4483 }
4484}
4485
4487 const struct wined3d_context *context, const struct wined3d_shader *shader,
4488 struct arb_vs_compile_args *args)
4489{
4490 const struct wined3d_device *device = shader->device;
4491 const struct wined3d_adapter *adapter = device->adapter;
4492 const struct wined3d_gl_info *gl_info = context->gl_info;
4493 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4494 int i;
4495 WORD int_skip;
4496
4497 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super, context);
4498
4499 args->clip.boolclip_compare = 0;
4500 if (use_ps(state))
4501 {
4502 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4503 const struct arb_pshader_private *shader_priv = ps->backend_data;
4504 args->ps_signature = shader_priv->input_signature_idx;
4505
4506 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4507 }
4508 else
4509 {
4510 args->ps_signature = ~0;
4511 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4512 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4513 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4514 }
4515
4516 if (args->clip.boolclip.clip_texcoord)
4517 {
4518 if (state->render_states[WINED3D_RS_CLIPPING])
4519 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4520 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4521 }
4522
4523 /* This forces all local boolean constants to 1 to make them stateblock independent */
4524 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4525 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4526 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4527 {
4528 if (state->vs_consts_b[i])
4529 args->clip.boolclip.bools |= (1u << i);
4530 }
4531
4532 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4533 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4534 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4535 args->vertex.samplers[3] = 0;
4536
4537 /* Skip if unused or local */
4538 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4539 /* This is about flow control, not clipping. */
4540 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4541 {
4542 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4543 return;
4544 }
4545
4546 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4547 {
4548 if (int_skip & (1u << i))
4549 {
4550 args->loop_ctrl[i][0] = 0;
4551 args->loop_ctrl[i][1] = 0;
4552 args->loop_ctrl[i][2] = 0;
4553 }
4554 else
4555 {
4556 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4557 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4558 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4559 }
4560 }
4561}
4562
4563/* Context activation is done by the caller. */
4564static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4565 const struct wined3d_state *state)
4566{
4567 struct shader_arb_priv *priv = shader_priv;
4568 const struct wined3d_gl_info *gl_info = context->gl_info;
4569 int i;
4570
4571 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4572 if (use_ps(state))
4573 {
4576 struct arb_ps_compiled_shader *compiled;
4577
4578 TRACE("Using pixel shader %p.\n", ps);
4580 compiled = find_arb_pshader(ps, &compile_args);
4581 priv->current_fprogram_id = compiled->prgId;
4582 priv->compiled_fprog = compiled;
4583
4584 /* Bind the fragment program */
4585 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4586 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4587
4588 if (!priv->use_arbfp_fixed_func)
4589 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4590
4591 /* Enable OpenGL fragment programs. */
4592 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4593 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4594
4595 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4596
4597 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4598 * a 1.x and newer shader, reload the first 8 constants
4599 */
4600 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4601 {
4602 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4604 for(i = 0; i < 8; i++)
4605 {
4606 priv->pshader_const_dirty[i] = 1;
4607 }
4608 /* Also takes care of loading local constants */
4610 }
4611 else
4612 {
4613 UINT rt_height = state->fb->render_targets[0]->height;
4614 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4615 }
4616
4617 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4618 if (compiled->np2fixup_info.super.active)
4619 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4620
4621 if (ps->load_local_constsF)
4622 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4623 }
4624 else
4625 {
4626 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4627 {
4628 /* Disable only if we're not using arbfp fixed function fragment
4629 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4630 * enabled, and the fixed function pipeline will bind the fixed
4631 * function replacement shader. */
4632 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4633 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4634 priv->current_fprogram_id = 0;
4635 }
4636 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4637 }
4638
4639 if (use_vs(state))
4640 {
4643 struct arb_vs_compiled_shader *compiled;
4644 const struct wined3d_shader_signature *ps_input_sig;
4645
4646 TRACE("Using vertex shader %p\n", vs);
4648
4649 /* Instead of searching for the signature in the signature list, read the one from the
4650 * current pixel shader. It's maybe not the shader where the signature came from, but it
4651 * is the same signature and faster to find. */
4652 if (compile_args.ps_signature == ~0U)
4653 ps_input_sig = NULL;
4654 else
4655 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4656
4657 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4658 &compile_args, ps_input_sig);
4659 priv->current_vprogram_id = compiled->prgId;
4660 priv->compiled_vprog = compiled;
4661
4662 /* Bind the vertex program */
4663 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4664 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4665
4666 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4667
4668 /* Enable OpenGL vertex programs */
4669 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4670 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4671 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4673
4674 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4675 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4676
4677 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4678 {
4679 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4680 checkGLcall("glClampColorARB");
4681 } else {
4682 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4683 }
4684 }
4685
4686 if (vs->load_local_constsF)
4687 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4688 }
4689 else
4690 {
4691 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4692 {
4693 priv->current_vprogram_id = 0;
4694 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4695 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4696 }
4697 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4698 }
4699}
4700
4701static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4702 const struct wined3d_state *state)
4703{
4704 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4705}
4706
4707/* Context activation is done by the caller. */
4708static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4709{
4710 const struct wined3d_gl_info *gl_info = context->gl_info;
4711 struct shader_arb_priv *priv = shader_priv;
4712
4713 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4714 {
4715 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4716 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4717 priv->current_fprogram_id = 0;
4718 }
4719 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4720
4721 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4722 {
4723 priv->current_vprogram_id = 0;
4724 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4725 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4726 }
4727 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4728
4730 {
4732 checkGLcall("glClampColorARB");
4734 }
4735
4736 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4739 | (1u << WINED3D_SHADER_TYPE_HULL)
4742}
4743
4745{
4746 struct wined3d_device *device = shader->device;
4747 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4748
4749 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4750 {
4751 struct arb_pshader_private *shader_data = shader->backend_data;
4752 UINT i;
4753
4754 if(!shader_data) return; /* This can happen if a shader was never compiled */
4755
4756 if (shader_data->num_gl_shaders)
4757 {
4759
4760 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4761 {
4762 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4763 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4764 }
4765
4767 }
4768
4769 heap_free(shader_data->gl_shaders);
4770 heap_free(shader_data);
4771 shader->backend_data = NULL;
4772 }
4773 else
4774 {
4775 struct arb_vshader_private *shader_data = shader->backend_data;
4776 UINT i;
4777
4778 if(!shader_data) return; /* This can happen if a shader was never compiled */
4779
4780 if (shader_data->num_gl_shaders)
4781 {
4783
4784 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4785 {
4786 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4787 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4788 }
4789
4791 }
4792
4793 heap_free(shader_data->gl_shaders);
4794 heap_free(shader_data);
4795 shader->backend_data = NULL;
4796 }
4797}
4798
4799static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4800{
4802 return compare_sig(key, &e->sig);
4803}
4804
4806 const struct fragment_pipeline *fragment_pipe)
4807{
4808 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4810 void *vertex_priv, *fragment_priv;
4811 struct shader_arb_priv *priv;
4812
4813 if (!(priv = heap_alloc_zero(sizeof(*priv))))
4814 return E_OUTOFMEMORY;
4815
4816 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4817 {
4818 ERR("Failed to initialize vertex pipe.\n");
4819 heap_free(priv);
4820 return E_FAIL;
4821 }
4822
4823 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4824 {
4825 ERR("Failed to initialize fragment pipe.\n");
4826 vertex_pipe->vp_free(device);
4827 heap_free(priv);
4828 return E_FAIL;
4829 }
4830
4831 memset(priv->vshader_const_dirty, 1,
4832 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4833 memset(priv->pshader_const_dirty, 1,
4834 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4835
4837
4838 priv->vertex_pipe = vertex_pipe;
4840 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4842
4843 device->vertex_priv = vertex_priv;
4844 device->fragment_priv = fragment_priv;
4845 device->shader_priv = priv;
4846
4847 return WINED3D_OK;
4848}
4849
4851{
4853 unsigned int i;
4854
4855 for (i = 0; i < sig->sig.element_count; ++i)
4856 {
4857 heap_free((char *)sig->sig.elements[i].semantic_name);
4858 }
4859 heap_free(sig->sig.elements);
4860 heap_free(sig);
4861}
4862
4863/* Context activation is done by the caller. */
4865{
4866 struct shader_arb_priv *priv = device->shader_priv;
4867
4869 priv->fragment_pipe->free_private(device);
4870 priv->vertex_pipe->vp_free(device);
4871 heap_free(device->shader_priv);
4872}
4873
4875{
4876 return TRUE;
4877}
4878
4880{
4881 struct shader_arb_priv *priv;
4882
4883 priv = context->device->shader_priv;
4884 if (priv->last_context == context)
4885 priv->last_context = NULL;
4886}
4887
4889
4890static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4891{
4892 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4893 {
4894 DWORD vs_consts;
4895 UINT vs_version;
4896
4897 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4898 * for vertex programs. If the native limit is less than that it's
4899 * not very useful, and e.g. Mesa swrast returns 0, probably to
4900 * indicate it's a software implementation. */
4901 if (gl_info->limits.arb_vs_native_constants < 96)
4902 vs_consts = gl_info->limits.arb_vs_float_constants;
4903 else
4904 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4905
4906 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4907 {
4908 vs_version = 3;
4909 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4910 }
4911 else if (vs_consts >= 256)
4912 {
4913 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4914 vs_version = 2;
4915 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4916 }
4917 else
4918 {
4919 vs_version = 1;
4920 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4921 }
4922 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4923 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4924 }
4925 else
4926 {
4927 caps->vs_version = 0;
4928 caps->vs_uniform_count = 0;
4929 }
4930
4931 caps->hs_version = 0;
4932 caps->ds_version = 0;
4933 caps->gs_version = 0;
4934 caps->cs_version = 0;
4935
4936 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4937 {
4938 DWORD ps_consts;
4939 UINT ps_version;
4940
4941 /* Similar as above for vertex programs, but the minimum for fragment
4942 * programs is 24. */
4943 if (gl_info->limits.arb_ps_native_constants < 24)
4944 ps_consts = gl_info->limits.arb_ps_float_constants;
4945 else
4946 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4947
4948 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4949 {
4950 ps_version = 3;
4951 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4952 }
4953 else if (ps_consts >= 32)
4954 {
4955 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4956 ps_version = 2;
4957 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4958 }
4959 else
4960 {
4961 ps_version = 1;
4962 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4963 }
4964 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4965 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4966 caps->ps_1x_max_value = 8.0f;
4967 }
4968 else
4969 {
4970 caps->ps_version = 0;
4971 caps->ps_uniform_count = 0;
4972 caps->ps_1x_max_value = 0.0f;
4973 }
4974
4975 caps->varying_count = 0;
4977 if (use_nv_clip(gl_info))
4979}
4980
4982{
4983 /* We support everything except complex conversions. */
4984 return !is_complex_fixup(fixup);
4985}
4986
4988 DWORD shift;
4989 char write_mask[20], regstr[50];
4990 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4991 BOOL is_color = FALSE;
4992 const struct wined3d_shader_dst_param *dst;
4993
4994 if (!ins->dst_count) return;
4995
4996 dst = &ins->dst[0];
4997 shift = dst->shift;
4998 if (!shift) return; /* Saturate alone is handled by the instructions */
4999
5001 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5002
5003 /* Generate a line that does the output modifier computation
5004 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5005 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5006 */
5007 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5008 regstr, write_mask, regstr, shift_tab[shift]);
5009}
5010
5012{
5013 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5014 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5015 /* WINED3DSIH_AND */ NULL,
5016 /* WINED3DSIH_ATOMIC_AND */ NULL,
5017 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
5018 /* WINED3DSIH_ATOMIC_IADD */ NULL,
5019 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
5020 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
5021 /* WINED3DSIH_ATOMIC_OR */ NULL,
5022 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
5023 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
5024 /* WINED3DSIH_ATOMIC_XOR */ NULL,
5025 /* WINED3DSIH_BEM */ pshader_hw_bem,
5026 /* WINED3DSIH_BFI */ NULL,
5027 /* WINED3DSIH_BFREV */ NULL,
5028 /* WINED3DSIH_BREAK */ shader_hw_break,
5029 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5030 /* WINED3DSIH_BREAKP */ NULL,
5031 /* WINED3DSIH_BUFINFO */ NULL,
5032 /* WINED3DSIH_CALL */ shader_hw_call,
5033 /* WINED3DSIH_CALLNZ */ NULL,
5034 /* WINED3DSIH_CASE */ NULL,
5035 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5036 /* WINED3DSIH_CND */ pshader_hw_cnd,
5037 /* WINED3DSIH_CONTINUE */ NULL,
5038 /* WINED3DSIH_CONTINUEP */ NULL,
5039 /* WINED3DSIH_COUNTBITS */ NULL,
5040 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5041 /* WINED3DSIH_CUT */ NULL,
5042 /* WINED3DSIH_CUT_STREAM */ NULL,
5043 /* WINED3DSIH_DCL */ shader_hw_nop,
5044 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5045 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5046 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5047 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5048 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5049 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5050 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5051 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5052 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5053 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5054 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5055 /* WINED3DSIH_DCL_INPUT */ NULL,
5056 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5057 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5058 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5059 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5060 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5061 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5062 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5063 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5064 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5065 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5066 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5067 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5068 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5069 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5070 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5071 /* WINED3DSIH_DCL_STREAM */ NULL,
5072 /* WINED3DSIH_DCL_TEMPS */ NULL,
5073 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5074 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5075 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5076 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5077 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5078 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5079 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5080 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5081 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5082 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5083 /* WINED3DSIH_DEF */ shader_hw_nop,
5084 /* WINED3DSIH_DEFAULT */ NULL,
5085 /* WINED3DSIH_DEFB */ shader_hw_nop,
5086 /* WINED3DSIH_DEFI */ shader_hw_nop,
5087 /* WINED3DSIH_DIV */ NULL,
5088 /* WINED3DSIH_DP2 */ NULL,
5089 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5090 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5091 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5092 /* WINED3DSIH_DST */ shader_hw_map2gl,
5093 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5094 /* WINED3DSIH_DSX_COARSE */ NULL,
5095 /* WINED3DSIH_DSX_FINE */ NULL,
5096 /* WINED3DSIH_DSY */ shader_hw_dsy,
5097 /* WINED3DSIH_DSY_COARSE */ NULL,
5098 /* WINED3DSIH_DSY_FINE */ NULL,
5099 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
5100 /* WINED3DSIH_ELSE */ shader_hw_else,
5101 /* WINED3DSIH_EMIT */ NULL,
5102 /* WINED3DSIH_EMIT_STREAM */ NULL,
5103 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5104 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5105 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5106 /* WINED3DSIH_ENDSWITCH */ NULL,
5107 /* WINED3DSIH_EQ */ NULL,
5108 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5109 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5110 /* WINED3DSIH_F16TOF32 */ NULL,
5111 /* WINED3DSIH_F32TOF16 */ NULL,
5112 /* WINED3DSIH_FCALL */ NULL,
5113 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5114 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5115 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5116 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5117 /* WINED3DSIH_FTOI */ NULL,
5118 /* WINED3DSIH_FTOU */ NULL,
5119 /* WINED3DSIH_GATHER4 */ NULL,
5120 /* WINED3DSIH_GATHER4_C */ NULL,
5121 /* WINED3DSIH_GATHER4_PO */ NULL,
5122 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5123 /* WINED3DSIH_GE */ NULL,
5124 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5125 /* WINED3DSIH_HS_DECLS */ NULL,
5126 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5127 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5128 /* WINED3DSIH_IADD */ NULL,
5129 /* WINED3DSIH_IBFE */ NULL,
5130 /* WINED3DSIH_IEQ */ NULL,
5131 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5132 /* WINED3DSIH_IFC */ shader_hw_ifc,
5133 /* WINED3DSIH_IGE */ NULL,
5134 /* WINED3DSIH_ILT */ NULL,
5135 /* WINED3DSIH_IMAD */ NULL,
5136 /* WINED3DSIH_IMAX */ NULL,
5137 /* WINED3DSIH_IMIN */ NULL,
5138 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5139 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5140 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5141 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5142 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5143 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5144 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5145 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5146 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5147 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5148 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5149 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5150 /* WINED3DSIH_IMUL */ NULL,
5151 /* WINED3DSIH_INE */ NULL,
5152 /* WINED3DSIH_INEG */ NULL,
5153 /* WINED3DSIH_ISHL */ NULL,
5154 /* WINED3DSIH_ISHR */ NULL,
5155 /* WINED3DSIH_ITOF */ NULL,
5156 /* WINED3DSIH_LABEL */ shader_hw_label,
5157 /* WINED3DSIH_LD */ NULL,
5158 /* WINED3DSIH_LD2DMS */ NULL,
5159 /* WINED3DSIH_LD_RAW */ NULL,
5160 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5161 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5162 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5163 /* WINED3DSIH_LOD */ NULL,
5164 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5165 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5166 /* WINED3DSIH_LOOP */ shader_hw_loop,
5167 /* WINED3DSIH_LRP */ shader_hw_lrp,
5168 /* WINED3DSIH_LT */ NULL,
5169 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5170 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5171 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5172 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5173 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5174 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5175 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5176 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5177 /* WINED3DSIH_MOV */ shader_hw_mov,
5178 /* WINED3DSIH_MOVA */ shader_hw_mov,
5179 /* WINED3DSIH_MOVC */ NULL,
5180 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5181 /* WINED3DSIH_NE */ NULL,
5182 /* WINED3DSIH_NOP */ shader_hw_nop,
5183 /* WINED3DSIH_NOT */ NULL,
5184 /* WINED3DSIH_NRM */ shader_hw_nrm,
5185 /* WINED3DSIH_OR */ NULL,
5186 /* WINED3DSIH_PHASE */ shader_hw_nop,
5187 /* WINED3DSIH_POW */ shader_hw_pow,
5188 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5189 /* WINED3DSIH_REP */ shader_hw_rep,
5190 /* WINED3DSIH_RESINFO */ NULL,
5191 /* WINED3DSIH_RET */ shader_hw_ret,
5192 /* WINED3DSIH_RETP */ NULL,
5193 /* WINED3DSIH_ROUND_NE */ NULL,
5194 /* WINED3DSIH_ROUND_NI */ NULL,
5195 /* WINED3DSIH_ROUND_PI */ NULL,
5196 /* WINED3DSIH_ROUND_Z */ NULL,
5197 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5198 /* WINED3DSIH_SAMPLE */ NULL,
5199 /* WINED3DSIH_SAMPLE_B */ NULL,
5200 /* WINED3DSIH_SAMPLE_C */ NULL,
5201 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5202 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5203 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5204 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5205 /* WINED3DSIH_SAMPLE_POS */ NULL,
5206 /* WINED3DSIH_SETP */ NULL,
5207 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5208 /* WINED3DSIH_SGN */ shader_hw_sgn,
5209 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5210 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5211 /* WINED3DSIH_SQRT */ NULL,
5212 /* WINED3DSIH_STORE_RAW */ NULL,
5213 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5214 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5215 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5216 /* WINED3DSIH_SWAPC */ NULL,
5217 /* WINED3DSIH_SWITCH */ NULL,
5218 /* WINED3DSIH_SYNC */ NULL,
5219 /* WINED3DSIH_TEX */ pshader_hw_tex,
5220 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5221 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5222 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5223 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5224 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5225 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5226 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5227 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5228 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5229 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5230 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5231 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5232 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5233 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5234 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5235 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5236 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5237 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5238 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5239 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5240 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5241 /* WINED3DSIH_UBFE */ NULL,
5242 /* WINED3DSIH_UDIV */ NULL,
5243 /* WINED3DSIH_UGE */ NULL,
5244 /* WINED3DSIH_ULT */ NULL,
5245 /* WINED3DSIH_UMAX */ NULL,
5246 /* WINED3DSIH_UMIN */ NULL,
5247 /* WINED3DSIH_UMUL */ NULL,
5248 /* WINED3DSIH_USHR */ NULL,
5249 /* WINED3DSIH_UTOF */ NULL,
5250 /* WINED3DSIH_XOR */ NULL,
5251};
5252
5254 const struct wined3d_shader *shader, DWORD idx)
5255{
5256 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5257 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5258 const struct wined3d_shader_lconst *constant;
5259 WORD bools = 0;
5260 WORD flag = (1u << idx);
5261 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5262
5263 if (reg_maps->local_bool_consts & flag)
5264 {
5265 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5267 {
5268 if (constant->idx == idx)
5269 {
5270 return constant->value[0];
5271 }
5272 }
5273 ERR("Local constant not found\n");
5274 return FALSE;
5275 }
5276 else
5277 {
5278 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5279 else bools = priv->cur_ps_args->bools;
5280 return bools & flag;
5281 }
5282}
5283
5285 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5286{
5287 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5288 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5289
5290 /* Integer constants can either be a local constant, or they can be stored in the shader
5291 * type specific compile args. */
5292 if (reg_maps->local_int_consts & (1u << idx))
5293 {
5294 const struct wined3d_shader_lconst *constant;
5295
5297 {
5298 if (constant->idx == idx)
5299 {
5300 loop_control->count = constant->value[0];
5301 loop_control->start = constant->value[1];
5302 /* Step is signed. */
5303 loop_control->step = (int)constant->value[2];
5304 return;
5305 }
5306 }
5307 /* If this happens the flag was set incorrectly */
5308 ERR("Local constant not found\n");
5309 loop_control->count = 0;
5310 loop_control->start = 0;
5311 loop_control->step = 0;
5312 return;
5313 }
5314
5315 switch (reg_maps->shader_version.type)
5316 {
5318 /* Count and aL start value are unsigned */
5319 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5320 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5321 /* Step is signed. */
5322 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5323 break;
5324
5326 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5327 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5328 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5329 break;
5330
5331 default:
5332 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5333 break;
5334 }
5335}
5336
5337static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5338{
5339 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5340 struct wined3d_shader_dst_param *dst_param;
5341 struct recorded_instruction *rec;
5342 unsigned int i;
5343
5344 if (!(rec = heap_alloc_zero(sizeof(*rec))))
5345 {
5346 ERR("Out of memory\n");
5347 return;
5348 }
5349
5350 rec->ins = *ins;
5351 if (!(dst_param = heap_alloc(sizeof(*dst_param))))
5352 goto free;
5353 *dst_param = *ins->dst;
5354 if (ins->dst->reg.idx[0].rel_addr)
5355 {
5356 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5357 goto free;
5358 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5359 dst_param->reg.idx[0].rel_addr = rel_addr;
5360 }
5361 rec->ins.dst = dst_param;
5362
5363 if (!(src_param = heap_calloc(ins->src_count, sizeof(*src_param))))
5364 goto free;
5365 for (i = 0; i < ins->src_count; ++i)
5366 {
5367 src_param[i] = ins->src[i];
5368 if (ins->src[i].reg.idx[0].rel_addr)
5369 {
5370 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5371 goto free;
5372 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5373 src_param[i].reg.idx[0].rel_addr = rel_addr;
5374 }
5375 }
5376 rec->ins.src = src_param;
5377 list_add_tail(list, &rec->entry);
5378 return;
5379
5380free:
5381 ERR("Out of memory\n");
5382 if (dst_param)
5383 {
5384 heap_free((void *)dst_param->reg.idx[0].rel_addr);
5385 heap_free(dst_param);
5386 }
5387 if (src_param)
5388 {
5389 for (i = 0; i < ins->src_count; ++i)
5390 {
5391 heap_free((void *)src_param[i].reg.idx[0].rel_addr);
5392 }
5393 heap_free(src_param);
5394 }
5395 heap_free(rec);
5396}
5397
5399{
5400 struct recorded_instruction *rec_ins, *entry2;
5401 unsigned int i;
5402
5403 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5404 {
5405 list_remove(&rec_ins->entry);
5406 if (rec_ins->ins.dst)
5407 {
5408 heap_free((void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5409 heap_free((void *)rec_ins->ins.dst);
5410 }
5411 if (rec_ins->ins.src)
5412 {
5413 for (i = 0; i < rec_ins->ins.src_count; ++i)
5414 {
5415 heap_free((void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5416 }
5417 heap_free((void *)rec_ins->ins.src);
5418 }
5419 heap_free(rec_ins);
5420 }
5421}
5422
5424{
5425 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5427
5429 {
5430 struct list *e = list_head(&priv->control_frames);
5434 priv->loop_depth--;
5435 }
5436 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5437 {
5438 /* Non-ifc ENDIFs were already handled previously. */
5439 struct list *e = list_head(&priv->control_frames);
5443 }
5444}
5445
5447 SHADER_HANDLER hw_fct;
5448 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5449 const struct wined3d_shader *shader = ins->ctx->shader;
5451 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5452 BOOL bool_const;
5453
5455 {
5456 control_frame = heap_alloc_zero(sizeof(*control_frame));
5458
5459 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5461
5462 if(priv->target_version >= NV2)
5463 {
5464 control_frame->no.loop = priv->num_loops++;
5465 priv->loop_depth++;
5466 }
5467 else
5468 {
5469 /* Don't bother recording when we're in a not used if branch */
5470 if(priv->muted)
5471 {
5472 return;
5473 }
5474
5475 if(!priv->recording)
5476 {
5477 list_init(&priv->record);
5478 priv->recording = TRUE;
5480 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5481 return; /* Instruction is handled */
5482 }
5483 /* Record this loop in the outer loop's recording */
5484 }
5485 }
5487 {
5488 if(priv->target_version >= NV2)
5489 {
5490 /* Nothing to do. The control frame is popped after the HW instr handler */
5491 }
5492 else
5493 {
5494 struct list *e = list_head(&priv->control_frames);
5497
5499 {
5500 unsigned int iteration;
5501 int aL = 0;
5502 struct list copy;
5503
5504 /* Turn off recording before playback */
5505 priv->recording = FALSE;
5506
5507 /* Move the recorded instructions to a separate list and get them out of the private data
5508 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5509 * be recorded again, thus priv->record might be overwritten
5510 */
5511 list_init(&copy);
5512 list_move_tail(&copy, &priv->record);
5513 list_init(&priv->record);
5514
5516 {
5517 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5520 aL = control_frame->loop_control.start;
5521 }
5522 else
5523 {
5524 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5525 }
5526
5528 {
5529 struct recorded_instruction *rec_ins;
5530 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5531 {
5532 priv->aL = aL;
5533 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5534 }
5535 else
5536 {
5537 shader_addline(buffer, "#Iteration %u\n", iteration);
5538 }
5539
5541 {
5543 }
5544
5545 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5546 {
5547 aL += control_frame->loop_control.step;
5548 }
5549 }
5550 shader_addline(buffer, "#end loop/rep\n");
5551
5554 return; /* Instruction is handled */
5555 }
5556 else
5557 {
5558 /* This is a nested loop. Proceed to the normal recording function */
5560 }
5561 }
5562 }
5563
5564 if(priv->recording)
5565 {
5566 record_instruction(&priv->record, ins);
5567 return;
5568 }
5569
5570 /* boolean if */
5571 if(ins->handler_idx == WINED3DSIH_IF)
5572 {
5573 control_frame = heap_alloc_zero(sizeof(*control_frame));
5575 control_frame->type = IF;
5576
5577 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5578 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5579 bool_const = !bool_const;
5580 if (!priv->muted && !bool_const)
5581 {
5582 shader_addline(buffer, "#if(FALSE){\n");
5583 priv->muted = TRUE;
5585 }
5586 else shader_addline(buffer, "#if(TRUE) {\n");
5587
5588 return; /* Instruction is handled */
5589 }
5590 else if(ins->handler_idx == WINED3DSIH_IFC)
5591 {
5592 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5593 control_frame = heap_alloc_zero(sizeof(*control_frame));
5594 control_frame->type = IFC;
5595 control_frame->no.ifc = priv->num_ifcs++;
5597 }
5598 else if(ins->handler_idx == WINED3DSIH_ELSE)
5599 {
5600 struct list *e = list_head(&priv->control_frames);
5602
5603 if(control_frame->type == IF)
5604 {
5605 shader_addline(buffer, "#} else {\n");
5606 if(!priv->muted && !control_frame->muting)
5607 {
5608 priv->muted = TRUE;
5610 }
5611 else if(control_frame->muting) priv->muted = FALSE;
5612 return; /* Instruction is handled. */
5613 }
5614 /* In case of an ifc, generate a HW shader instruction */
5615 if (control_frame->type != IFC)
5616 ERR("Control frame does not match.\n");
5617 }
5618 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5619 {
5620 struct list *e = list_head(&priv->control_frames);
5622
5623 if(control_frame->type == IF)
5624 {
5625 shader_addline(buffer, "#} endif\n");
5626 if(control_frame->muting) priv->muted = FALSE;
5629 return; /* Instruction is handled */
5630 }
5631 /* In case of an ifc, generate a HW shader instruction */
5632 if (control_frame->type != IFC)
5633 ERR("Control frame does not match.\n");
5634 }
5635
5636 if(priv->muted)
5637 {
5638 pop_control_frame(ins);
5639 return;
5640 }
5641
5642 /* Select handler */
5644
5645 /* Unhandled opcode */
5646 if (!hw_fct)
5647 {
5648 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5649 return;
5650 }
5651 hw_fct(ins);
5652
5653 pop_control_frame(ins);
5654
5656}
5657
5658static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5659{
5660 struct shader_arb_priv *priv = shader_priv;
5661
5662 return priv->ffp_proj_control;
5663}
5664
5665static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5666
5668{
5686};
5687
5688/* ARB_fragment_program fixed function pipeline replacement definitions */
5689#define ARB_FFP_CONST_TFACTOR 0
5690#define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5691#define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5692#define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5693#define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5694#define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5695#define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5696
5698{
5701};
5702
5703/* Context activation is done by the caller. */
5704static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5705{
5706 if (enable)
5707 {
5708 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5709 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5710 }
5711 else
5712 {
5713 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5714 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5715 }
5716}
5717
5718static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5719{
5720 struct shader_arb_priv *priv;
5721
5722 /* Share private data between the shader backend and the pipeline
5723 * replacement, if both are the arb implementation. This is needed to
5724 * figure out whether ARBfp should be disabled if no pixel shader is bound
5725 * or not. */
5726 if (shader_backend == &arb_program_shader_backend)
5727 priv = shader_priv;
5728 else if (!(priv = heap_alloc_zero(sizeof(*priv))))
5729 return NULL;
5730
5732 priv->use_arbfp_fixed_func = TRUE;
5733
5734 return priv;
5735}
5736
5737/* Context activation is done by the caller. */
5739{
5740 const struct wined3d_gl_info *gl_info = context;
5741 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5742
5743 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5744 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5745 heap_free(entry_arb);
5746}
5747
5748/* Context activation is done by the caller. */
5750{
5751 struct shader_arb_priv *priv = device->fragment_priv;
5752
5753 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5755
5756 if (device->shader_backend != &arb_program_shader_backend)
5757 heap_free(device->fragment_priv);
5758}
5759
5760static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5761{
5791
5792 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5793
5796}
5797
5798static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5799{
5801}
5802
5804 const struct wined3d_state *state, DWORD state_id)
5805{
5806 const struct wined3d_gl_info *gl_info = context->gl_info;
5807 struct wined3d_device *device = context->device;
5808 struct wined3d_color color;
5809
5810 if (device->shader_backend == &arb_program_shader_backend)
5811 {
5812 struct shader_arb_priv *priv;
5813
5814 /* Don't load the parameter if we're using an arbfp pixel shader,
5815 * otherwise we'll overwrite application provided constants. */
5816 if (use_ps(state))
5817 return;
5818
5819 priv = device->shader_priv;
5822 }
5823
5825 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5826 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5827}
5828
5830 const struct wined3d_state *state, DWORD state_id)
5831{
5832 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5833 const struct wined3d_gl_info *gl_info = context->gl_info;
5834 struct wined3d_device *device = context->device;
5835 struct wined3d_color color;
5836
5837 if (device->shader_backend == &arb_program_shader_backend)
5838 {
5839 struct shader_arb_priv *priv;
5840
5841 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5842 * application provided constants.
5843 */
5844 if (use_ps(state))
5845 return;
5846
5847 priv = device->shader_priv;
5850 }
5851
5853 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5854 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5855}
5856
5858 const struct wined3d_state *state, DWORD state_id)
5859{
5860 const struct wined3d_gl_info *gl_info = context->gl_info;
5861 struct wined3d_device *device = context->device;
5862 float col[4];
5863
5864 if (device->shader_backend == &arb_program_shader_backend)
5865 {
5866 struct shader_arb_priv *priv;
5867
5868 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5869 * application provided constants.
5870 */
5871 if (use_ps(state))
5872 return;
5873
5874 priv = device->shader_priv;
5877 }
5878
5879 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5880 {
5881 /* The specular color has no alpha */
5882 col[0] = 1.0f; col[1] = 1.0f;
5883 col[2] = 1.0f; col[3] = 0.0f;
5884 } else {
5885 col[0] = 0.0f; col[1] = 0.0f;
5886 col[2] = 0.0f; col[3] = 0.0f;
5887 }
5888 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5889 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5890}
5891
5892static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5893{
5894 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5895 const struct wined3d_gl_info *gl_info = context->gl_info;
5896 struct wined3d_device *device = context->device;
5897 float mat[2][2];
5898
5899 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5900
5901 if (device->shader_backend == &arb_program_shader_backend)
5902 {
5903 struct shader_arb_priv *priv = device->shader_priv;
5904
5905 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5906 if (use_ps(state))
5907 return;
5908
5911 }
5912
5913 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5914 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5915 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5916 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5917
5918 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5919 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5920}
5921
5923 const struct wined3d_state *state, DWORD state_id)
5924{
5925 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5926 const struct wined3d_gl_info *gl_info = context->gl_info;
5927 struct wined3d_device *device = context->device;
5928 float param[4];
5929
5930 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5931
5932 if (device->shader_backend == &arb_program_shader_backend)
5933 {
5934 struct shader_arb_priv *priv = device->shader_priv;
5935
5936 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5937 if (use_ps(state))
5938 return;
5939
5942 }
5943
5944 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5945 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5946 param[2] = 0.0f;
5947 param[3] = 0.0f;
5948
5949 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5950 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5951}
5952
5953static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5954{
5955 const struct wined3d_gl_info *gl_info = context->gl_info;
5956 int glParm;
5957 float ref;
5958
5959 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5960
5961 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5962 {
5963 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5964 checkGLcall("glEnable GL_ALPHA_TEST");
5965 }
5966 else
5967 {
5968 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5969 checkGLcall("glDisable GL_ALPHA_TEST");
5970 return;
5971 }
5972
5973 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
5974 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5975
5976 if (glParm)
5977 {
5978 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5979 checkGLcall("glAlphaFunc");
5980 }
5981}
5982
5983static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5984{
5985 const struct wined3d_texture *texture = state->textures[0];
5986 const struct wined3d_gl_info *gl_info = context->gl_info;
5987 struct wined3d_device *device = context->device;
5988 struct wined3d_color float_key[2];
5989
5990 if (!texture)
5991 return;
5992
5993 if (device->shader_backend == &arb_program_shader_backend)
5994 {
5995 struct shader_arb_priv *priv;
5996
5997 /* Don't load the parameter if we're using an arbfp pixel shader,
5998 * otherwise we'll overwrite application provided constants. */
5999 if (use_ps(state))
6000 return;
6001
6002 priv = device->shader_priv;
6006 }
6007
6008 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6009
6010 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6011 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6012 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6013 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6014}
6015
6016static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6017{
6018 const char *ret;
6019
6020 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6021
6022 switch(arg & WINED3DTA_SELECTMASK) {
6023 case WINED3DTA_DIFFUSE:
6024 ret = "fragment.color.primary"; break;
6025
6026 case WINED3DTA_CURRENT:
6027 ret = "ret";
6028 break;
6029
6030 case WINED3DTA_TEXTURE:
6031 switch(stage) {
6032 case 0: ret = "tex0"; break;
6033 case 1: ret = "tex1"; break;
6034 case 2: ret = "tex2"; break;
6035 case 3: ret = "tex3"; break;
6036 case 4: ret = "tex4"; break;
6037 case 5: ret = "tex5"; break;
6038 case 6: ret = "tex6"; break;
6039 case 7: ret = "tex7"; break;
6040 default: ret = "unknown texture";
6041 }
6042 break;
6043
6044 case WINED3DTA_TFACTOR:
6045 ret = "tfactor"; break;
6046
6047 case WINED3DTA_SPECULAR:
6048 ret = "fragment.color.secondary"; break;
6049
6050 case WINED3DTA_TEMP:
6051 ret = "tempreg"; break;
6052
6053 case WINED3DTA_CONSTANT:
6054 switch(stage) {
6055 case 0: ret = "const0"; break;
6056 case 1: ret = "const1"; break;
6057 case 2: ret = "const2"; break;
6058 case 3: ret = "const3"; break;
6059 case 4: ret = "const4"; break;
6060 case 5: ret = "const5"; break;
6061 case 6: ret = "const6"; break;
6062 case 7: ret = "const7"; break;
6063 default: ret = "unknown constant";
6064 }
6065 break;
6066
6067 default:
6068 return "unknown";
6069 }
6070
6072 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6073 if(argnum == 0) ret = "arg0";
6074 if(argnum == 1) ret = "arg1";
6075 if(argnum == 2) ret = "arg2";
6076 }
6078 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6079 if(argnum == 0) ret = "arg0";
6080 if(argnum == 1) ret = "arg1";
6081 if(argnum == 2) ret = "arg2";
6082 }
6083 return ret;
6084}
6085
6086static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6087 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6088{
6089 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6090 unsigned int mul = 1;
6091
6092 if(color && alpha) dstmask = "";
6093 else if(color) dstmask = ".xyz";
6094 else dstmask = ".w";
6095
6096 if(dst == tempreg) dstreg = "tempreg";
6097 else dstreg = "ret";
6098
6099 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6100 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6101 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6102
6103 switch (op)
6104 {
6106 break;
6107
6109 arg1 = arg2;
6110 /* FALLTHROUGH */
6112 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6113 break;
6114
6116 mul = 2;
6117 /* FALLTHROUGH */
6119 mul *= 2;
6120 /* FALLTHROUGH */
6122 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6123 break;
6124
6126 mul = 2;
6127 /* FALLTHROUGH */
6129 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6130 arg2 = "arg2";
6131 /* FALLTHROUGH */
6132 case WINED3D_TOP_ADD:
6133 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6134 break;
6135
6137 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6138 break;
6139
6141 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6142 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6143 break;
6144
6146 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6147 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6148 break;
6150 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6151 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6152 break;
6154 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6155 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6156 break;
6158 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6159 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6160 break;
6161
6163 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6164 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6165 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6166 break;
6167
6168 /* D3DTOP_PREMODULATE ???? */
6169
6171 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6172 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6173 break;
6175 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6176 break;
6178 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6179 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6180 break;
6182 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6183 break;
6184
6186 mul = 4;
6187 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6188 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6189 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6190 break;
6191
6193 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6194 break;
6195
6196 case WINED3D_TOP_LERP:
6197 /* The msdn is not quite right here */
6198 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6199 break;
6200
6203 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6204 break;
6205
6206 default:
6207 FIXME("Unhandled texture op %08x\n", op);
6208 }
6209
6210 if (mul == 2)
6211 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6212 else if (mul == 4)
6213 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6214}
6215
6217{
6218 switch(type)
6219 {
6221 return "1D";
6223 return "2D";
6225 return "3D";
6227 return "CUBE";
6229 return "RECT";
6230 default:
6231 return "unexpected_resource_type";
6232 }
6233}
6234
6235static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6236{
6237 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6238 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6239 unsigned int stage, lowest_disabled_stage;
6241 struct color_fixup_masks masks;
6242 BOOL custom_linear_fog = FALSE;
6243 const char *textype, *instr;
6244 DWORD arg0, arg1, arg2;
6245 char colorcor_dst[8];
6246 BOOL op_equal;
6247 GLuint ret;
6248
6250 {
6251 ERR("Failed to initialize shader buffer.\n");
6252 return 0;
6253 }
6254
6255 shader_addline(&buffer, "!!ARBfp1.0\n");
6256
6257 if (settings->color_key_enabled)
6258 {
6259 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6260 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6261 tex_read |= 1;
6262 }
6263
6264 /* Find out which textures are read */
6265 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6266 {
6267 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6268 break;
6269
6270 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6271 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6272 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6273
6275 tex_read |= 1u << stage;
6276 if (settings->op[stage].dst == tempreg)
6277 tempreg_used = TRUE;
6278 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6279 tempreg_used = TRUE;
6281 tfactor_used = TRUE;
6283 constant_used |= 1u << stage;
6284
6285 switch (settings->op[stage].cop)
6286 {
6288 luminance_used |= 1u << stage;
6289 /* fall through */
6291 bump_used |= 1u << stage;
6292 /* fall through */
6295 tex_read |= 1u << stage;
6296 break;
6297
6299 tfactor_used = TRUE;
6300 break;
6301
6302 default:
6303 break;
6304 }
6305
6306 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6307 continue;
6308
6309 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6310 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6311 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6312
6314 tex_read |= 1u << stage;
6315 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6316 tempreg_used = TRUE;
6318 tfactor_used = TRUE;
6320 constant_used |= 1u << stage;
6321 }
6322 lowest_disabled_stage = stage;
6323
6324 switch (settings->fog)
6325 {
6326 case WINED3D_FFP_PS_FOG_OFF: break;
6328 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6329 {
6330 custom_linear_fog = TRUE;
6331 break;
6332 }
6333 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6334 break;
6335
6336 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6337 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6338 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6339 }
6340
6341 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6342 shader_addline(&buffer, "TEMP TMP;\n");
6343 shader_addline(&buffer, "TEMP ret;\n");
6344 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6345 shader_addline(&buffer, "TEMP arg0;\n");
6346 shader_addline(&buffer, "TEMP arg1;\n");
6347 shader_addline(&buffer, "TEMP arg2;\n");
6348 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6349 {
6350 if (constant_used & (1u << stage))
6351 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6352
6353 if (!(tex_read & (1u << stage)))
6354 continue;
6355
6356 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6357
6358 if (!(bump_used & (1u << stage)))
6359 continue;
6360 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6361
6362 if (!(luminance_used & (1u << stage)))
6363 continue;
6364 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6365 }
6366 if (tfactor_used)
6367 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6368 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6369
6370 if (settings->sRGB_write)
6371 {
6372 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6374 shader_addline(&buffer, ";\n");
6375 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6377 shader_addline(&buffer, ";\n");
6378 }
6379
6380 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6381 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6382
6383 if (tempreg_used || settings->sRGB_write)
6384 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6385
6386 /* Generate texture sampling instructions */
6387 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6388 {
6389 if (!(tex_read & (1u << stage)))
6390 continue;
6391
6392 textype = arbfp_texture_target(settings->op[stage].tex_type);
6393
6394 if(settings->op[stage].projected == proj_none) {
6395 instr = "TEX";
6396 } else if(settings->op[stage].projected == proj_count4 ||
6397 settings->op[stage].projected == proj_count3) {
6398 instr = "TXP";
6399 } else {
6400 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6401 instr = "TXP";
6402 }
6403
6404 if (stage > 0
6405 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6406 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6407 {
6408 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6409 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6410 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6411 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6412
6413 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6414 * so multiply the displacement with the dividing parameter before passing it to TXP
6415 */
6416 if (settings->op[stage].projected != proj_none) {
6417 if(settings->op[stage].projected == proj_count4) {
6418 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6419 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6420 } else {
6421 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6422 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6423 }
6424 } else {
6425 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6426 }
6427
6428 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6429 instr, stage, stage, textype);
6430 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6431 {
6432 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6433 stage - 1, stage - 1, stage - 1);
6434 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6435 }
6436 } else if(settings->op[stage].projected == proj_count3) {
6437 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6438 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6439 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6440 instr, stage, stage, textype);
6441 } else {
6442 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6443 instr, stage, stage, stage, textype);
6444 }
6445
6446 sprintf(colorcor_dst, "tex%u", stage);
6448 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6449 settings->op[stage].color_fixup, masks);
6450 }
6451
6452 if (settings->color_key_enabled)
6453 {
6454 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6455 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6456 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6457 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6458 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6459 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6460 }
6461
6462 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6463
6464 /* Generate the main shader */
6465 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6466 {
6467 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6468 break;
6469
6470 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6471 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6472 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6473 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6474 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6475 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6476 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6477 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6478 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6479 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6480 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6481 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6482 else
6483 op_equal = settings->op[stage].aop == settings->op[stage].cop
6484 && settings->op[stage].carg0 == settings->op[stage].aarg0
6485 && settings->op[stage].carg1 == settings->op[stage].aarg1
6486 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6487
6488 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6489 {
6490 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6491 settings->op[stage].cop, settings->op[stage].carg0,
6492 settings->op[stage].carg1, settings->op[stage].carg2);
6493 }
6494 else if (op_equal)
6495 {
6496 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6497 settings->op[stage].cop, settings->op[stage].carg0,
6498 settings->op[stage].carg1, settings->op[stage].carg2);
6499 }
6500 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6501 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6502 {
6503 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6504 settings->op[stage].cop, settings->op[stage].carg0,
6505 settings->op[stage].carg1, settings->op[stage].carg2);
6506 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6507 settings->op[stage].aop, settings->op[stage].aarg0,
6508 settings->op[stage].aarg1, settings->op[stage].aarg2);
6509 }
6510 }
6511
6512 if (settings->sRGB_write || custom_linear_fog)
6513 {
6514 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6515 if (settings->sRGB_write)
6516 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6517 if (custom_linear_fog)
6518 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6519 shader_addline(&buffer, "MOV result.color, ret;\n");
6520 }
6521 else
6522 {
6523 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6524 }
6525
6526 /* Footer */
6527 shader_addline(&buffer, "END\n");
6528
6529 /* Generate the shader */
6530 GL_EXTCALL(glGenProgramsARB(1, &ret));
6531 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6533
6535 return ret;
6536}
6537
6538static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6539{
6540 const struct wined3d_gl_info *gl_info = context->gl_info;
6541 const struct wined3d_device *device = context->device;
6542 struct shader_arb_priv *priv = device->fragment_priv;
6543 BOOL use_pshader = use_ps(state);
6545 const struct arbfp_ffp_desc *desc;
6546 unsigned int i;
6547
6548 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6549
6551 {
6552 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6553 {
6554 /* Reload fixed function constants since they collide with the
6555 * pixel shader constants. */
6556 for (i = 0; i < MAX_TEXTURES; ++i)
6557 {
6560 }
6564 }
6565 else if (use_pshader)
6566 {
6567 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6568 }
6569 return;
6570 }
6571
6572 if (!use_pshader)
6573 {
6574 /* Find or create a shader implementing the fixed function pipeline
6575 * settings, then activate it. */
6578 if (!desc)
6579 {
6580 struct arbfp_ffp_desc *new_desc;
6581
6582 if (!(new_desc = heap_alloc(sizeof(*new_desc))))
6583 {
6584 ERR("Out of memory\n");
6585 return;
6586 }
6587
6588 new_desc->parent.settings = settings;
6589 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6590 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6591 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6592 desc = new_desc;
6593 }
6594
6595 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6596 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6597 * deactivate it.
6598 */
6599 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6600 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6601 priv->current_fprogram_id = desc->shader;
6602
6603 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6604 {
6605 /* Reload fixed function constants since they collide with the
6606 * pixel shader constants. */
6607 for (i = 0; i < MAX_TEXTURES; ++i)
6608 {
6611 }
6615 }
6616 context->last_was_pshader = FALSE;
6617 }
6618 else if (!context->last_was_pshader)
6619 {
6620 if (device->shader_backend == &arb_program_shader_backend)
6621 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6622 context->last_was_pshader = TRUE;
6623 }
6624
6625 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6626}
6627
6628/* We can't link the fog states to the fragment state directly since the
6629 * vertex pipeline links them to FOGENABLE. A different linking in different
6630 * pipeline parts can't be expressed in the combined state table, so we need
6631 * to handle that with a forwarding function. The other invisible side effect
6632 * is that changing the fog start and fog end (which links to FOGENABLE in
6633 * vertex) results in the fragment_prog_arbfp function being called because
6634 * FOGENABLE is dirty, which calls this function here. */
6635static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6636{
6637 enum fogsource new_source;
6638 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6639 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6640
6641 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6642
6644 fragment_prog_arbfp(context, state, state_id);
6645
6646 if (!state->render_states[WINED3D_RS_FOGENABLE])
6647 return;
6648
6649 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6650 {
6651 if (use_vs(state))
6652 {
6653 new_source = FOGSOURCE_VS;
6654 }
6655 else
6656 {
6657 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6658 new_source = FOGSOURCE_COORD;
6659 else
6660 new_source = FOGSOURCE_FFP;
6661 }
6662 }
6663 else
6664 {
6665 new_source = FOGSOURCE_FFP;
6666 }
6667
6668 if (new_source != context->fog_source || fogstart == fogend)
6669 {
6670 context->fog_source = new_source;
6672 }
6673}
6674
6675static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6676{
6678 fragment_prog_arbfp(context, state, state_id);
6679}
6680
6682{
6837 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6838};
6839
6841{
6842 return TRUE;
6843}
6844
6846{
6847}
6848
6854 arbfp_free,
6859};
6860
6862{
6867};
6868
6870{
6874};
6875
6876#define ARBFP_BLIT_PARAM_SIZE 0
6877#define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6878#define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6879
6881{
6885};
6886
6887static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6888{
6889 const struct arbfp_blit_type *ka = key;
6890 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6891
6892 return memcmp(ka, kb, sizeof(*ka));
6893}
6894
6895/* Context activation is done by the caller. */
6897{
6898 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6899 const struct wined3d_gl_info *gl_info;
6900 struct wined3d_context *context;
6901
6902 context = ctx;
6903 gl_info = context->gl_info;
6904
6905 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6906 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6907 heap_free(entry_arb);
6908}
6909
6910/* Context activation is done by the caller. */
6912{
6913 const struct wined3d_gl_info *gl_info = context->gl_info;
6914 struct wined3d_arbfp_blitter *arbfp_blitter;
6915 struct wined3d_blitter *next;
6916
6917 if ((next = blitter->next))
6918 next->ops->blitter_destroy(next, context);
6919
6920 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6921
6923 checkGLcall("Delete blit programs");
6924
6925 if (arbfp_blitter->palette_texture)
6926 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6927
6928 heap_free(arbfp_blitter);
6929}
6930
6932 char *luminance)
6933{
6934 char chroma;
6935 const char *tex, *texinstr = "TXP";
6936
6937 if (type->fixup == COMPLEX_FIXUP_UYVY)
6938 {
6939 chroma = 'x';
6940 *luminance = 'w';
6941 }
6942 else
6943 {
6944 chroma = 'w';
6945 *luminance = 'x';
6946 }
6947
6948 tex = arbfp_texture_target(type->res_type);
6949 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6950 texinstr = "TEX";
6951
6952 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6953 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6954 * filtering when we sample the texture.
6955 *
6956 * These are the rules for reading the chroma:
6957 *
6958 * Even pixel: Cr
6959 * Even pixel: U
6960 * Odd pixel: V
6961 *
6962 * So we have to get the sampling x position in non-normalized coordinates in integers
6963 */
6964 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6965 {
6966 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6967 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6968 }
6969 else
6970 {
6971 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6972 }
6973 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6974 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6975 * 0.5, so add 0.5.
6976 */
6977 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6978 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6979
6980 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6981 * even and odd pixels respectively
6982 */
6983 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6984 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6985
6986 /* Sample Pixel 1 */
6987 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6988
6989 /* Put the value into either of the chroma values */
6990 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6991 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6992 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6993 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6994
6995 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6996 * the pixel right to the current one. Otherwise, sample the left pixel.
6997 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6998 */
6999 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7000 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7001 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7002
7003 /* Put the value into the other chroma */
7004 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7005 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7006 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7007 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7008
7009 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7010 * the current one and lerp the two U and V values
7011 */
7012
7013 /* This gives the correctly filtered luminance value */
7014 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7015
7016 return TRUE;
7017}
7018
7020 char *luminance)
7021{
7022 const char *tex;
7023 static const float yv12_coef[]
7024 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7025
7026 tex = arbfp_texture_target(type->res_type);
7027
7028 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7029 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7030 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7031 * pitch of the luminance plane, the packing into the gl texture is a bit
7032 * unfortunate. If the whole texture is interpreted as luminance data it looks
7033 * approximately like this:
7034 *
7035 * +----------------------------------+----
7036 * | |
7037 * | |
7038 * | |
7039 * | |
7040 * | | 2
7041 * | LUMINANCE | -
7042 * | | 3
7043 * | |
7044 * | |
7045 * | |
7046 * | |
7047 * +----------------+-----------------+----
7048 * | | |
7049 * | V even rows | V odd rows |
7050 * | | | 1
7051 * +----------------+------------------ -
7052 * | | | 3
7053 * | U even rows | U odd rows |
7054 * | | |
7055 * +----------------+-----------------+----
7056 * | | |
7057 * | 0.5 | 0.5 |
7058 *
7059 * So it appears as if there are 4 chroma images, but in fact the odd rows
7060 * in the chroma images are in the same row as the even ones. So it is
7061 * kinda tricky to read
7062 *
7063 * When reading from rectangle textures, keep in mind that the input y coordinates
7064 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7065 */
7066 shader_addline(buffer, "PARAM yv12_coef = ");
7068 shader_addline(buffer, ";\n");
7069
7070 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7071 /* the chroma planes have only half the width */
7072 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7073
7074 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7075 * the coordinate. Also read the right side of the image when reading odd lines
7076 *
7077 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7078 * bleeding
7079 */
7080 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7081 {
7082
7083 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7084
7085 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7086
7087 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7088 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7089
7090 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7091 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7092 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7093 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7094 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7095
7096 /* clamp, keep the half pixel origin in mind */
7097 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7098 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7099 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7100 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7101 }
7102 else
7103 {
7104 /* Read from [size - size+size/4] */
7105 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7106 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7107
7108 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7109 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7110 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7111 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7112 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7113 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7114
7115 /* Make sure to read exactly from the pixel center */
7116 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7117 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7118
7119 /* Clamp */
7120 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7121 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7122 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7123 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7124 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7125 }
7126 /* Read the texture, put the result into the output register */
7127 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7128 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7129
7130 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7131 * No need to clamp because we're just reusing the already clamped value from above
7132 */
7133 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7134 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7135 else
7136 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7137 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7138 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7139
7140 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7141 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7142 * values due to filtering
7143 */
7144 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7145 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7146 {
7147 /* Multiply the y coordinate by 2/3 and clamp it */
7148 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7149 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7150 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7151 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7152 }
7153 else
7154 {
7155 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7156 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7157 * is bigger
7158 */
7159 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7160 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7161 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7162 }
7163 *luminance = 'a';
7164
7165 return TRUE;
7166}
7167
7169 char *luminance)
7170{
7171 const char *tex;
7172 static const float nv12_coef[]
7173 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7174
7175 tex = arbfp_texture_target(type->res_type);
7176
7177 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7178 * sized plane where each component is an UV pair. So the effective
7179 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7180 * data it looks approximately like this:
7181 *
7182 * +----------------------------------+----
7183 * | |
7184 * | |
7185 * | |
7186 * | |
7187 * | | 2
7188 * | LUMINANCE | -
7189 * | | 3
7190 * | |
7191 * | |
7192 * | |
7193 * | |
7194 * +----------------------------------+----
7195 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7196 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7197 * | | 1
7198 * | | -
7199 * | | 3
7200 * | |
7201 * | |
7202 * +----------------------------------+----
7203 *
7204 * When reading from rectangle textures, keep in mind that the input y coordinates
7205 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7206
7207 shader_addline(buffer, "PARAM nv12_coef = ");
7209 shader_addline(buffer, ";\n");
7210
7211 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7212 /* We only have half the number of chroma pixels. */
7213 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7214
7215 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7216 {
7217 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7218 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7219
7220 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7221
7222 /* We must not allow filtering horizontally, this would mix U and V.
7223 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7224 * 0.5, so add 0.5. */
7225
7226 /* Convert to non-normalized coordinates so we can find the
7227 * individual pixel. */
7228 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7229 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7230 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7231 * add 0.5 to hit the center of the pixel. */
7232 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7233
7234 /* Convert back to normalized coordinates. */
7235 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7236
7237 /* Clamp, keep the half pixel origin in mind. */
7238 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7239 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7240 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7241 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7242 }
7243 else
7244 {
7245 /* Read from [size - size+size/2] */
7246 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7247
7248 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7249 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7250 * add 0.5 to hit the center of the pixel. */
7251 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7252
7253 /* Clamp */
7254 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7255 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7256 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7257 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7258 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7259 }
7260 /* Read the texture, put the result into the output register. */
7261 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7262 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7263
7264 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7265 {
7266 /* Add 1/size.x */
7267 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7268 }
7269 else
7270 {
7271 /* Add 1 */
7272 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7273 }
7274 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7275 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7276
7277 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7278 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7279 * values due to filtering. */
7280 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7281 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7282 {
7283 /* Multiply the y coordinate by 2/3 and clamp it */
7284 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7285 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7286 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7287 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7288 }
7289 else
7290 {
7291 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7292 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7293 * is bigger
7294 */
7295 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7296 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7297 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7298 }
7299 *luminance = 'a';
7300
7301 return TRUE;
7302}
7303
7304/* Context activation is done by the caller. */
7305static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7306{
7307 GLuint shader;
7309 const char *tex_target = arbfp_texture_target(type->res_type);
7310
7311 /* This should not happen because we only use this conversion for
7312 * present blits which don't use color keying. */
7313 if (type->use_color_key)
7314 FIXME("Implement P8 color keying.\n");
7315
7316 /* Shader header */
7318 {
7319 ERR("Failed to initialize shader buffer.\n");
7320 return 0;
7321 }
7322
7323 GL_EXTCALL(glGenProgramsARB(1, &shader));
7324 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7325 if (!shader)
7326 {
7328 return 0;
7329 }
7330
7331 shader_addline(&buffer, "!!ARBfp1.0\n");
7332 shader_addline(&buffer, "TEMP index;\n");
7333
7334 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7335 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7336
7337 /* The alpha-component contains the palette index */
7338 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7339
7340 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7341 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7342
7343 /* Use the alpha-component as an index in the palette to get the final color */
7344 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7345 shader_addline(&buffer, "END\n");
7346
7348
7350
7351 return shader;
7352}
7353
7354/* Context activation is done by the caller. */
7355static void upload_palette(struct wined3d_arbfp_blitter *blitter,
7356 const struct wined3d_texture *texture, struct wined3d_context *context)
7357{
7358 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7359 const struct wined3d_gl_info *gl_info = context->gl_info;
7360
7361 if (!blitter->palette_texture)
7362 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7363
7365 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7366
7367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7368
7369 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7370 /* Make sure we have discrete color levels. */
7371 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7372 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7373 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7374 if (palette)
7375 {
7376 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7378 }
7379 else
7380 {
7381 static const DWORD black;
7382 FIXME("P8 surface loaded without a palette.\n");
7383 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7385 }
7386
7387 /* Switch back to unit 0 in which the 2D texture will be stored. */
7388 context_active_texture(context, gl_info, 0);
7389}
7390
7391/* Context activation is done by the caller. */
7392static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7393{
7394 GLuint shader;
7396 char luminance_component;
7397
7398 if (type->use_color_key)
7399 FIXME("Implement YUV color keying.\n");
7400
7401 /* Shader header */
7403 {
7404 ERR("Failed to initialize shader buffer.\n");
7405 return 0;
7406 }
7407
7408 GL_EXTCALL(glGenProgramsARB(1, &shader));
7409 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7410 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7411 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7412 if (!shader)
7413 {
7415 return 0;
7416 }
7417
7418 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7419 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7420 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7421 * each single pixel it contains, and one U and one V value shared between both
7422 * pixels.
7423 *
7424 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7425 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7426 * take the format into account when generating the read swizzles
7427 *
7428 * Reading the Y value is straightforward - just sample the texture. The hardware
7429 * takes care of filtering in the horizontal and vertical direction.
7430 *
7431 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7432 * because that would mix the U and V values of one pixel or two adjacent pixels.
7433 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7434 * regardless of the filtering setting. Vertical filtering works automatically
7435 * though - the U and V values of two rows are mixed nicely.
7436 *
7437 * Apart of avoiding filtering issues, the code has to know which value it just
7438 * read, and where it can find the other one. To determine this, it checks if
7439 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7440 *
7441 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7442 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7443 *
7444 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7445 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7446 * in an unfiltered situation. Finding the luminance on the other hand requires
7447 * finding out if it is an odd or even pixel. The real drawback of this approach
7448 * is filtering. This would have to be emulated completely in the shader, reading
7449 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7450 * vertically. Beyond that it would require adjustments to the texture handling
7451 * code to deal with the width scaling
7452 */
7453 shader_addline(&buffer, "!!ARBfp1.0\n");
7454 shader_addline(&buffer, "TEMP luminance;\n");
7455 shader_addline(&buffer, "TEMP temp;\n");
7456 shader_addline(&buffer, "TEMP chroma;\n");
7457 shader_addline(&buffer, "TEMP texcrd;\n");
7458 shader_addline(&buffer, "TEMP texcrd2;\n");
7459 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7460 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7461 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7462
7463 switch (type->fixup)
7464 {
7465 case COMPLEX_FIXUP_UYVY:
7466 case COMPLEX_FIXUP_YUY2:
7467 if (!gen_planar_yuv_read(&buffer, type, &luminance_component))
7468 {
7470 return 0;
7471 }
7472 break;
7473
7474 case COMPLEX_FIXUP_YV12:
7475 if (!gen_yv12_read(&buffer, type, &luminance_component))
7476 {
7478 return 0;
7479 }
7480 break;
7481
7482 case COMPLEX_FIXUP_NV12:
7483 if (!gen_nv12_read(&buffer, type, &luminance_component))
7484 {
7486 return 0;
7487 }
7488 break;
7489
7490 default:
7491 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7493 return 0;
7494 }
7495
7496 /* Calculate the final result. Formula is taken from
7497 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7498 * ranges from -0.5 to 0.5
7499 */
7500 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7501
7502 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7503 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7504 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7505 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7506 shader_addline(&buffer, "END\n");
7507
7509
7511
7512 return shader;
7513}
7514
7515/* Context activation is done by the caller. */
7516static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7517{
7518 GLuint shader;
7520 const char *tex_target = arbfp_texture_target(type->res_type);
7521
7522 /* Shader header */
7524 {
7525 ERR("Failed to initialize shader buffer.\n");
7526 return 0;
7527 }
7528
7529 GL_EXTCALL(glGenProgramsARB(1, &shader));
7530 if (!shader)
7531 {
7533 return 0;
7534 }
7535 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7536
7537 shader_addline(&buffer, "!!ARBfp1.0\n");
7538
7539 if (type->use_color_key)
7540 {
7541 shader_addline(&buffer, "TEMP color;\n");
7542 shader_addline(&buffer, "TEMP less, greater;\n");
7543 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7544 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7545 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7546 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7547 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7548 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7549 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7550 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7551 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7552 shader_addline(&buffer, "MOV result.color, color;\n");
7553 }
7554 else
7555 {
7556 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7557 }
7558
7559 shader_addline(&buffer, "END\n");
7560
7562
7564
7565 return shader;
7566}
7567
7568/* Context activation is done by the caller. */
7570 const struct wined3d_texture *texture, unsigned int sub_resource_idx,
7571 const struct wined3d_color_key *color_key)
7572{
7573 enum complex_fixup fixup;
7574 const struct wined3d_gl_info *gl_info = context->gl_info;
7575 struct wine_rb_entry *entry;
7576 struct arbfp_blit_type type;
7577 struct arbfp_blit_desc *desc;
7578 struct wined3d_color float_color_key[2];
7579 struct wined3d_vec4 size;
7580 unsigned int level;
7581 GLuint shader;
7582
7583 level = sub_resource_idx % texture->level_count;
7586 size.z = 1.0f;
7587 size.w = 1.0f;
7588
7589 if (is_complex_fixup(texture->resource.format->color_fixup))
7590 fixup = get_complex_fixup(texture->resource.format->color_fixup);
7591 else
7592 fixup = COMPLEX_FIXUP_NONE;
7593
7594 switch (texture->target)
7595 {
7596 case GL_TEXTURE_1D:
7598 break;
7599
7600 case GL_TEXTURE_2D:
7602 break;
7603
7604 case GL_TEXTURE_3D:
7606 break;
7607
7610 break;
7611
7614 break;
7615
7616 default:
7617 ERR("Unexpected GL texture type %#x.\n", texture->target);
7619 }
7620 type.fixup = fixup;
7621 type.use_color_key = !!color_key;
7622 type.padding = 0;
7623
7624 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7625 {
7627 shader = desc->shader;
7628 }
7629 else
7630 {
7631 switch (fixup)
7632 {
7633 case COMPLEX_FIXUP_NONE:
7634 if (!is_identity_fixup(texture->resource.format->color_fixup))
7635 FIXME("Implement support for sign or swizzle fixups.\n");
7636 shader = arbfp_gen_plain_shader(gl_info, &type);
7637 break;
7638
7639 case COMPLEX_FIXUP_P8:
7640 shader = gen_p8_shader(gl_info, &type);
7641 break;
7642
7643 case COMPLEX_FIXUP_YUY2:
7644 case COMPLEX_FIXUP_UYVY:
7645 case COMPLEX_FIXUP_YV12:
7646 case COMPLEX_FIXUP_NV12:
7647 shader = gen_yuv_shader(gl_info, &type);
7648 break;
7649 }
7650
7651 if (!shader)
7652 {
7653 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7654 return E_NOTIMPL;
7655 }
7656
7657 if (!(desc = heap_alloc(sizeof(*desc))))
7658 goto err_out;
7659
7660 desc->type = type;
7661 desc->shader = shader;
7662 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7663 {
7664err_out:
7665 ERR("Out of memory\n");
7666 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7667 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7668 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7669 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7670 heap_free(desc);
7671 return E_OUTOFMEMORY;
7672 }
7673 }
7674
7675 if (fixup == COMPLEX_FIXUP_P8)
7676 upload_palette(blitter, texture, context);
7677
7678 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7679 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7680 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7681 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7682 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7683 checkGLcall("glProgramLocalParameter4fvARB");
7684 if (type.use_color_key)
7685 {
7686 wined3d_format_get_float_color_key(texture->resource.format, color_key, float_color_key);
7687 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7688 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7689 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7690 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7691 checkGLcall("glProgramLocalParameter4fvARB");
7692 }
7693
7694 return WINED3D_OK;
7695}
7696
7697/* Context activation is done by the caller. */
7698static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7699{
7700 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7701 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7702}
7703
7705 const struct wined3d_resource *src_resource, DWORD src_location,
7706 const struct wined3d_resource *dst_resource, DWORD dst_location)
7707{
7708 const struct wined3d_format *src_format = src_resource->format;
7709 const struct wined3d_format *dst_format = dst_resource->format;
7710 enum complex_fixup src_fixup;
7711 BOOL decompress;
7712
7713 if (!context->gl_info->supported[ARB_FRAGMENT_PROGRAM])
7714 return FALSE;
7715
7716 if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
7717 {
7720 else
7722 }
7723
7724 switch (blit_op)
7725 {
7727 if (!context->d3d_info->shader_color_key)
7728 {
7729 /* The conversion modifies the alpha channel so the color key might no longer match. */
7730 TRACE("Color keying not supported with converted textures.\n");
7731 return FALSE;
7732 }
7735 break;
7736
7737 default:
7738 TRACE("Unsupported blit_op=%d\n", blit_op);
7739 return FALSE;
7740 }
7741
7742 decompress = src_format && (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
7744 if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
7745 return FALSE;
7746
7747 src_fixup = get_complex_fixup(src_format->color_fixup);
7748 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7749 {
7750 TRACE("Checking support for fixup:\n");
7752 }
7753
7754 if (!is_identity_fixup(dst_format->color_fixup)
7755 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7756 {
7757 TRACE("Destination fixups are not supported\n");
7758 return FALSE;
7759 }
7760
7761 if (is_identity_fixup(src_format->color_fixup))
7762 {
7763 TRACE("[OK]\n");
7764 return TRUE;
7765 }
7766
7767 /* We only support YUV conversions. */
7768 if (!is_complex_fixup(src_format->color_fixup))
7769 {
7771 {
7772 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7773 return TRUE;
7774 }
7775
7776 TRACE("[FAILED]\n");
7777 return FALSE;
7778 }
7779
7780 switch(src_fixup)
7781 {
7782 case COMPLEX_FIXUP_YUY2:
7783 case COMPLEX_FIXUP_UYVY:
7784 case COMPLEX_FIXUP_YV12:
7785 case COMPLEX_FIXUP_NV12:
7786 case COMPLEX_FIXUP_P8:
7787 TRACE("[OK]\n");
7788 return TRUE;
7789
7790 default:
7791 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7792 TRACE("[FAILED]\n");
7793 return FALSE;
7794 }
7795}
7796
7798 struct wined3d_context *context, struct wined3d_surface *src_surface, DWORD src_location,
7799 const RECT *src_rect, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
7801{
7802 unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
7803 struct wined3d_texture *src_texture = src_surface->container;
7804 struct wined3d_texture *dst_texture = dst_surface->container;
7805 struct wined3d_device *device = dst_texture->resource.device;
7806 struct wined3d_arbfp_blitter *arbfp_blitter;
7807 struct wined3d_color_key alpha_test_key;
7808 struct wined3d_blitter *next;
7809 RECT s, d;
7810
7811 if (!arbfp_blit_supported(op, context, &src_texture->resource, src_location,
7812 &dst_texture->resource, dst_location))
7813 {
7814 if ((next = blitter->next))
7815 return next->ops->blitter_blit(next, op, context, src_surface, src_location,
7816 src_rect, dst_surface, dst_location, dst_rect, color_key, filter);
7817 }
7818
7819 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7820
7821 /* Now load the surface */
7823 && (surface_get_sub_resource(src_surface)->locations
7826 && !wined3d_resource_is_offscreen(&src_texture->resource))
7827 {
7828 unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
7829
7830 /* Without FBO blits transferring from the drawable to the texture is
7831 * expensive, because we have to flip the data in sysmem. Since we can
7832 * flip in the blitter, we don't actually need that flip anyway. So we
7833 * use the surface's texture as scratch texture, and flip the source
7834 * rectangle instead. */
7835 surface_load_fb_texture(src_surface, FALSE, context);
7836
7837 s = *src_rect;
7838 s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
7839 s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
7840 src_rect = &s;
7841 }
7842 else
7843 wined3d_texture_load(src_texture, context, FALSE);
7844
7846
7847 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7848 {
7849 d = *dst_rect;
7850 surface_translate_drawable_coords(dst_surface, context->win_handle, &d);
7851 dst_rect = &d;
7852 }
7853
7855 {
7856 GLenum buffer;
7857
7858 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7859 {
7860 TRACE("Destination surface %p is onscreen.\n", dst_surface);
7862 }
7863 else
7864 {
7865 TRACE("Destination surface %p is offscreen.\n", dst_surface);
7867 }
7868 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
7872 }
7873
7875 {
7876 const struct wined3d_format *fmt = src_texture->resource.format;
7877 alpha_test_key.color_space_low_value = 0;
7878 alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
7879 color_key = &alpha_test_key;
7880 }
7881
7882 arbfp_blit_set(arbfp_blitter, context, src_texture, src_sub_resource_idx, color_key);
7883
7884 /* Draw a textured quad */
7885 draw_textured_quad(src_texture, src_sub_resource_idx, context, src_rect, dst_rect, filter);
7886
7887 /* Leave the opengl state valid for blitting */
7888 arbfp_blit_unset(context->gl_info);
7889
7891 || (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)))
7892 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7893
7894 return dst_location;
7895}
7896
7897static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7898 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7899 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
7900{
7901 struct wined3d_blitter *next;
7902
7903 if ((next = blitter->next))
7904 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7905 clear_rects, draw_rect, flags, colour, depth, stencil);
7906}
7907
7909{
7913};
7914
7916{
7917 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7919
7920 if (device->shader_backend != &arb_program_shader_backend
7921 && device->shader_backend != &glsl_shader_backend)
7922 return;
7923
7924 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7925 return;
7926
7927 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7928 return;
7929
7930 if (!(blitter = heap_alloc(sizeof(*blitter))))
7931 {
7932 ERR("Failed to allocate blitter.\n");
7933 return;
7934 }
7935
7936 TRACE("Created blitter %p.\n", blitter);
7937
7938 blitter->blitter.ops = &arbfp_blitter_ops;
7939 blitter->blitter.next = *next;
7941 blitter->palette_texture = 0;
7942 *next = &blitter->blitter;
7943}
struct mke2fs_defaults settings[]
static int iteration
Definition: StackOverflow.c:16
char * strcat(char *DstString, const char *SrcString)
Definition: utclib.c:568
int strcmp(const char *String1, const char *String2)
Definition: utclib.c:469
char * strstr(char *String1, char *String2)
Definition: utclib.c:653
int memcmp(void *Buffer1, void *Buffer2, ACPI_SIZE Count)
Definition: utclib.c:112
ACPI_SIZE strlen(const char *String)
Definition: utclib.c:269
char * strcpy(char *DstString, const char *SrcString)
Definition: utclib.c:388
static int state
Definition: maze.c:121
static void * heap_alloc(size_t len)
Definition: appwiz.h:66
static BOOL heap_free(void *mem)
Definition: appwiz.h:76
static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup, const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color, BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
static BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new, const DWORD use_map, BOOL skip_int)
static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
static BOOL get_bool_const(const struct wined3d_shader_instruction *ins, const struct wined3d_shader *shader, DWORD idx)
static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
static BOOL gen_yv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type, char *luminance)
static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
static void shader_generate_arb_declarations(const struct wined3d_shader *shader, const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx)
static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
#define ARB_FFP_CONST_BUMPMAT(i)
static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader)
static void shader_arb_select(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state)
static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx, const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
static void pop_control_frame(const struct wined3d_shader_instruction *ins)
static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void shader_hw_call(const struct wined3d_shader_instruction *ins)
static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
const struct wined3d_shader_backend_ops arb_program_shader_backend
static void shader_hw_label(const struct wined3d_shader_instruction *ins)
static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context, const struct wined3d_resource *src_resource, DWORD src_location, const struct wined3d_resource *dst_resource, DWORD dst_location)
static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
#define TEX_PROJ
static const struct StateEntryTemplate arbfp_fragmentstate_template[]
static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst, char *write_mask)
static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
static void state_arb_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
#define TEX_LOD
static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
static const char * shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device, unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
static void shader_hw_else(const struct wined3d_shader_instruction *ins)
static BOOL gen_nv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type, char *luminance)
#define ARBFP_BLIT_PARAM_COLOR_KEY_LOW
static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
static const char * arbfp_texture_target(enum wined3d_gl_resource_type type)
static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE]
#define TEX_BIAS
#define ARB_FFP_CONST_CONSTANT(i)
static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer, const char *fragcolor, const char *tmp)
static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader, const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
#define ARB_FFP_CONST_SPECULAR_ENABLE
static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
arb_helper_value
@ ARB_VS_REL_OFFSET
@ ARB_EPS
@ ARB_ONE
@ ARB_0001
@ ARB_ZERO
@ ARB_TWO
static BOOL need_helper_const(const struct arb_vshader_private *shader_data, const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
static void tex_bumpenvlum_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst, const char *src, const char *one, const char *two, struct color_fixup_desc fixup, struct color_fixup_masks masks)
static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
#define TEX_DERIV
static DWORD negate_modifiers(DWORD mod, char *extra_char)
static struct arb_vs_compiled_shader * find_arb_vshader(struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args, const struct wined3d_shader_signature *ps_input_sig)
static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
#define ARBFP_BLIT_PARAM_SIZE
static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled, const struct wined3d_shader_signature *ps_input_sig)
static BOOL ffp_clip_emul(const struct wined3d_context *context)
static void shader_hw_break(const struct wined3d_shader_instruction *ins)
static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
static const char * shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
static BOOL gen_planar_yuv_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type, char *luminance)
static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data, const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
static void state_texfactor_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
#define ARB_FFP_CONST_COLOR_KEY_HIGH
static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data, const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants, const struct wined3d_vec4 *constants, char *dirty_consts)
static void free_recorded_instruction(struct list *list)
static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
const struct fragment_pipeline arbfp_fragment_pipeline
static void init_ps_input(const struct wined3d_shader *shader, const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
static void shader_arb_free(struct wined3d_device *device)
static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor, const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context *context, const struct wined3d_state *state, BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
static BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
static struct arb_ps_compiled_shader * find_arb_pshader(struct wined3d_shader *shader, const struct arb_ps_compile_args *args)
static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static const char * arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
static void shader_arb_free_context_data(struct wined3d_context *context)
static void arbfp_free(struct wined3d_device *device)
static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
static const char * get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
static void * arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
#define ARB_FFP_CONST_LUMINANCE(i)
static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
static void state_tss_constant_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
static const struct wined3d_blitter_ops arbfp_blitter_ops
static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx, const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args, const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer)
static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state)
static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct fragment_pipeline *fragment_pipe)
static void shader_arb_destroy(struct wined3d_shader *shader)
static const char * get_compare(enum wined3d_shader_rel_op op)
static void arbfp_free_context_data(struct wined3d_context *context)
static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader, const struct wined3d_context *context, const struct wined3d_state *state)
static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
#define ARB_FFP_CONST_COLOR_KEY_LOW
static const char *const shift_tab[]
static void find_arb_ps_compile_args(const struct wined3d_state *state, const struct wined3d_context *context, const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context *context, const struct wined3d_texture *texture, unsigned int sub_resource_idx, const struct wined3d_color_key *color_key)
static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
static void init_output_registers(const struct wined3d_shader *shader, const struct wined3d_shader_signature *ps_input_sig, struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
static void find_arb_vs_compile_args(const struct wined3d_state *state, const struct wined3d_context *context, const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
static void release_signature(struct wine_rb_entry *entry, void *context)
static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
static void upload_palette(struct wined3d_arbfp_blitter *blitter, const struct wined3d_texture *texture, struct wined3d_context *context)
static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
static const DWORD * find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
static void get_loop_control_const(const struct wined3d_shader_instruction *ins, const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *wined3d_dst, char *str)
static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state)
static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
static void shader_arb_init_context_state(struct wined3d_context *context)
#define ARB_FFP_CONST_TFACTOR
static const struct control_frame * find_last_loop(const struct shader_arb_ctx_priv *priv)
static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
#define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH
static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
#define WINE_DEFAULT_DEBUG_CHANNEL(t)
Definition: precomp.h:23
static WCHAR *(* get_line)(FILE *)
Definition: import.c:55
#define U(x)
Definition: wordpad.c:45
static void list_remove(struct list_entry *entry)
Definition: list.h:90
static void list_add_tail(struct list_entry *head, struct list_entry *entry)
Definition: list.h:83
static void list_add_head(struct list_entry *head, struct list_entry *entry)
Definition: list.h:76
static void list_init(struct list_entry *head)
Definition: list.h:51
INT copy(TCHAR source[MAX_PATH], TCHAR dest[MAX_PATH], INT append, DWORD lpdwFlags, BOOL bTouch)
Definition: copy.c:51
#define FIXME(fmt,...)
Definition: debug.h:111
#define WARN(fmt,...)
Definition: debug.h:112
#define ERR(fmt,...)
Definition: debug.h:110
Definition: list.h:37
Definition: _map.h:48
#define E_OUTOFMEMORY
Definition: ddrawi.h:100
#define E_NOTIMPL
Definition: ddrawi.h:99
#define E_FAIL
Definition: ddrawi.h:102
#define free
Definition: debug_ros.c:5
#define NULL
Definition: types.h:112
#define TRUE
Definition: types.h:120
#define FALSE
Definition: types.h:117
UINT op
Definition: effect.c:236
static const char * tex_type[]
Definition: shader.c:2384
void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
Definition: context.c:381
void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
Definition: context.c:2701
struct wined3d_context * context_acquire(const struct wined3d_device *device, struct wined3d_texture *texture, unsigned int sub_resource_idx)
Definition: context.c:4242
void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
Definition: context.c:2717
void context_invalidate_state(struct wined3d_context *context, DWORD state)
Definition: context.c:1652
void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
Definition: context.c:2981
struct wined3d_context * context_get_current(void)
Definition: context.c:1507
void context_release(struct wined3d_context *context)
Definition: context.c:1571
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
Definition: context.c:802
BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
Definition: resource.c:547
BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
Definition: shader.c:377
void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_context *context)
Definition: shader.c:3463
const float wined3d_srgb_const0[]
Definition: shader.c:36
void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
Definition: shader.c:3782
void string_buffer_free(struct wined3d_string_buffer *buffer)
Definition: shader.c:441
BOOL string_buffer_init(struct wined3d_string_buffer *buffer)
Definition: shader.c:428
int shader_addline(struct wined3d_string_buffer *buffer, const char *format,...)
Definition: shader.c:478
void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types)
Definition: shader.c:4073
const char * debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
Definition: shader.c:334
const float wined3d_srgb_const1[]
Definition: shader.c:38
unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
Definition: shader.c:1838
HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx, const DWORD *start, const DWORD *end)
Definition: shader.c:2558
void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
Definition: state.c:1115
void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
Definition: state.c:4988
void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
Definition: state.c:1289
void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
Definition: state.c:1299
GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
Definition: state.c:348
void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
Definition: state.c:293
void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb, struct wined3d_context *old_ctx)
Definition: surface.c:1710
void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
Definition: surface.c:188
void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect)
Definition: surface.c:2164
GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture)
Definition: texture.c:51
void wined3d_texture_load(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
Definition: texture.c:1066
const struct ffp_frag_desc * find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders, const struct ffp_frag_settings *settings)
Definition: utils.c:6076
const char * debug_shader_type(enum wined3d_shader_type type)
Definition: utils.c:4658
const char * debug_vec4(const struct wined3d_vec4 *v)
Definition: utils.c:3972
void wined3d_ftoa(float value, char *s)
Definition: utils.c:6429
int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
Definition: utils.c:6230
unsigned int idx
Definition: utils.c:41
void wined3d_format_get_float_color_key(const struct wined3d_format *format, const struct wined3d_color_key *key, struct wined3d_color *float_colors)
Definition: utils.c:5321
void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
Definition: utils.c:6083
void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state, struct ffp_frag_settings *settings, BOOL ignore_textype)
Definition: utils.c:5751
void dump_color_fixup_desc(struct color_fixup_desc fixup)
Definition: utils.c:4851
#define GetProcessHeap()
Definition: compat.h:736
#define FIXME_(x)
Definition: compat.h:77
#define TRACE_(x)
Definition: compat.h:76
#define HeapReAlloc
Definition: compat.h:734
#define TRACE_ON(x)
Definition: compat.h:75
#define WINE_DECLARE_DEBUG_CHANNEL(x)
Definition: compat.h:45
#define HEAP_ZERO_MEMORY
Definition: compat.h:134
unsigned int(__cdecl typeof(jpeg_read_scanlines))(struct jpeg_decompress_struct *
Definition: typeof.h:31
unsigned char
Definition: typeof.h:29
static void list_move_tail(struct list_head *list, struct list_head *head)
Definition: list.h:122
r parent
Definition: btrfs.c:3010
unsigned int BOOL
Definition: ntddk_ex.h:94
unsigned long DWORD
Definition: ntddk_ex.h:95
unsigned short WORD
Definition: ntddk_ex.h:93
return adapter
GLuint start
Definition: gl.h:1545
#define GL_TEXTURE1
Definition: gl.h:1751
#define GL_TEXTURE_MIN_FILTER
Definition: gl.h:649
GLint GLint GLsizei GLsizei GLsizei depth
Definition: gl.h:1546
#define GL_TEXTURE_WRAP_S
Definition: gl.h:646
GLint level
Definition: gl.h:1546
float GLfloat
Definition: gl.h:161
GLint GLint GLint GLint GLint x
Definition: gl.h:1548
#define GL_ALPHA_TEST
Definition: gl.h:366
GLuint GLuint GLsizei GLenum type
Definition: gl.h:1545
GLclampf GLclampf GLclampf alpha
Definition: gl.h:1740
#define GL_BGRA
Definition: gl.h:1485
unsigned int GLenum
Definition: gl.h:150
GLdouble s
Definition: gl.h:2039
unsigned int GLuint
Definition: gl.h:159
#define GL_RGB
Definition: gl.h:502
#define GL_TEXTURE_3D
Definition: gl.h:1515
#define GL_TEXTURE_ENV
Definition: gl.h:642
GLint GLint GLint GLint GLint GLint y
Definition: gl.h:1548
#define GL_NEAREST
Definition: gl.h:678
#define GL_TEXTURE_ENV_MODE
Definition: gl.h:643
GLuint GLuint GLsizei count
Definition: gl.h:1545
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: gl.h:1950
GLdouble GLdouble GLdouble r
Definition: gl.h:2055
#define GL_TEXTURE_MAG_FILTER
Definition: gl.h:648
int GLint
Definition: gl.h:156
#define GL_TEXTURE_2D
Definition: gl.h:645
#define GL_TEXTURE_1D
Definition: gl.h:644
#define GL_CLAMP_TO_EDGE
Definition: gl.h:1481
#define GL_REPLACE
Definition: gl.h:460
GLAPI void GLAPIENTRY glActiveTexture(GLenum texture)
#define GL_UNSIGNED_INT_8_8_8_8_REV
Definition: gl.h:1495
GLdouble GLdouble GLdouble GLdouble q
Definition: gl.h:2063
GLsizeiptr size
Definition: glext.h:5919
GLenum GLuint texture
Definition: glext.h:6295
#define GL_CLAMP_VERTEX_COLOR_ARB
Definition: glext.h:1622
#define GL_PROGRAM_ERROR_POSITION_ARB
Definition: glext.h:1400
GLenum GLenum GLenum GLenum GLenum scale
Definition: glext.h:9032
GLuint * samplers
Definition: glext.h:7280
GLenum src
Definition: glext.h:6340
GLsizei const GLint * locations
Definition: glext.h:10542
GLuint GLenum swizzle
Definition: glext.h:9511
#define GL_PROGRAM_FORMAT_ASCII_ARB
Definition: glext.h:1405
GLuint buffer
Definition: glext.h:5915
#define GL_PROGRAM_ERROR_STRING_ARB
Definition: glext.h:1404
#define GL_FRAGMENT_PROGRAM_ARB
Definition: glext.h:1466
GLuint color
Definition: glext.h:6243
#define GL_FIXED_ONLY_ARB
Definition: glext.h:1625
GLuint GLuint GLuint GLuint arg1
Definition: glext.h:9513
#define GL_COLOR_ATTACHMENT0
Definition: glext.h:1714
GLuint shader
Definition: glext.h:6030
GLenum GLint GLuint mask
Definition: glext.h:6028
GLuint GLuint GLuint GLuint GLuint GLuint GLuint arg2
Definition: glext.h:9514
#define GL_TEXTURE_CUBE_MAP_ARB
Definition: glext.h:1230
const GLuint * shaders
Definition: glext.h:7538
#define GL_DRAW_FRAMEBUFFER
Definition: glext.h:1699
GLenum GLenum dst
Definition: glext.h:6340
GLboolean GLenum GLenum GLvoid * values
Definition: glext.h:5666
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
Definition: glext.h:7005
GLbitfield flags
Definition: glext.h:7161
GLuint GLfloat * val
Definition: glext.h:7180
GLfloat GLfloat p
Definition: glext.h:8902
GLboolean enable
Definition: glext.h:11120
#define GL_TEXTURE_RECTANGLE_ARB
Definition: glext.h:1614
GLfloat param
Definition: glext.h:5796
GLenum GLenum GLenum input
Definition: glext.h:9031
#define GL_VERTEX_PROGRAM_ARB
Definition: glext.h:1385
GLubyte GLubyte GLubyte GLubyte w
Definition: glext.h:6102
#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
Definition: glext.h:1429
GLint GLfloat GLint stencil
Definition: glext.h:6260
GLdouble GLdouble z
Definition: glext.h:5874
GLintptr offset
Definition: glext.h:5920
GLenum target
Definition: glext.h:7315
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean flag
Definition: glfuncs.h:52
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
Definition: glfuncs.h:248
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint GLint GLint j
Definition: glfuncs.h:250
const struct wined3d_shader_backend_ops glsl_shader_backend
static int mod
Definition: i386-dis.c:1288
static int reg
Definition: i386-dis.c:1290
static double two
Definition: jn_yn.c:52
#define FAILED(hr)
Definition: intsafe.h:51
uint32_t entry
Definition: isohybrid.c:63
#define d
Definition: ke_i.h:81
#define e
Definition: ke_i.h:82
#define debugstr_a
Definition: kernel32.h:31
if(dx< 0)
Definition: linetemp.h:194
#define WARN_ON(c)
Definition: module.h:257
static PVOID ptr
Definition: dispmode.c:27
#define sprintf(buf, format,...)
Definition: sprintf.c:55
static const WCHAR desc[]
Definition: protectdata.c:36
const DWORD bools[16]
Definition: shader.c:6193
static const char * dst_format
Definition: dib.c:1133
static const BYTE masks[8]
Definition: dib.c:2760
static const MAT2 mat
Definition: font.c:66
constants
Definition: resource.c:29
static vector_t * vs
Definition: server.c:127
static float(__cdecl *square_half_float)(float x
static HPALETTE palette
Definition: clipboard.c:1345
#define shift
Definition: input.c:1755
static const char * target_type(DWORD dwType)
Definition: mixer.c:95
#define min(a, b)
Definition: monoChain.cc:55
#define mul(aa, bb)
Definition: mvAesAlg.c:25
unsigned int UINT
Definition: ndis.h:50
#define REP
Definition: patmatch.h:52
static unsigned __int64 next
Definition: rand_nt.c:6
const WCHAR * str
#define WARN_(ch,...)
Definition: debug.h:157
#define FIXME_ON(ch)
Definition: debug.h:407
static void * heap_calloc(SIZE_T count, SIZE_T size)
Definition: heap.h:49
#define LIST_FOR_EACH_ENTRY(elem, list, type, field)
Definition: list.h:198
#define LIST_FOR_EACH_ENTRY_SAFE(cursor, cursor2, list, type, field)
Definition: list.h:204
static void wine_rb_destroy(struct wine_rb_tree *tree, wine_rb_traverse_func_t *callback, void *context)
Definition: rbtree.h:198
#define WINE_RB_ENTRY_VALUE(element, type, field)
Definition: rbtree.h:31
static struct wine_rb_entry * wine_rb_get(const struct wine_rb_tree *tree, const void *key)
Definition: rbtree.h:203
static void wine_rb_init(struct wine_rb_tree *tree, wine_rb_compare_func_t compare)
Definition: rbtree.h:179
static int wine_rb_put(struct wine_rb_tree *tree, const void *key, struct wine_rb_entry *entry)
Definition: rbtree.h:215
#define memset(x, y, z)
Definition: compat.h:39
#define args
Definition: format.c:66
int one
Definition: sehframes.cpp:28
int zero
Definition: sehframes.cpp:29
#define TRACE(s)
Definition: solgame.cpp:4
unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3]
struct ps_compile_args super
unsigned char numbumpenvmatconsts
struct arb_ps_np2fixup_info np2fixup_info
struct stb_const_desc bumpenvmatconst[MAX_TEXTURES]
UINT int_consts[WINED3D_MAX_CONSTS_I]
struct stb_const_desc luminanceconst[MAX_TEXTURES]
struct ps_np2fixup_info super
struct arb_ps_compiled_shader * gl_shaders
unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3]
union arb_vs_compile_args::@268 clip
union arb_vs_compile_args::@269 vertex
struct arb_vs_compile_args::@268::@270 boolclip
struct vs_compile_args super
unsigned char clipplane_mask
unsigned char clip_texcoord
UINT int_consts[WINED3D_MAX_CONSTS_I]
struct arb_vs_compiled_shader * gl_shaders
struct wine_rb_entry entry
enum wined3d_gl_resource_type res_type
enum complex_fixup fixup
struct ffp_frag_desc parent
Definition: match.c:390
unsigned short x_source
unsigned short w_source
unsigned short y_source
unsigned short z_source
union constant::@236 value[4]
Definition: http.c:7252
unsigned int loop
union control_frame::@267 no
struct wined3d_shader_loop_control loop_control
unsigned int ifc
enum control_frame::@266 type
Definition: devices.h:37
Definition: dsound.c:943
DWORD MaxSimultaneousTextures
DWORD MaxTextureBlendStages
Definition: copy.c:22
Definition: parser.c:49
Definition: list.h:15
Definition: name.c:39
struct wine_rb_entry entry
struct wined3d_shader_signature sig
struct wined3d_shader_instruction ins
Definition: send.c:48
const char * ps_input[MAX_REG_INPUT]
const char * vs_output[MAX_REG_OUTPUT]
const char * color_output[2]
enum shader_arb_ctx_priv::@271 target_version
const struct arb_vs_compiled_shader * compiled_vprog
const struct arb_ps_compiled_shader * compiled_fprog
const struct arb_ps_compile_args * cur_ps_args
const struct arb_vs_compile_args * cur_vs_args
struct arb_ps_np2fixup_info * cur_np2fixup_info
const char * texcrd_output[8]
struct wine_rb_tree signature_tree
const struct arb_ps_compiled_shader * compiled_fprog
const struct arb_vs_compiled_shader * compiled_vprog
char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F]
unsigned int highest_dirty_vs_const
const struct fragment_pipeline * fragment_pipe
char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F]
struct wine_rb_tree fragment_shaders
const struct wined3d_context * last_context
unsigned int highest_dirty_ps_const
const struct wined3d_vertex_pipe_ops * vertex_pipe
unsigned int vs_version
unsigned int cs_version
DWORD vs_uniform_count
DWORD ps_uniform_count
unsigned int hs_version
unsigned int gs_version
unsigned int ps_version
unsigned int ds_version
unsigned char texunit
LONG top
Definition: windef.h:307
Definition: rbtree.h:36
struct wined3d_blitter blitter
struct wine_rb_tree shaders
struct wined3d_blitter * next
DWORD color_space_high_value
Definition: wined3d.h:1982
DWORD color_space_low_value
Definition: wined3d.h:1980
const struct wined3d_gl_info * gl_info
struct wined3d_d3d_limits limits
unsigned int flags[WINED3D_GL_RES_TYPE_COUNT]
enum wined3d_format_id id
struct color_fixup_desc color_fixup
BOOL supported[WINED3D_GL_EXT_COUNT]
struct opengl_funcs gl_ops
struct wined3d_gl_limits limits
unsigned int access
const struct wined3d_format * format
unsigned int max_sm_vs
unsigned int max_sm_ps
struct wined3d_shader_register reg
const struct wined3d_shader_src_param * src
const struct wined3d_shader_dst_param * dst
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
const struct wined3d_shader_context * ctx
union wined3d_shader_reg_maps::@279 u
struct wined3d_shader_version shader_version
DWORD texcoord_mask[MAX_REG_TEXCRD]
struct wined3d_shader_register_index idx[2]
enum wined3d_component_type component_type
Definition: wined3d.h:2038
enum wined3d_sysval_semantic sysval_semantic
Definition: wined3d.h:2037
struct wined3d_shader_signature_element * elements
Definition: wined3d.h:2046
enum wined3d_shader_src_modifier modifiers
struct wined3d_shader_register reg
struct wined3d_pixel_shader ps
struct wined3d_shader_reg_maps reg_maps
struct wined3d_texture * container
struct wined3d_swapchain * swapchain
struct wined3d_resource resource
#define max(a, b)
Definition: svc.c:63
#define LIST_ENTRY(type)
Definition: queue.h:175
#define new(TYPE, numElems)
Definition: treelist.c:54
#define CONTAINING_RECORD(address, type, field)
Definition: typedefs.h:260
Definition: pdh_main.c:94
static HRESULT compile_args(compile_ctx_t *ctx, expression_t *args, unsigned *ret)
Definition: compile.c:410
int ret
#define WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
Definition: wined3d.h:1162
#define WINED3DTEXOPCAPS_ADD
Definition: wined3d.h:1151
#define WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
Definition: wined3d.h:1163
#define WINED3DTA_TEMP
Definition: wined3d.h:872
#define WINED3DTA_SPECULAR
Definition: wined3d.h:871
#define WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
Definition: wined3d.h:1156
@ WINED3D_FOG_NONE
Definition: wined3d.h:471
#define WINED3DTA_COMPLEMENT
Definition: wined3d.h:874
@ WINED3D_DECL_USAGE_PSIZE
Definition: wined3d.h:790
@ WINED3D_DECL_USAGE_POSITION
Definition: wined3d.h:786
@ WINED3D_DECL_USAGE_COLOR
Definition: wined3d.h:796
@ WINED3D_DECL_USAGE_TEXCOORD
Definition: wined3d.h:791
@ WINED3D_DECL_USAGE_FOG
Definition: wined3d.h:797
@ WINED3D_RS_TEXTUREFACTOR
Definition: wined3d.h:314
@ WINED3D_RS_COLORKEYENABLE
Definition: wined3d.h:300
@ WINED3D_RS_FOGCOLOR
Definition: wined3d.h:293
@ WINED3D_RS_SHADEMODE
Definition: wined3d.h:271
@ WINED3D_RS_FOGEND
Definition: wined3d.h:296
@ WINED3D_RS_SRGBWRITEENABLE
Definition: wined3d.h:377
@ WINED3D_RS_FOGSTART
Definition: wined3d.h:295
@ WINED3D_RS_FOGTABLEMODE
Definition: wined3d.h:294
@ WINED3D_RS_CLIPPLANEENABLE
Definition: wined3d.h:337
@ WINED3D_RS_FOGENABLE
Definition: wined3d.h:287
@ WINED3D_RS_ALPHAREF
Definition: wined3d.h:283
@ WINED3D_RS_SPECULARENABLE
Definition: wined3d.h:288
@ WINED3D_RS_CLIPPING
Definition: wined3d.h:323
@ WINED3D_RS_FOGVERTEXMODE
Definition: wined3d.h:327
@ WINED3D_RS_FOGDENSITY
Definition: wined3d.h:297
@ WINED3D_RS_ALPHATESTENABLE
Definition: wined3d.h:277
@ WINED3D_RS_ALPHAFUNC
Definition: wined3d.h:284
#define WINED3D_OK
Definition: wined3d.h:37
#define WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
Definition: wined3d.h:1167
#define WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
Definition: wined3d.h:1157
#define WINED3DTEXOPCAPS_MODULATE2X
Definition: wined3d.h:1149
#define WINED3D_RESOURCE_ACCESS_GPU
Definition: wined3d.h:55
#define WINED3DTA_SELECTMASK
Definition: wined3d.h:866
#define WINED3DTEXOPCAPS_DISABLE
Definition: wined3d.h:1145
#define WINED3DTEXOPCAPS_SELECTARG1
Definition: wined3d.h:1146
#define WINED3DTA_TFACTOR
Definition: wined3d.h:870
#define WINED3DTEXOPCAPS_SUBTRACT
Definition: wined3d.h:1154
wined3d_texture_filter_type
Definition: wined3d.h:684
@ WINED3D_TSS_COLOR_ARG2
Definition: wined3d.h:577
@ WINED3D_TSS_BUMPENV_LOFFSET
Definition: wined3d.h:587
@ WINED3D_TSS_ALPHA_OP
Definition: wined3d.h:578
@ WINED3D_TSS_BUMPENV_MAT11
Definition: wined3d.h:584
@ WINED3D_TSS_COLOR_OP
Definition: wined3d.h:575
@ WINED3D_TSS_BUMPENV_MAT10
Definition: wined3d.h:583
@ WINED3D_TSS_ALPHA_ARG2
Definition: wined3d.h:580
@ WINED3D_TSS_CONSTANT
Definition: wined3d.h:592
@ WINED3D_TSS_BUMPENV_MAT01
Definition: wined3d.h:582
@ WINED3D_TSS_ALPHA_ARG0
Definition: wined3d.h:590
@ WINED3D_TSS_BUMPENV_LSCALE
Definition: wined3d.h:586
@ WINED3D_TSS_COLOR_ARG0
Definition: wined3d.h:589
@ WINED3D_TSS_COLOR_ARG1
Definition: wined3d.h:576
@ WINED3D_TSS_ALPHA_ARG1
Definition: wined3d.h:579
@ WINED3D_TSS_RESULT_ARG
Definition: wined3d.h:591
@ WINED3D_TSS_BUMPENV_MAT00
Definition: wined3d.h:581
@ WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
Definition: wined3d.h:588
#define WINED3DTEXOPCAPS_BUMPENVMAP
Definition: wined3d.h:1166
#define WINED3DTA_CURRENT
Definition: wined3d.h:868
#define WINED3DTEXOPCAPS_ADDSIGNED2X
Definition: wined3d.h:1153
#define WINED3DTEXOPCAPS_MODULATE4X
Definition: wined3d.h:1150
@ WINED3D_TOP_SELECT_ARG1
Definition: wined3d.h:610
@ WINED3D_TOP_DISABLE
Definition: wined3d.h:609
@ WINED3D_TOP_BLEND_DIFFUSE_ALPHA
Definition: wined3d.h:620
@ WINED3D_TOP_ADD
Definition: wined3d.h:615
@ WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
Definition: wined3d.h:623
@ WINED3D_TOP_BLEND_CURRENT_ALPHA
Definition: wined3d.h:624
@ WINED3D_TOP_ADD_SIGNED_2X
Definition: wined3d.h:617
@ WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
Definition: wined3d.h:629
@ WINED3D_TOP_MULTIPLY_ADD
Definition: wined3d.h:633
@ WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
Definition: wined3d.h:628
@ WINED3D_TOP_SUBTRACT
Definition: wined3d.h:618
@ WINED3D_TOP_BUMPENVMAP_LUMINANCE
Definition: wined3d.h:631
@ WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
Definition: wined3d.h:627
@ WINED3D_TOP_MODULATE
Definition: wined3d.h:612
@ WINED3D_TOP_BUMPENVMAP
Definition: wined3d.h:630
@ WINED3D_TOP_MODULATE_4X
Definition: wined3d.h:614
@ WINED3D_TOP_SELECT_ARG2
Definition: wined3d.h:611
@ WINED3D_TOP_LERP
Definition: wined3d.h:634
@ WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
Definition: wined3d.h:626
@ WINED3D_TOP_BLEND_TEXTURE_ALPHA
Definition: wined3d.h:621
@ WINED3D_TOP_ADD_SIGNED
Definition: wined3d.h:616
@ WINED3D_TOP_DOTPRODUCT3
Definition: wined3d.h:632
@ WINED3D_TOP_ADD_SMOOTH
Definition: wined3d.h:619
@ WINED3D_TOP_MODULATE_2X
Definition: wined3d.h:613
@ WINED3D_TOP_BLEND_FACTOR_ALPHA
Definition: wined3d.h:622
#define WINED3DTEXOPCAPS_ADDSMOOTH
Definition: wined3d.h:1155
#define WINED3DTA_ALPHAREPLICATE
Definition: wined3d.h:875
@ WINED3D_TTFF_COUNT3
Definition: wined3d.h:602
#define WINED3DPMISCCAPS_TSSARGTEMP
Definition: wined3d.h:1101
#define WINED3DTEXOPCAPS_MULTIPLYADD
Definition: wined3d.h:1169
#define WINED3D_HIGHEST_TEXTURE_STATE
Definition: wined3d.h:595
#define WINED3DTEXOPCAPS_BLENDFACTORALPHA
Definition: wined3d.h:1158
#define WINED3DTA_DIFFUSE
Definition: wined3d.h:867
#define WINED3DTEXOPCAPS_ADDSIGNED
Definition: wined3d.h:1152
#define WINED3DTEXOPCAPS_DOTPRODUCT3
Definition: wined3d.h:1168
#define WINED3DTA_CONSTANT
Definition: wined3d.h:873
#define WINED3DTEXOPCAPS_LERP
Definition: wined3d.h:1170
#define WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
Definition: wined3d.h:1159
#define WINED3DTEXOPCAPS_SELECTARG2
Definition: wined3d.h:1147
#define WINED3DTEXOPCAPS_MODULATE
Definition: wined3d.h:1148
#define WINED3DTA_TEXTURE
Definition: wined3d.h:869
#define WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
Definition: wined3d.h:1165
#define WINED3DTEXOPCAPS_BLENDCURRENTALPHA
Definition: wined3d.h:1160
#define WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
Definition: wined3d.h:1164
@ NV_VERTEX_PROGRAM3
Definition: wined3d_gl.h:204
@ NV_FRAGMENT_PROGRAM2
Definition: wined3d_gl.h:189
@ WINED3D_GL_EXT_NONE
Definition: wined3d_gl.h:37
@ ARB_FRAGMENT_PROGRAM
Definition: wined3d_gl.h:70
@ ARB_VERTEX_PROGRAM
Definition: wined3d_gl.h:139
@ ARB_FRAMEBUFFER_SRGB
Definition: wined3d_gl.h:74
@ NV_VERTEX_PROGRAM
Definition: wined3d_gl.h:200
@ NV_FRAGMENT_PROGRAM_OPTION
Definition: wined3d_gl.h:190
@ ARB_COLOR_BUFFER_FLOAT
Definition: wined3d_gl.h:50
@ ARB_TEXTURE_RECTANGLE
Definition: wined3d_gl.h:125
@ WINED3D_GL_LEGACY_CONTEXT
Definition: wined3d_gl.h:213
@ NV_VERTEX_PROGRAM2_OPTION
Definition: wined3d_gl.h:203
@ ARB_CLIP_CONTROL
Definition: wined3d_gl.h:49
@ EXT_GPU_PROGRAM_PARAMETERS
Definition: wined3d_gl.h:161
static void shader_get_position_fixup(const struct wined3d_context *context, const struct wined3d_state *state, float *position_fixup)
#define WINED3D_SHADER_CONST_PS_BUMP_ENV
#define WINED3DSP_WRITEMASK_ALL
@ proj_none
@ proj_count3
@ proj_count4
static unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture, unsigned int level)
#define MAX_REG_OUTPUT
#define WINED3DSP_WRITEMASK_0
wined3d_shader_rel_op
@ WINED3D_SHADER_REL_OP_GT
@ WINED3D_SHADER_REL_OP_LE
@ WINED3D_SHADER_REL_OP_GE
@ WINED3D_SHADER_REL_OP_EQ
@ WINED3D_SHADER_REL_OP_LT
@ WINED3D_SHADER_REL_OP_NE
#define MAX_FRAGMENT_SAMPLERS
@ WINED3DSIH_LIT
@ WINED3DSIH_DP4
@ WINED3DSIH_MUL
@ WINED3DSIH_M3x3
@ WINED3DSIH_ABS
@ WINED3DSIH_LRP
@ WINED3DSIH_DST
@ WINED3DSIH_LOOP
@ WINED3DSIH_M3x4
@ WINED3DSIH_SUB
@ WINED3DSIH_RCP
@ WINED3DSIH_ENDIF
@ WINED3DSIH_EXP
@ WINED3DSIH_IF
@ WINED3DSIH_LOG
@ WINED3DSIH_MOV
@ WINED3DSIH_CRS
@ WINED3DSIH_ELSE
@ WINED3DSIH_RSQ
@ WINED3DSIH_ADD
@ WINED3DSIH_FRC
@ WINED3DSIH_DSX
@ WINED3DSIH_ENDREP
@ WINED3DSIH_TEXBEML
@ WINED3DSIH_M3x2
@ WINED3DSIH_MIN
@ WINED3DSIH_TABLE_SIZE
@ WINED3DSIH_SLT
@ WINED3DSIH_DP3
@ WINED3DSIH_REP
@ WINED3DSIH_IFC
@ WINED3DSIH_ENDLOOP
@ WINED3DSIH_MOVA
@ WINED3DSIH_M4x3
@ WINED3DSIH_MAD
@ WINED3DSIH_EXPP
@ WINED3DSIH_SGE
@ WINED3DSIH_M4x4
@ WINED3DSIH_LOGP
@ WINED3DSIH_MAX
#define WINED3D_QUIRK_NV_CLIP_BROKEN
#define WINED3DSP_WRITEMASK_3
#define WINED3DSI_TEXLD_BIAS
#define WINED3D_PSARGS_PROJECTED
static unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture, unsigned int level)
#define WINED3D_FRAGMENT_CAP_COLOR_KEY
wined3d_shader_src_modifier
@ WINED3DSPSM_ABSNEG
@ WINED3DSPSM_X2NEG
@ WINED3DSPSM_BIAS
@ WINED3DSPSM_BIASNEG
@ WINED3DSPSM_COMP
@ WINED3DSPSM_ABS
@ WINED3DSPSM_NOT
@ WINED3DSPSM_SIGNNEG
@ WINED3DSPSM_DW
@ WINED3DSPSM_X2
@ WINED3DSPSM_SIGN
@ WINED3DSPSM_NONE
@ WINED3DSPSM_NEG
@ WINED3DSPSM_DZ
#define ARG_UNUSED
static BOOL use_vs(const struct wined3d_state *state)
#define WINED3D_MAX_PS_CONSTS_F
#define WINED3D_SHADER_CONST_PS_F
static unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT
@ WINED3DSPDM_MSAMPCENTROID
@ WINED3DSPDM_PARTIALPRECISION
@ WINED3DSPDM_SATURATE
#define WINED3D_MAX_VS_CONSTS_F
#define MAX_REG_INPUT
static enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
#define STATE_SHADER(a)
#define WINED3D_QUIRK_BROKEN_ARB_FOG
static BOOL is_complex_fixup(struct color_fixup_desc fixup)
#define WINED3D_CONST_NUM_UNUSED
#define GL_EXTCALL(f)
fixup_channel_source
@ CHANNEL_SOURCE_ONE
@ CHANNEL_SOURCE_W
@ CHANNEL_SOURCE_X
@ CHANNEL_SOURCE_ZERO
@ CHANNEL_SOURCE_Z
@ CHANNEL_SOURCE_Y
wined3d_shader_resource_type
@ WINED3D_SHADER_RESOURCE_TEXTURE_3D
@ WINED3D_SHADER_RESOURCE_TEXTURE_2D
@ WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
@ WINED3D_SHADER_RESOURCE_TEXTURE_1D
static struct wined3d_texture_sub_resource * surface_get_sub_resource(struct wined3d_surface *surface)
@ tempreg
#define MAX_TEXTURES
#define WINED3D_FRAGMENT_CAP_SRGB_WRITE
@ VS_FOG_Z
static unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture, unsigned int level)
#define WINED3D_SHADER_VERSION(major, minor)
#define WINED3D_SHADER_CAP_SRGB_WRITE
#define WINED3D_SHADER_CONST_PS_NP2_FIXUP
#define GL_EXT_EMUL_EXT_FOG_COORD
#define GL_EXT_EMUL_ARB_MULTITEXTURE
static void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
fogsource
@ FOGSOURCE_VS
@ FOGSOURCE_COORD
@ FOGSOURCE_FFP
static BOOL is_identity_fixup(struct color_fixup_desc fixup)
#define WINED3D_SHADER_CONST_VS_F
wined3d_gl_resource_type
@ WINED3D_GL_RES_TYPE_TEX_3D
@ WINED3D_GL_RES_TYPE_TEX_CUBE
@ WINED3D_GL_RES_TYPE_TEX_2D
@ WINED3D_GL_RES_TYPE_TEX_RECT
@ WINED3D_GL_RES_TYPE_TEX_1D
@ WINED3DSPR_COLOROUT
@ WINED3DSPR_LOOP
@ WINED3DSPR_CONST
@ WINED3DSPR_CONSTINT
@ WINED3DSPR_ATTROUT
@ WINED3DSPR_ADDR
@ WINED3DSPR_RASTOUT
@ WINED3DSPR_INPUT
@ WINED3DSPR_TEMP
@ WINED3DSPR_DEPTHOUT
@ WINED3DSPR_TEXCRDOUT
@ WINED3DSPR_TEXTURE
@ WINED3DSPR_MISCTYPE
#define WINED3D_LOCATION_TEXTURE_RGB
#define ORM_BACKBUFFER
#define WINED3D_FRAGMENT_CAP_PROJ_CONTROL
#define WINED3DSP_NOSWIZZLE
#define WINED3DSI_TEXLD_PROJECT
static BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
void(* SHADER_HANDLER)(const struct wined3d_shader_instruction *)
static DWORD wined3d_extract_bits(const DWORD *bitstream, unsigned int offset, unsigned int count)
#define WINED3D_MAX_CONSTS_B
#define WINED3D_LOCATION_DRAWABLE
#define eps
wined3d_shader_type
@ WINED3D_SHADER_TYPE_HULL
@ WINED3D_SHADER_TYPE_PIXEL
@ WINED3D_SHADER_TYPE_GEOMETRY
@ WINED3D_SHADER_TYPE_DOMAIN
@ WINED3D_SHADER_TYPE_COMPUTE
@ WINED3D_SHADER_TYPE_VERTEX
static BOOL use_ps(const struct wined3d_state *state)
#define WINED3D_QUIRK_SET_TEXCOORD_W
complex_fixup
@ COMPLEX_FIXUP_P8
@ COMPLEX_FIXUP_YUY2
@ COMPLEX_FIXUP_UYVY
@ COMPLEX_FIXUP_NV12
@ COMPLEX_FIXUP_YV12
@ COMPLEX_FIXUP_NONE
#define STATE_TEXTURESTAGE(stage, num)
#define WINED3D_SHADER_CAP_VS_CLIPPING
#define WINED3D_MAX_CONSTS_I
#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
@ WINED3D_FFP_PS_FOG_EXP
@ WINED3D_FFP_PS_FOG_OFF
@ WINED3D_FFP_PS_FOG_EXP2
@ WINED3D_FFP_PS_FOG_LINEAR
@ pretransformed
@ vertexshader
@ fixedfunction
#define WINED3DFMT_FLAG_STENCIL
#define MAX_REG_TEXCRD
#define WINED3DFMT_FLAG_COMPRESSED
#define ORM_FBO
#define WINED3DFMT_FLAG_DEPTH
static BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
#define STATE_FRAMEBUFFER
#define checkGLcall(A)
#define STATE_RENDER(a)
#define STATE_COLOR_KEY
static unsigned int wined3d_popcount(unsigned int x)
wined3d_blit_op
@ WINED3D_BLIT_OP_COLOR_BLIT_CKEY
@ WINED3D_BLIT_OP_RAW_BLIT
@ WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
@ WINED3D_BLIT_OP_DEPTH_BLIT
@ WINED3D_BLIT_OP_COLOR_BLIT
#define WINED3DSP_WRITEMASK_2
#define WINED3DSP_WRITEMASK_1
unsigned char BYTE
Definition: xxhash.c:193