| /* |
| * Pixel and vertex shaders implementation using ARB_vertex_program |
| * and ARB_fragment_program GL extensions. |
| * |
| * Copyright 2002-2003 Jason Edmeades |
| * Copyright 2002-2003 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2006 Ivan Gyurdiev |
| * Copyright 2006 Jason Green |
| * Copyright 2006 Henri Verbeet |
| * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers |
| * Copyright 2009 Henri Verbeet for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wine/port.h" |
| |
| #include <math.h> |
| #include <stdio.h> |
| |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_constants); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); |
| |
| static BOOL shader_is_pshader_version(enum wined3d_shader_type type) |
| { |
| return type == WINED3D_SHADER_TYPE_PIXEL; |
| } |
| |
| static BOOL shader_is_vshader_version(enum wined3d_shader_type type) |
| { |
| return type == WINED3D_SHADER_TYPE_VERTEX; |
| } |
| |
| static const char *get_line(const char **ptr) |
| { |
| const char *p, *q; |
| |
| p = *ptr; |
| if (!(q = strstr(p, "\n"))) |
| { |
| if (!*p) return NULL; |
| *ptr += strlen(p); |
| return p; |
| } |
| *ptr = q + 1; |
| |
| return p; |
| } |
| |
| enum arb_helper_value |
| { |
| ARB_ZERO, |
| ARB_ONE, |
| ARB_TWO, |
| ARB_0001, |
| ARB_EPS, |
| |
| ARB_VS_REL_OFFSET |
| }; |
| |
| static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value) |
| { |
| if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL) |
| { |
| ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader)); |
| return "bad"; |
| } |
| |
| if (shader == WINED3D_SHADER_TYPE_PIXEL) |
| { |
| switch (value) |
| { |
| case ARB_ZERO: return "ps_helper_const.x"; |
| case ARB_ONE: return "ps_helper_const.y"; |
| case ARB_TWO: return "coefmul.x"; |
| case ARB_0001: return "ps_helper_const.xxxy"; |
| case ARB_EPS: return "ps_helper_const.z"; |
| default: break; |
| } |
| } |
| else |
| { |
| switch (value) |
| { |
| case ARB_ZERO: return "helper_const.x"; |
| case ARB_ONE: return "helper_const.y"; |
| case ARB_TWO: return "helper_const.z"; |
| case ARB_EPS: return "helper_const.w"; |
| case ARB_0001: return "helper_const.xxxy"; |
| case ARB_VS_REL_OFFSET: return "rel_addr_const.y"; |
| } |
| } |
| FIXME("Unmanaged %s shader helper constant requested: %u.\n", |
| shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value); |
| switch (value) |
| { |
| case ARB_ZERO: return "0.0"; |
| case ARB_ONE: return "1.0"; |
| case ARB_TWO: return "2.0"; |
| case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}"; |
| case ARB_EPS: return "1e-8"; |
| default: return "bad"; |
| } |
| } |
| |
| static inline BOOL ffp_clip_emul(const struct wined3d_context *context) |
| { |
| return context->lowest_disabled_stage < 7; |
| } |
| |
| /* ARB_program_shader private data */ |
| |
| struct control_frame |
| { |
| struct list entry; |
| enum |
| { |
| IF, |
| IFC, |
| LOOP, |
| REP |
| } type; |
| BOOL muting; |
| BOOL outer_loop; |
| union |
| { |
| unsigned int loop; |
| unsigned int ifc; |
| } no; |
| struct wined3d_shader_loop_control loop_control; |
| BOOL had_else; |
| }; |
| |
| struct arb_ps_np2fixup_info |
| { |
| struct ps_np2fixup_info super; |
| /* For ARB we need an offset value: |
| * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a |
| * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone" |
| * array we need an offset to the index inside the program local parameter array. */ |
| UINT offset; |
| }; |
| |
| struct arb_ps_compile_args |
| { |
| struct ps_compile_args super; |
| WORD bools; |
| WORD clip; /* only a boolean, use a WORD for alignment */ |
| unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3]; |
| }; |
| |
| struct stb_const_desc |
| { |
| unsigned char texunit; |
| UINT const_num; |
| }; |
| |
| struct arb_ps_compiled_shader |
| { |
| struct arb_ps_compile_args args; |
| struct arb_ps_np2fixup_info np2fixup_info; |
| struct stb_const_desc bumpenvmatconst[MAX_TEXTURES]; |
| struct stb_const_desc luminanceconst[MAX_TEXTURES]; |
| UINT int_consts[WINED3D_MAX_CONSTS_I]; |
| GLuint prgId; |
| UINT ycorrection; |
| unsigned char numbumpenvmatconsts; |
| char num_int_consts; |
| }; |
| |
| struct arb_vs_compile_args |
| { |
| struct vs_compile_args super; |
| union |
| { |
| struct |
| { |
| WORD bools; |
| unsigned char clip_texcoord; |
| unsigned char clipplane_mask; |
| } boolclip; |
| DWORD boolclip_compare; |
| } clip; |
| DWORD ps_signature; |
| union |
| { |
| unsigned char samplers[4]; |
| DWORD samplers_compare; |
| } vertex; |
| unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3]; |
| }; |
| |
| struct arb_vs_compiled_shader |
| { |
| struct arb_vs_compile_args args; |
| GLuint prgId; |
| UINT int_consts[WINED3D_MAX_CONSTS_I]; |
| char num_int_consts; |
| char need_color_unclamp; |
| UINT pos_fixup; |
| }; |
| |
| struct recorded_instruction |
| { |
| struct wined3d_shader_instruction ins; |
| struct list entry; |
| }; |
| |
| struct shader_arb_ctx_priv |
| { |
| char addr_reg[20]; |
| enum |
| { |
| /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */ |
| ARB, |
| /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */ |
| NV2, |
| /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */ |
| NV3 |
| } target_version; |
| |
| const struct arb_vs_compile_args *cur_vs_args; |
| const struct arb_ps_compile_args *cur_ps_args; |
| const struct arb_ps_compiled_shader *compiled_fprog; |
| const struct arb_vs_compiled_shader *compiled_vprog; |
| struct arb_ps_np2fixup_info *cur_np2fixup_info; |
| struct list control_frames; |
| struct list record; |
| BOOL recording; |
| BOOL muted; |
| unsigned int num_loops, loop_depth, num_ifcs; |
| int aL; |
| BOOL ps_post_process; |
| |
| unsigned int vs_clipplanes; |
| BOOL footer_written; |
| BOOL in_main_func; |
| |
| /* For 3.0 vertex shaders */ |
| const char *vs_output[MAX_REG_OUTPUT]; |
| /* For 2.x and earlier vertex shaders */ |
| const char *texcrd_output[8], *color_output[2], *fog_output; |
| |
| /* 3.0 pshader input for compatibility with fixed function */ |
| const char *ps_input[MAX_REG_INPUT]; |
| }; |
| |
| struct ps_signature |
| { |
| struct wined3d_shader_signature sig; |
| DWORD idx; |
| struct wine_rb_entry entry; |
| }; |
| |
| struct arb_pshader_private { |
| struct arb_ps_compiled_shader *gl_shaders; |
| UINT num_gl_shaders, shader_array_size; |
| DWORD input_signature_idx; |
| DWORD clipplane_emulation; |
| BOOL clamp_consts; |
| }; |
| |
| struct arb_vshader_private { |
| struct arb_vs_compiled_shader *gl_shaders; |
| UINT num_gl_shaders, shader_array_size; |
| UINT rel_offset; |
| }; |
| |
| struct shader_arb_priv |
| { |
| GLuint current_vprogram_id; |
| GLuint current_fprogram_id; |
| const struct arb_ps_compiled_shader *compiled_fprog; |
| const struct arb_vs_compiled_shader *compiled_vprog; |
| BOOL use_arbfp_fixed_func; |
| struct wine_rb_tree fragment_shaders; |
| BOOL last_ps_const_clamped; |
| BOOL last_vs_color_unclamp; |
| |
| struct wine_rb_tree signature_tree; |
| DWORD ps_sig_number; |
| |
| unsigned int highest_dirty_ps_const, highest_dirty_vs_const; |
| char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F]; |
| char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F]; |
| const struct wined3d_context *last_context; |
| |
| const struct wined3d_vertex_pipe_ops *vertex_pipe; |
| const struct fragment_pipeline *fragment_pipe; |
| BOOL ffp_proj_control; |
| }; |
| |
| /* Context activation for state handlers is done by the caller. */ |
| |
| static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data, |
| const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info) |
| { |
| if (shader_data->rel_offset) return TRUE; |
| if (!reg_maps->usesmova) return FALSE; |
| return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]; |
| } |
| |
| /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */ |
| static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info) |
| { |
| return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION] |
| && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN); |
| } |
| |
| static BOOL need_helper_const(const struct arb_vshader_private *shader_data, |
| const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info) |
| { |
| if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE; |
| if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */ |
| if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */ |
| if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */ |
| if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */ |
| if (reg_maps->usesnrm) return TRUE; /* 0.0 */ |
| if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */ |
| if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */ |
| return FALSE; |
| } |
| |
| static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data, |
| const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info) |
| { |
| unsigned int ret = 1; |
| /* We use one PARAM for the pos fixup, and in some cases one to load |
| * some immediate values into the shader. */ |
| if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret; |
| if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret; |
| return ret; |
| } |
| |
| /* Loads floating point constants into the currently set ARB_vertex/fragment_program. |
| * When constant_list == NULL, it will load all the constants. |
| * |
| * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders) |
| * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders) |
| */ |
| /* Context activation is done by the caller. */ |
| static unsigned int shader_arb_load_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) |
| { |
| struct wined3d_shader_lconst *lconst; |
| unsigned int ret, i, j; |
| |
| if (TRACE_ON(d3d_constants)) |
| { |
| for (i = 0; i < max_constants; ++i) |
| { |
| if (!dirty_consts[i]) |
| continue; |
| TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i])); |
| } |
| } |
| |
| i = 0; |
| |
| /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */ |
| if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1) |
| { |
| float lcl_const[4]; |
| /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher |
| * shaders, the first 8 constants are marked dirty for reload |
| */ |
| for (; i < min(8, max_constants); ++i) |
| { |
| if (!dirty_consts[i]) |
| continue; |
| dirty_consts[i] = 0; |
| |
| if (constants[i].x > 1.0f) |
| lcl_const[0] = 1.0f; |
| else if (constants[i].x < -1.0f) |
| lcl_const[0] = -1.0f; |
| else |
| lcl_const[0] = constants[i].x; |
| |
| if (constants[i].y > 1.0f) |
| lcl_const[1] = 1.0f; |
| else if (constants[i].y < -1.0f) |
| lcl_const[1] = -1.0f; |
| else |
| lcl_const[1] = constants[i].y; |
| |
| if (constants[i].z > 1.0f) |
| lcl_const[2] = 1.0f; |
| else if (constants[i].z < -1.0f) |
| lcl_const[2] = -1.0f; |
| else |
| lcl_const[2] = constants[i].z; |
| |
| if (constants[i].w > 1.0f) |
| lcl_const[3] = 1.0f; |
| else if (constants[i].w < -1.0f) |
| lcl_const[3] = -1.0f; |
| else |
| lcl_const[3] = constants[i].w; |
| |
| GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const)); |
| } |
| |
| /* If further constants are dirty, reload them without clamping. |
| * |
| * The alternative is not to touch them, but then we cannot reset the dirty constant count |
| * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code |
| * above would always re-check the first 8 constants since max_constant remains at the init |
| * value |
| */ |
| } |
| |
| if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS]) |
| { |
| /* TODO: Benchmark if we're better of with finding the dirty constants ourselves, |
| * or just reloading *all* constants at once |
| * |
| GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4))); |
| */ |
| for (; i < max_constants; ++i) |
| { |
| if (!dirty_consts[i]) |
| continue; |
| |
| /* Find the next block of dirty constants */ |
| dirty_consts[i] = 0; |
| j = i; |
| for (++i; (i < max_constants) && dirty_consts[i]; ++i) |
| { |
| dirty_consts[i] = 0; |
| } |
| |
| GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x)); |
| } |
| } |
| else |
| { |
| for (; i < max_constants; ++i) |
| { |
| if (dirty_consts[i]) |
| { |
| dirty_consts[i] = 0; |
| GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x)); |
| } |
| } |
| } |
| checkGLcall("glProgramEnvParameter4fvARB()"); |
| |
| /* Load immediate constants */ |
| if (shader->load_local_constsF) |
| { |
| if (TRACE_ON(d3d_shader)) |
| { |
| LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) |
| { |
| GLfloat* values = (GLfloat*)lconst->value; |
| TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx, |
| values[0], values[1], values[2], values[3]); |
| } |
| } |
| /* Immediate constants are clamped for 1.X shaders at loading times */ |
| ret = 0; |
| LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) |
| { |
| dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */ |
| ret = max(ret, lconst->idx + 1); |
| GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value)); |
| } |
| checkGLcall("glProgramEnvParameter4fvARB()"); |
| return ret; /* The loaded immediate constants need reloading for the next shader */ |
| } else { |
| return 0; /* No constants are dirty now */ |
| } |
| } |
| |
| /* Loads the texture dimensions for NP2 fixup into the currently set |
| * ARB_[vertex/fragment]_programs. */ |
| static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup, |
| const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) |
| { |
| GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS]; |
| WORD active = fixup->super.active; |
| UINT i; |
| |
| if (!active) |
| return; |
| |
| for (i = 0; active; active >>= 1, ++i) |
| { |
| const struct wined3d_texture *tex = state->textures[i]; |
| unsigned char idx = fixup->super.idx[i]; |
| GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4]; |
| |
| if (!(active & 1)) |
| continue; |
| |
| if (!tex) |
| { |
| ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n"); |
| continue; |
| } |
| |
| if (idx % 2) |
| { |
| tex_dim[2] = tex->pow2_matrix[0]; |
| tex_dim[3] = tex->pow2_matrix[5]; |
| } |
| else |
| { |
| tex_dim[0] = tex->pow2_matrix[0]; |
| tex_dim[1] = tex->pow2_matrix[5]; |
| } |
| } |
| |
| for (i = 0; i < fixup->super.num_consts; ++i) |
| { |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, |
| fixup->offset + i, &np2fixup_constants[i * 4])); |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader, |
| const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| unsigned char i; |
| |
| for(i = 0; i < gl_shader->numbumpenvmatconsts; i++) |
| { |
| int texunit = gl_shader->bumpenvmatconst[i].texunit; |
| |
| /* The state manager takes care that this function is always called if the bump env matrix changes */ |
| const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00]; |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, |
| gl_shader->bumpenvmatconst[i].const_num, data)); |
| |
| if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED) |
| { |
| /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other. |
| * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we |
| * don't care about them. The pointers are valid for sure because the stateblock is bigger. |
| * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN |
| */ |
| const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE]; |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, |
| gl_shader->luminanceconst[i].const_num, scale)); |
| } |
| } |
| checkGLcall("Load bumpmap consts"); |
| |
| if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED) |
| { |
| /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen). |
| * ycorrection.y: -1.0(onscreen), 1.0(offscreen) |
| * ycorrection.z: 1.0 |
| * ycorrection.w: 0.0 |
| */ |
| float val[4]; |
| val[0] = context->render_offscreen ? 0.0f : (float) rt_height; |
| val[1] = context->render_offscreen ? 1.0f : -1.0f; |
| val[2] = 1.0f; |
| val[3] = 0.0f; |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val)); |
| checkGLcall("y correction loading"); |
| } |
| |
| if (!gl_shader->num_int_consts) return; |
| |
| for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i) |
| { |
| if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED) |
| { |
| float val[4]; |
| val[0] = (float)state->ps_consts_i[i].x; |
| val[1] = (float)state->ps_consts_i[i].y; |
| val[2] = (float)state->ps_consts_i[i].z; |
| val[3] = -1.0f; |
| |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val)); |
| } |
| } |
| checkGLcall("Load ps int consts"); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader, |
| const struct wined3d_context *context, const struct wined3d_state *state) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| float position_fixup[4]; |
| unsigned char i; |
| |
| /* Upload the position fixup */ |
| shader_get_position_fixup(context, state, position_fixup); |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup)); |
| |
| if (!gl_shader->num_int_consts) return; |
| |
| for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i) |
| { |
| if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED) |
| { |
| float val[4]; |
| val[0] = (float)state->vs_consts_i[i].x; |
| val[1] = (float)state->vs_consts_i[i].y; |
| val[2] = (float)state->vs_consts_i[i].z; |
| val[3] = -1.0f; |
| |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val)); |
| } |
| } |
| checkGLcall("Load vs int consts"); |
| } |
| |
| static void shader_arb_select(void *shader_priv, struct wined3d_context *context, |
| const struct wined3d_state *state); |
| |
| /** |
| * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs. |
| * |
| * We only support float constants in ARB at the moment, so don't |
| * worry about the Integers or Booleans |
| */ |
| /* Context activation is done by the caller (state handler). */ |
| static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, |
| struct wined3d_context *context, const struct wined3d_state *state, |
| BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select) |
| { |
| const struct wined3d_d3d_info *d3d_info = context->d3d_info; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| if (!from_shader_select) |
| { |
| const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; |
| const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL]; |
| |
| if (vshader |
| && (vshader->reg_maps.boolean_constants |
| || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION] |
| && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts)))) |
| { |
| TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n"); |
| shader_arb_select(priv, context, state); |
| } |
| else if (pshader |
| && (pshader->reg_maps.boolean_constants |
| || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION] |
| && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts)))) |
| { |
| TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n"); |
| shader_arb_select(priv, context, state); |
| } |
| } |
| |
| if (context != priv->last_context) |
| { |
| memset(priv->vshader_const_dirty, 1, |
| sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count); |
| priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count; |
| |
| memset(priv->pshader_const_dirty, 1, |
| sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count); |
| priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count; |
| |
| priv->last_context = context; |
| } |
| |
| if (useVertexShader) |
| { |
| const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; |
| const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog; |
| |
| /* Load DirectX 9 float constants for vertex shader */ |
| priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB, |
| priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty); |
| shader_arb_vs_local_constants(gl_shader, context, state); |
| } |
| |
| if (usePixelShader) |
| { |
| const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL]; |
| const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog; |
| UINT rt_height = state->fb->render_targets[0]->height; |
| |
| /* Load DirectX 9 float constants for pixel shader */ |
| priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB, |
| priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty); |
| shader_arb_ps_local_constants(gl_shader, context, state, rt_height); |
| |
| if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP) |
| shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state); |
| } |
| } |
| |
| static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context, |
| const struct wined3d_state *state) |
| { |
| BOOL vs = use_vs(state); |
| BOOL ps = use_ps(state); |
| |
| shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE); |
| } |
| |
| static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) |
| { |
| struct wined3d_context *context = context_get_current(); |
| struct shader_arb_priv *priv = device->shader_priv; |
| |
| /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active |
| * context. On a context switch the old context will be fully dirtified */ |
| if (!context || context->device != device) |
| return; |
| |
| memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count); |
| priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count); |
| } |
| |
| static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) |
| { |
| struct wined3d_context *context = context_get_current(); |
| struct shader_arb_priv *priv = device->shader_priv; |
| |
| /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active |
| * context. On a context switch the old context will be fully dirtified */ |
| if (!context || context->device != device) |
| return; |
| |
| memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count); |
| priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count); |
| } |
| |
| static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values) |
| { |
| char str[4][17]; |
| |
| wined3d_ftoa(values[0], str[0]); |
| wined3d_ftoa(values[1], str[1]); |
| wined3d_ftoa(values[2], str[2]); |
| wined3d_ftoa(values[3], str[3]); |
| shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]); |
| } |
| |
| /* Generate the variable & register declarations for the ARB_vertex_program output target */ |
| static void shader_generate_arb_declarations(const struct wined3d_shader *shader, |
| const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer, |
| const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes, |
| const struct shader_arb_ctx_priv *ctx) |
| { |
| DWORD i; |
| char pshader = shader_is_pshader_version(reg_maps->shader_version.type); |
| const struct wined3d_shader_lconst *lconst; |
| unsigned max_constantsF; |
| DWORD map; |
| |
| /* In pixel shaders, all private constants are program local, we don't need anything |
| * from program.env. Thus we can advertise the full set of constants in pixel shaders. |
| * If we need a private constant the GL implementation will squeeze it in somewhere |
| * |
| * With vertex shaders we need the posFixup and on some GL implementations 4 helper |
| * immediate values. The posFixup is loaded using program.env for now, so always |
| * subtract one from the number of constants. If the shader uses indirect addressing, |
| * account for the helper const too because we have to declare all available d3d constants |
| * and don't know which are actually used. |
| */ |
| if (pshader) |
| { |
| max_constantsF = gl_info->limits.arb_ps_native_constants; |
| /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */ |
| if (max_constantsF < 24) |
| max_constantsF = gl_info->limits.arb_ps_float_constants; |
| } |
| else |
| { |
| const struct arb_vshader_private *shader_data = shader->backend_data; |
| max_constantsF = gl_info->limits.arb_vs_native_constants; |
| /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. |
| * Also prevents max_constantsF from becoming less than 0 and |
| * wrapping . */ |
| if (max_constantsF < 96) |
| max_constantsF = gl_info->limits.arb_vs_float_constants; |
| |
| if (reg_maps->usesrelconstF) |
| { |
| DWORD highest_constf = 0, clip_limit; |
| |
| max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info); |
| max_constantsF -= wined3d_popcount(reg_maps->integer_constants); |
| max_constantsF -= gl_info->reserved_arb_constants; |
| |
| for (i = 0; i < shader->limits->constant_float; ++i) |
| { |
| DWORD idx = i >> 5; |
| DWORD shift = i & 0x1f; |
| if (reg_maps->constf[idx] & (1u << shift)) |
| highest_constf = i; |
| } |
| |
| if(use_nv_clip(gl_info) && ctx->target_version >= NV2) |
| { |
| if(ctx->cur_vs_args->super.clip_enabled) |
| clip_limit = gl_info->limits.user_clip_distances; |
| else |
| clip_limit = 0; |
| } |
| else |
| { |
| unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask; |
| clip_limit = min(wined3d_popcount(mask), 4); |
| } |
| *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1); |
| max_constantsF -= *num_clipplanes; |
| if(*num_clipplanes < clip_limit) |
| { |
| WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes, |
| gl_info->limits.user_clip_distances); |
| } |
| } |
| else |
| { |
| if (ctx->target_version >= NV2) |
| *num_clipplanes = gl_info->limits.user_clip_distances; |
| else |
| *num_clipplanes = min(gl_info->limits.user_clip_distances, 4); |
| } |
| } |
| |
| for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i) |
| { |
| if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i); |
| } |
| |
| for (i = 0, map = reg_maps->address; map; map >>= 1, ++i) |
| { |
| if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i); |
| } |
| |
| if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) |
| { |
| for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i) |
| { |
| if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i); |
| } |
| } |
| |
| if (!shader->load_local_constsF) |
| { |
| LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) |
| { |
| const float *value; |
| value = (const float *)lconst->value; |
| shader_addline(buffer, "PARAM C%u = ", lconst->idx); |
| shader_arb_append_imm_vec4(buffer, value); |
| shader_addline(buffer, ";\n"); |
| } |
| } |
| |
| /* After subtracting privately used constants from the hardware limit(they are loaded as |
| * local constants), make sure the shader doesn't violate the env constant limit |
| */ |
| if(pshader) |
| { |
| max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants); |
| } |
| else |
| { |
| max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants); |
| } |
| |
| /* Avoid declaring more constants than needed */ |
| max_constantsF = min(max_constantsF, shader->limits->constant_float); |
| |
| /* we use the array-based constants array if the local constants are marked for loading, |
| * because then we use indirect addressing, or when the local constant list is empty, |
| * because then we don't know if we're using indirect addressing or not. If we're hardcoding |
| * local constants do not declare the loaded constants as an array because ARB compilers usually |
| * do not optimize unused constants away |
| */ |
| if (reg_maps->usesrelconstF) |
| { |
| /* Need to PARAM the environment parameters (constants) so we can use relative addressing */ |
| shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n", |
| max_constantsF, max_constantsF - 1); |
| } |
| else |
| { |
| for (i = 0; i < max_constantsF; ++i) |
| { |
| DWORD idx, mask; |
| idx = i >> 5; |
| mask = 1u << (i & 0x1fu); |
| if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask)) |
| { |
| shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i); |
| } |
| } |
| } |
| } |
| |
| static const char * const shift_tab[] = { |
| "dummy", /* 0 (none) */ |
| "coefmul.x", /* 1 (x2) */ |
| "coefmul.y", /* 2 (x4) */ |
| "coefmul.z", /* 3 (x8) */ |
| "coefmul.w", /* 4 (x16) */ |
| "dummy", /* 5 (x32) */ |
| "dummy", /* 6 (x64) */ |
| "dummy", /* 7 (x128) */ |
| "dummy", /* 8 (d256) */ |
| "dummy", /* 9 (d128) */ |
| "dummy", /* 10 (d64) */ |
| "dummy", /* 11 (d32) */ |
| "coefdiv.w", /* 12 (d16) */ |
| "coefdiv.z", /* 13 (d8) */ |
| "coefdiv.y", /* 14 (d4) */ |
| "coefdiv.x" /* 15 (d2) */ |
| }; |
| |
| static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins, |
| const struct wined3d_shader_dst_param *dst, char *write_mask) |
| { |
| char *ptr = write_mask; |
| |
| if (dst->write_mask != WINED3DSP_WRITEMASK_ALL) |
| { |
| *ptr++ = '.'; |
| if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x'; |
| if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y'; |
| if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; |
| if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w'; |
| } |
| |
| *ptr = '\0'; |
| } |
| |
| static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str) |
| { |
| /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra", |
| * but addressed as "rgba". To fix this we need to swap the register's x |
| * and z components. */ |
| const char *swizzle_chars = fixup ? "zyxw" : "xyzw"; |
| char *ptr = swizzle_str; |
| |
| /* swizzle bits fields: wwzzyyxx */ |
| DWORD swizzle = param->swizzle; |
| DWORD swizzle_x = swizzle & 0x03; |
| DWORD swizzle_y = (swizzle >> 2) & 0x03; |
| DWORD swizzle_z = (swizzle >> 4) & 0x03; |
| DWORD swizzle_w = (swizzle >> 6) & 0x03; |
| |
| /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to |
| * generate a swizzle string. Unless we need to our own swizzling. */ |
| if (swizzle != WINED3DSP_NOSWIZZLE || fixup) |
| { |
| *ptr++ = '.'; |
| if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) { |
| *ptr++ = swizzle_chars[swizzle_x]; |
| } else { |
| *ptr++ = swizzle_chars[swizzle_x]; |
| *ptr++ = swizzle_chars[swizzle_y]; |
| *ptr++ = swizzle_chars[swizzle_z]; |
| *ptr++ = swizzle_chars[swizzle_w]; |
| } |
| } |
| |
| *ptr = '\0'; |
| } |
| |
| static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| |
| if (!strcmp(priv->addr_reg, src)) return; |
| |
| strcpy(priv->addr_reg, src); |
| shader_addline(buffer, "ARL A0.x, %s;\n", src); |
| } |
| |
| static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins, |
| const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr); |
| |
| static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins, |
| const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color) |
| { |
| /* oPos, oFog and oPts in D3D */ |
| static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"}; |
| const struct wined3d_shader *shader = ins->ctx->shader; |
| const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; |
| BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type); |
| struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; |
| |
| *is_color = FALSE; |
| |
| switch (reg->type) |
| { |
| case WINED3DSPR_TEMP: |
| sprintf(register_name, "R%u", reg->idx[0].offset); |
| break; |
| |
| case WINED3DSPR_INPUT: |
| if (pshader) |
| { |
| if (reg_maps->shader_version.major < 3) |
| { |
| if (!reg->idx[0].offset) |
| strcpy(register_name, "fragment.color.primary"); |
| else |
| strcpy(register_name, "fragment.color.secondary"); |
| } |
| else |
| { |
| if (reg->idx[0].rel_addr) |
| { |
| char rel_reg[50]; |
| shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg); |
| |
| if (!strcmp(rel_reg, "**aL_emul**")) |
| { |
| DWORD idx = ctx->aL + reg->idx[0].offset; |
| if(idx < MAX_REG_INPUT) |
| { |
| strcpy(register_name, ctx->ps_input[idx]); |
| } |
| else |
| { |
| ERR("Pixel shader input register out of bounds: %u\n", idx); |
| sprintf(register_name, "out_of_bounds_%u", idx); |
| } |
| } |
| else if (reg_maps->input_registers & 0x0300) |
| { |
| /* There are two ways basically: |
| * |
| * 1) Use the unrolling code that is used for loop emulation and unroll the loop. |
| * That means trouble if the loop also contains a breakc or if the control values |
| * aren't local constants. |
| * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the |
| * source dynamically. The trouble is that we cannot simply read aL.y because it |
| * is an ADDRESS register. We could however push it, load .zw with a value and use |
| * ADAC to load the condition code register and pop it again afterwards |
| */ |
| FIXME("Relative input register addressing with more than 8 registers\n"); |
| |
| /* This is better than nothing for now */ |
| sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset); |
| } |
| else if(ctx->cur_ps_args->super.vp_mode != vertexshader) |
| { |
| /* This is problematic because we'd have to consult the ctx->ps_input strings |
| * for where to find the varying. Some may be "0.0", others can be texcoords or |
| * colors. This needs either a pipeline replacement to make the vertex shader feed |
| * proper varyings, or loop unrolling |
| * |
| * For now use the texcoords and hope for the best |
| */ |
| FIXME("Non-vertex shader varying input with indirect addressing\n"); |
| sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset); |
| } |
| else |
| { |
| /* D3D supports indirect addressing only with aL in loop registers. The loop instruction |
| * pulls GL_NV_fragment_program2 in |
| */ |
| sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset); |
| } |
| } |
| else |
| { |
| if (reg->idx[0].offset < MAX_REG_INPUT) |
| { |
| strcpy(register_name, ctx->ps_input[reg->idx[0].offset]); |
| } |
| else |
| { |
| ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset); |
| sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset); |
| } |
| } |
| } |
| } |
| else |
| { |
| if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset)) |
| *is_color = TRUE; |
| sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset); |
| } |
| break; |
| |
| case WINED3DSPR_CONST: |
| if (!pshader && reg->idx[0].rel_addr) |
| { |
| const struct arb_vshader_private *shader_data = shader->backend_data; |
| UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0; |
| BOOL aL = FALSE; |
| char rel_reg[50]; |
| if (reg_maps->shader_version.major < 2) |
| { |
| sprintf(rel_reg, "A0.x"); |
| } |
| else |
| { |
| shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg); |
| if (ctx->target_version == ARB) |
| { |
| if (!strcmp(rel_reg, "**aL_emul**")) |
| { |
| aL = TRUE; |
| } else { |
| shader_arb_request_a0(ins, rel_reg); |
| sprintf(rel_reg, "A0.x"); |
| } |
| } |
| } |
| if (aL) |
| sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset); |
| else if (reg->idx[0].offset >= rel_offset) |
| sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset); |
| else |
| sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset); |
| } |
| else |
| { |
| if (reg_maps->usesrelconstF) |
| sprintf(register_name, "C[%u]", reg->idx[0].offset); |
| else |
| sprintf(register_name, "C%u", reg->idx[0].offset); |
| } |
| break; |
| |
| case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ |
| if (pshader) |
| { |
| if (reg_maps->shader_version.major == 1 |
| && reg_maps->shader_version.minor <= 3) |
| /* In ps <= 1.3, Tx is a temporary register as destination |
| * to all instructions, and as source to most instructions. |
| * For some instructions it is the texcoord input. Those |
| * instructions know about the special use. */ |
| sprintf(register_name, "T%u", reg->idx[0].offset); |
| else |
| /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */ |
| sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset); |
| } |
| else |
| { |
| if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2) |
| sprintf(register_name, "A%u", reg->idx[0].offset); |
| else |
| sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset); |
| } |
| break; |
| |
| case WINED3DSPR_COLOROUT: |
| if (ctx->ps_post_process && !reg->idx[0].offset) |
| { |
| strcpy(register_name, "TMP_COLOR"); |
| } |
| else |
| { |
| if (ctx->cur_ps_args->super.srgb_correction) |
| FIXME("sRGB correction on higher render targets.\n"); |
| if (reg_maps->rt_mask > 1) |
| sprintf(register_name, "result.color[%u]", reg->idx[0].offset); |
| else |
| strcpy(register_name, "result.color"); |
| } |
| break; |
| |
| case WINED3DSPR_RASTOUT: |
| if (reg->idx[0].offset == 1) |
| sprintf(register_name, "%s", ctx->fog_output); |
| else |
| sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]); |
| break; |
| |
| case WINED3DSPR_DEPTHOUT: |
| strcpy(register_name, "result.depth"); |
| break; |
| |
| case WINED3DSPR_ATTROUT: |
| /* case WINED3DSPR_OUTPUT: */ |
| if (pshader) |
| sprintf(register_name, "oD[%u]", reg->idx[0].offset); |
| else |
| strcpy(register_name, ctx->color_output[reg->idx[0].offset]); |
| break; |
| |
| case WINED3DSPR_TEXCRDOUT: |
| if (pshader) |
| sprintf(register_name, "oT[%u]", reg->idx[0].offset); |
| else if (reg_maps->shader_version.major < 3) |
| strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]); |
| else |
| strcpy(register_name, ctx->vs_output[reg->idx[0].offset]); |
| break; |
| |
| case WINED3DSPR_LOOP: |
| if(ctx->target_version >= NV2) |
| { |
| /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */ |
| if(pshader) sprintf(register_name, "A0.x"); |
| else sprintf(register_name, "aL.y"); |
| } |
| else |
| { |
| /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value |
| * would be valid, but if aL is used for indexing(its only use), there's likely an offset, |
| * thus the result would be something like C[15 + 30], which is not valid in the ARB program |
| * grammar. So return a marker for the emulated aL and intercept it in constant and varying |
| * indexing |
| */ |
| sprintf(register_name, "**aL_emul**"); |
| } |
| |
| break; |
| |
| case WINED3DSPR_CONSTINT: |
| sprintf(register_name, "I%u", reg->idx[0].offset); |
| break; |
| |
| case WINED3DSPR_MISCTYPE: |
| if (!reg->idx[0].offset) |
| sprintf(register_name, "vpos"); |
| else if (reg->idx[0].offset == 1) |
| sprintf(register_name, "fragment.facing.x"); |
| else |
| FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset); |
| break; |
| |
| default: |
| FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset); |
| sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset); |
| break; |
| } |
| } |
| |
| static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins, |
| const struct wined3d_shader_dst_param *wined3d_dst, char *str) |
| { |
| char register_name[255]; |
| char write_mask[6]; |
| BOOL is_color; |
| |
| shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color); |
| strcpy(str, register_name); |
| |
| shader_arb_get_write_mask(ins, wined3d_dst, write_mask); |
| strcat(str, write_mask); |
| } |
| |
| static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source) |
| { |
| switch(channel_source) |
| { |
| case CHANNEL_SOURCE_ZERO: return "0"; |
| case CHANNEL_SOURCE_ONE: return "1"; |
| case CHANNEL_SOURCE_X: return "x"; |
| case CHANNEL_SOURCE_Y: return "y"; |
| case CHANNEL_SOURCE_Z: return "z"; |
| case CHANNEL_SOURCE_W: return "w"; |
| default: |
| FIXME("Unhandled channel source %#x\n", channel_source); |
| return "undefined"; |
| } |
| } |
| |
| struct color_fixup_masks |
| { |
| DWORD source; |
| DWORD sign; |
| }; |
| |
| static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask) |
| { |
| struct color_fixup_masks masks = {0, 0}; |
| |
| if (is_complex_fixup(fixup)) |
| { |
| enum complex_fixup complex_fixup = get_complex_fixup(fixup); |
| FIXME("Complex fixup (%#x) not supported\n", complex_fixup); |
| return masks; |
| } |
| |
| if (fixup.x_source != CHANNEL_SOURCE_X) |
| masks.source |= WINED3DSP_WRITEMASK_0; |
| if (fixup.y_source != CHANNEL_SOURCE_Y) |
| masks.source |= WINED3DSP_WRITEMASK_1; |
| if (fixup.z_source != CHANNEL_SOURCE_Z) |
| masks.source |= WINED3DSP_WRITEMASK_2; |
| if (fixup.w_source != CHANNEL_SOURCE_W) |
| masks.source |= WINED3DSP_WRITEMASK_3; |
| masks.source &= dst_mask; |
| |
| if (fixup.x_sign_fixup) |
| masks.sign |= WINED3DSP_WRITEMASK_0; |
| if (fixup.y_sign_fixup) |
| masks.sign |= WINED3DSP_WRITEMASK_1; |
| if (fixup.z_sign_fixup) |
| masks.sign |= WINED3DSP_WRITEMASK_2; |
| if (fixup.w_sign_fixup) |
| masks.sign |= WINED3DSP_WRITEMASK_3; |
| masks.sign &= dst_mask; |
| |
| return masks; |
| } |
| |
| static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst, |
| const char *src, const char *one, const char *two, |
| struct color_fixup_desc fixup, struct color_fixup_masks masks) |
| { |
| const char *sign_fixup_src = dst; |
| |
| if (masks.source) |
| { |
| if (masks.sign) |
| sign_fixup_src = "TA"; |
| |
| shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src, |
| shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source), |
| shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source)); |
| } |
| else if (masks.sign) |
| { |
| sign_fixup_src = src; |
| } |
| |
| if (masks.sign) |
| { |
| char reg_mask[6]; |
| char *ptr = reg_mask; |
| |
| if (masks.sign != WINED3DSP_WRITEMASK_ALL) |
| { |
| *ptr++ = '.'; |
| if (masks.sign & WINED3DSP_WRITEMASK_0) |
| *ptr++ = 'x'; |
| if (masks.sign & WINED3DSP_WRITEMASK_1) |
| *ptr++ = 'y'; |
| if (masks.sign & WINED3DSP_WRITEMASK_2) |
| *ptr++ = 'z'; |
| if (masks.sign & WINED3DSP_WRITEMASK_3) |
| *ptr++ = 'w'; |
| } |
| *ptr = '\0'; |
| |
| shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one); |
| } |
| } |
| |
| static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD mod; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| if (!ins->dst_count) return ""; |
| |
| mod = ins->dst[0].modifiers; |
| |
| /* Silently ignore PARTIALPRECISION if it's not supported */ |
| if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION; |
| |
| if(mod & WINED3DSPDM_MSAMPCENTROID) |
| { |
| FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n"); |
| mod &= ~WINED3DSPDM_MSAMPCENTROID; |
| } |
| |
| switch(mod) |
| { |
| case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION: |
| return "H_SAT"; |
| |
| case WINED3DSPDM_SATURATE: |
| return "_SAT"; |
| |
| case WINED3DSPDM_PARTIALPRECISION: |
| return "H"; |
| |
| case 0: |
| return ""; |
| |
| default: |
| FIXME("Unknown modifiers 0x%08x\n", mod); |
| return ""; |
| } |
| } |
| |
| #define TEX_PROJ 0x1 |
| #define TEX_BIAS 0x2 |
| #define TEX_LOD 0x4 |
| #define TEX_DERIV 0x10 |
| |
| static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx, |
| const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy) |
| { |
| enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| const char *tex_type; |
| BOOL np2_fixup = FALSE; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| const char *mod; |
| BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type); |
| const struct wined3d_shader *shader; |
| const struct wined3d_device *device; |
| const struct wined3d_gl_info *gl_info; |
| const char *tex_dst = dst_str; |
| struct color_fixup_masks masks; |
| |
| /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */ |
| if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS; |
| |
| switch (resource_type) |
| { |
| case WINED3D_SHADER_RESOURCE_TEXTURE_1D: |
| tex_type = "1D"; |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_2D: |
| shader = ins->ctx->shader; |
| device = shader->device; |
| gl_info = &device->adapter->gl_info; |
| |
| if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx) |
| && gl_info->supported[ARB_TEXTURE_RECTANGLE]) |
| tex_type = "RECT"; |
| else |
| tex_type = "2D"; |
| if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) |
| { |
| if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx)) |
| { |
| if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n"); |
| else np2_fixup = TRUE; |
| } |
| } |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_3D: |
| tex_type = "3D"; |
| break; |
| |
| case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: |
| tex_type = "CUBE"; |
| break; |
| |
| default: |
| ERR("Unexpected resource type %#x.\n", resource_type); |
| tex_type = ""; |
| } |
| |
| /* TEX, TXL, TXD and TXP do not support the "H" modifier, |
| * so don't use shader_arb_get_modifier |
| */ |
| if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT"; |
| else mod = ""; |
| |
| /* Fragment samplers always have indentity mapping */ |
| if(sampler_idx >= MAX_FRAGMENT_SAMPLERS) |
| { |
| sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS]; |
| } |
| |
| if (pshader) |
| { |
| masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx], |
| ins->dst[0].write_mask); |
| |
| if (masks.source || masks.sign) |
| tex_dst = "TA"; |
| } |
| |
| if (flags & TEX_DERIV) |
| { |
| if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n"); |
| if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n"); |
| shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, |
| dsx, dsy, sampler_idx, tex_type); |
| } |
| else if(flags & TEX_LOD) |
| { |
| if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n"); |
| if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n"); |
| shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, |
| sampler_idx, tex_type); |
| } |
| else if (flags & TEX_BIAS) |
| { |
| /* Shouldn't be possible, but let's check for it */ |
| if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n"); |
| /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */ |
| shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type); |
| } |
| else if (flags & TEX_PROJ) |
| { |
| shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type); |
| } |
| else |
| { |
| if (np2_fixup) |
| { |
| const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx]; |
| shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1, |
| (idx % 2) ? "zwxy" : "xyzw", coord_reg); |
| |
| shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type); |
| } |
| else |
| shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type); |
| } |
| |
| if (pshader) |
| { |
| gen_color_correction(buffer, dst_str, tex_dst, |
| arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE), |
| arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO), |
| priv->cur_ps_args->super.color_fixup[sampler_idx], masks); |
| } |
| } |
| |
| static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins, |
| const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr) |
| { |
| /* Generate a line that does the input modifier computation and return the input register to use */ |
| BOOL is_color = FALSE, insert_line; |
| char regstr[256]; |
| char swzstr[20]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; |
| const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); |
| const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO); |
| |
| /* Assume a new line will be added */ |
| insert_line = TRUE; |
| |
| /* Get register name */ |
| shader_arb_get_register_name(ins, &src->reg, regstr, &is_color); |
| shader_arb_get_swizzle(src, is_color, swzstr); |
| |
| switch (src->modifiers) |
| { |
| case WINED3DSPSM_NONE: |
| sprintf(outregstr, "%s%s", regstr, swzstr); |
| insert_line = FALSE; |
| break; |
| case WINED3DSPSM_NEG: |
| sprintf(outregstr, "-%s%s", regstr, swzstr); |
| insert_line = FALSE; |
| break; |
| case WINED3DSPSM_BIAS: |
| shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_BIASNEG: |
| shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_SIGN: |
| shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one); |
| break; |
| case WINED3DSPSM_SIGNNEG: |
| shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one); |
| break; |
| case WINED3DSPSM_COMP: |
| shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr); |
| break; |
| case WINED3DSPSM_X2: |
| shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr); |
| break; |
| case WINED3DSPSM_X2NEG: |
| shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr); |
| break; |
| case WINED3DSPSM_DZ: |
| shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr); |
| shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); |
| break; |
| case WINED3DSPSM_DW: |
| shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr); |
| shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); |
| break; |
| case WINED3DSPSM_ABS: |
| if(ctx->target_version >= NV2) { |
| sprintf(outregstr, "|%s%s|", regstr, swzstr); |
| insert_line = FALSE; |
| } else { |
| shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr); |
| } |
| break; |
| case WINED3DSPSM_ABSNEG: |
| if(ctx->target_version >= NV2) { |
| sprintf(outregstr, "-|%s%s|", regstr, swzstr); |
| } else { |
| shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr); |
| sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr); |
| } |
| insert_line = FALSE; |
| break; |
| default: |
| sprintf(outregstr, "%s%s", regstr, swzstr); |
| insert_line = FALSE; |
| } |
| |
| /* Return modified or original register, with swizzle */ |
| if (insert_line) |
| sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr); |
| } |
| |
| static void pshader_hw_bem(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| DWORD sampler_code = dst->reg.idx[0].offset; |
| char dst_name[50]; |
| char src_name[2][50]; |
| |
| shader_arb_get_dst_param(ins, dst, dst_name); |
| |
| /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed |
| * |
| * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid |
| * with bem. So delay loading the first parameter until after the perturbation calculation which needs two |
| * temps is done. |
| */ |
| shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); |
| shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code); |
| shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]); |
| shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code); |
| shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]); |
| |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]); |
| shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]); |
| } |
| |
| static DWORD negate_modifiers(DWORD mod, char *extra_char) |
| { |
| *extra_char = ' '; |
| switch(mod) |
| { |
| case WINED3DSPSM_NONE: return WINED3DSPSM_NEG; |
| case WINED3DSPSM_NEG: return WINED3DSPSM_NONE; |
| case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG; |
| case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS; |
| case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG; |
| case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN; |
| case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP; |
| case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG; |
| case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2; |
| case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ; |
| case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW; |
| case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG; |
| case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS; |
| } |
| FIXME("Unknown modifier %u\n", mod); |
| return mod; |
| } |
| |
| static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_name[50]; |
| char src_name[3][50]; |
| DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, |
| ins->ctx->reg_maps->shader_version.minor); |
| |
| shader_arb_get_dst_param(ins, dst, dst_name); |
| shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); |
| |
| if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue |
| && ins->dst->write_mask != WINED3DSP_WRITEMASK_3) |
| { |
| shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]); |
| } |
| else |
| { |
| struct wined3d_shader_src_param src0_copy = ins->src[0]; |
| char extra_neg; |
| |
| /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */ |
| src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg); |
| |
| shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]); |
| shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]); |
| shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]); |
| shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins), |
| dst_name, src_name[1], src_name[2]); |
| } |
| } |
| |
| static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_name[50]; |
| char src_name[3][50]; |
| |
| shader_arb_get_dst_param(ins, dst, dst_name); |
| |
| /* Generate input register names (with modifiers) */ |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]); |
| shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); |
| shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]); |
| |
| shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), |
| dst_name, src_name[0], src_name[2], src_name[1]); |
| } |
| |
| /** Process the WINED3DSIO_DP2ADD instruction in ARB. |
| * dst = dot2(src0, src1) + src2 */ |
| static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_name[50]; |
| char src_name[3][50]; |
| struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; |
| |
| shader_arb_get_dst_param(ins, dst, dst_name); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]); |
| shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]); |
| |
| if(ctx->target_version >= NV3) |
| { |
| /* GL_NV_fragment_program2 has a 1:1 matching instruction */ |
| shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); |
| shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), |
| dst_name, src_name[0], src_name[1], src_name[2]); |
| } |
| else if(ctx->target_version >= NV2) |
| { |
| /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y |
| * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w |
| * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y |
| * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w |
| * |
| * Make sure that src1.zw = src1.xy, then we get a classic dp2add |
| * |
| * .xyxy and other swizzles that we could get with this are not valid in |
| * plain ARBfp, but luckily the NV extension grammar lifts this limitation. |
| */ |
| struct wined3d_shader_src_param tmp_param = ins->src[1]; |
| DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */ |
| tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */ |
| |
| shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]); |
| |
| shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), |
| dst_name, src_name[2], src_name[0], src_name[1]); |
| } |
| else |
| { |
| shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); |
| /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2] |
| * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite |
| */ |
| shader_addline(buffer, "MOV TA, %s;\n", src_name[0]); |
| shader_addline(buffer, "MOV TA.z, 0.0;\n"); |
| shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]); |
| shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]); |
| } |
| } |
| |
| /* Map the opcode 1-to-1 to the GL code */ |
| static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| const char *instruction; |
| char arguments[256], dst_str[50]; |
| unsigned int i; |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| |
| switch (ins->handler_idx) |
| { |
| case WINED3DSIH_ABS: instruction = "ABS"; break; |
| case WINED3DSIH_ADD: instruction = "ADD"; break; |
| case WINED3DSIH_CRS: instruction = "XPD"; break; |
| case WINED3DSIH_DP3: instruction = "DP3"; break; |
| case WINED3DSIH_DP4: instruction = "DP4"; break; |
| case WINED3DSIH_DST: instruction = "DST"; break; |
| case WINED3DSIH_FRC: instruction = "FRC"; break; |
| case WINED3DSIH_LIT: instruction = "LIT"; break; |
| case WINED3DSIH_LRP: instruction = "LRP"; break; |
| case WINED3DSIH_MAD: instruction = "MAD"; break; |
| case WINED3DSIH_MAX: instruction = "MAX"; break; |
| case WINED3DSIH_MIN: instruction = "MIN"; break; |
| case WINED3DSIH_MOV: instruction = "MOV"; break; |
| case WINED3DSIH_MUL: instruction = "MUL"; break; |
| case WINED3DSIH_SGE: instruction = "SGE"; break; |
| case WINED3DSIH_SLT: instruction = "SLT"; break; |
| case WINED3DSIH_SUB: instruction = "SUB"; break; |
| case WINED3DSIH_MOVA:instruction = "ARR"; break; |
| case WINED3DSIH_DSX: instruction = "DDX"; break; |
| default: instruction = ""; |
| FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); |
| break; |
| } |
| |
| /* Note that shader_arb_add_dst_param() adds spaces. */ |
| arguments[0] = '\0'; |
| shader_arb_get_dst_param(ins, dst, dst_str); |
| for (i = 0; i < ins->src_count; ++i) |
| { |
| char operand[100]; |
| strcat(arguments, ", "); |
| shader_arb_get_src_param(ins, &ins->src[i], i, operand); |
| strcat(arguments, operand); |
| } |
| shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments); |
| } |
| |
| static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {} |
| |
| static DWORD shader_arb_select_component(DWORD swizzle, DWORD component) |
| { |
| return ((swizzle >> 2 * component) & 0x3) * 0x55; |
| } |
| |
| static void shader_hw_mov(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_shader *shader = ins->ctx->shader; |
| const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; |
| BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type); |
| struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; |
| const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO); |
| const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE); |
| const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO); |
| |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char src0_param[256]; |
| |
| if (ins->handler_idx == WINED3DSIH_MOVA) |
| { |
| const struct arb_vshader_private *shader_data = shader->backend_data; |
| char write_mask[6]; |
| const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET); |
| |
| if(ctx->target_version >= NV2) { |
| shader_hw_map2gl(ins); |
| return; |
| } |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param); |
| shader_arb_get_write_mask(ins, &ins->dst[0], write_mask); |
| |
| /* This implements the mova formula used in GLSL. The first two instructions |
| * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0 |
| * in this case: |
| * mova A0.x, 0.0 |
| * |
| * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor |
| * |
| * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into |
| * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign. |
| */ |
| shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero); |
| shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one); |
| |
| shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param); |
| shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask); |
| shader_addline(buffer, "FLR TA%s, TA;\n", write_mask); |
| if (shader_data->rel_offset) |
| { |
| shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset); |
| } |
| shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask); |
| |
| ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0'; |
| } |
| else if (reg_maps->shader_version.major == 1 |
| && !shader_is_pshader_version(reg_maps->shader_version.type) |
| && ins->dst[0].reg.type == WINED3DSPR_ADDR) |
| { |
| const struct arb_vshader_private *shader_data = shader->backend_data; |
| src0_param[0] = '\0'; |
| |
| if (shader_data->rel_offset && ctx->target_version == ARB) |
| { |
| const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param); |
| shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset); |
| shader_addline(buffer, "ARL A0.x, TA.x;\n"); |
| } |
| else |
| { |
| /* Apple's ARB_vertex_program implementation does not accept an ARL source argument |
| * with more than one component. Thus replicate the first source argument over all |
| * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */ |
| struct wined3d_shader_src_param tmp_src = ins->src[0]; |
| tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0); |
| shader_arb_get_src_param(ins, &tmp_src, 0, src0_param); |
| shader_addline(buffer, "ARL A0.x, %s;\n", src0_param); |
| } |
| } |
| else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader) |
| { |
| if (ctx->ps_post_process && shader->u.ps.color0_mov) |
| { |
| shader_addline(buffer, "#mov handled in srgb write or fog code\n"); |
| return; |
| } |
| shader_hw_map2gl(ins); |
| } |
| else |
| { |
| shader_hw_map2gl(ins); |
| } |
| } |
| |
| static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char reg_dest[40]; |
| |
| /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented, |
| * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite) |
| */ |
| shader_arb_get_dst_param(ins, dst, reg_dest); |
| |
| if (ins->ctx->reg_maps->shader_version.major >= 2) |
| { |
| const char *kilsrc = "TA"; |
| BOOL is_color; |
| |
| shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color); |
| if(dst->write_mask == WINED3DSP_WRITEMASK_ALL) |
| { |
| kilsrc = reg_dest; |
| } |
| else |
| { |
| /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example |
| * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set |
| * masked out components to 0(won't kill) |
| */ |
| char x = '0', y = '0', z = '0', w = '0'; |
| if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x'; |
| if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y'; |
| if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z'; |
| if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w'; |
| shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w); |
| } |
| shader_addline(buffer, "KIL %s;\n", kilsrc); |
| } |
| else |
| { |
| /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component, |
| * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL |
| * |
| * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same, |
| * or pass in any temporary register(in shader phase 2) |
| */ |
| if (ins->ctx->reg_maps->shader_version.minor <= 3) |
| sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset); |
| else |
| shader_arb_get_dst_param(ins, dst, reg_dest); |
| shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest); |
| shader_addline(buffer, "KIL TA;\n"); |
| } |
| } |
| |
| static void pshader_hw_tex(const struct wined3d_shader_instruction *ins) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, |
| ins->ctx->reg_maps->shader_version.minor); |
| struct wined3d_shader_src_param src; |
| |
| char reg_dest[40]; |
| char reg_coord[40]; |
| DWORD reg_sampler_code; |
| WORD myflags = 0; |
| BOOL swizzle_coord = FALSE; |
| |
| /* All versions have a destination register */ |
| shader_arb_get_dst_param(ins, dst, reg_dest); |
| |
| /* 1.0-1.4: Use destination register number as texture code. |
| 2.0+: Use provided sampler number as texture code. */ |
| if (shader_version < WINED3D_SHADER_VERSION(2,0)) |
| reg_sampler_code = dst->reg.idx[0].offset; |
| else |
| reg_sampler_code = ins->src[1].reg.idx[0].offset; |
| |
| /* 1.0-1.3: Use the texcoord varying. |
| 1.4+: Use provided coordinate source register. */ |
| if (shader_version < WINED3D_SHADER_VERSION(1,4)) |
| sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code); |
| else { |
| /* TEX is the only instruction that can handle DW and DZ natively */ |
| src = ins->src[0]; |
| if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE; |
| if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE; |
| shader_arb_get_src_param(ins, &src, 0, reg_coord); |
| } |
| |
| /* projection flag: |
| * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS |
| * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0] |
| * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode |
| */ |
| if (shader_version < WINED3D_SHADER_VERSION(1,4)) |
| { |
| DWORD flags = 0; |
| if (reg_sampler_code < MAX_TEXTURES) |
| flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; |
| if (flags & WINED3D_PSARGS_PROJECTED) |
| { |
| myflags |= TEX_PROJ; |
| if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3) |
| swizzle_coord = TRUE; |
| } |
| } |
| else if (shader_version < WINED3D_SHADER_VERSION(2,0)) |
| { |
| enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers; |
| if (src_mod == WINED3DSPSM_DZ) |
| { |
| swizzle_coord = TRUE; |
| myflags |= TEX_PROJ; |
| } else if(src_mod == WINED3DSPSM_DW) { |
| myflags |= TEX_PROJ; |
| } |
| } else { |
| if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ; |
| if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS; |
| } |
| |
| if (swizzle_coord) |
| { |
| /* TXP cannot handle DZ natively, so move the z coordinate to .w. |
| * reg_coord is a read-only varying register, so we need a temp reg */ |
| shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord); |
| strcpy(reg_coord, "TA"); |
| } |
| |
| shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL); |
| } |
| |
| static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, |
| ins->ctx->reg_maps->shader_version.minor); |
| char dst_str[50]; |
| |
| if (shader_version < WINED3D_SHADER_VERSION(1,4)) |
| { |
| DWORD reg = dst->reg.idx[0].offset; |
| |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); |
| shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg); |
| } else { |
| char reg_src[40]; |
| |
| shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src); |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); |
| shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src); |
| } |
| } |
| |
| static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| DWORD flags = 0; |
| |
| DWORD reg1 = ins->dst[0].reg.idx[0].offset; |
| char dst_str[50]; |
| char src_str[50]; |
| |
| /* Note that texreg2ar treats Tx as a temporary register, not as a varying */ |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_str); |
| /* Move .x first in case src_str is "TA" */ |
| shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str); |
| shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str); |
| if (reg1 < MAX_TEXTURES) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; |
| } |
| shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); |
| } |
| |
| static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| |
| DWORD reg1 = ins->dst[0].reg.idx[0].offset; |
| char dst_str[50]; |
| char src_str[50]; |
| |
| /* Note that texreg2gb treats Tx as a temporary register, not as a varying */ |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_str); |
| shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str); |
| shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str); |
| shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL); |
| } |
| |
| static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD reg1 = ins->dst[0].reg.idx[0].offset; |
| char dst_str[50]; |
| char src_str[50]; |
| |
| /* Note that texreg2rg treats Tx as a temporary register, not as a varying */ |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_str); |
| shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL); |
| } |
| |
| static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char reg_coord[40], dst_reg[50], src_reg[50]; |
| DWORD reg_dest_code; |
| |
| /* All versions have a destination register. The Tx where the texture coordinates come |
| * from is the varying incarnation of the texture register |
| */ |
| reg_dest_code = dst->reg.idx[0].offset; |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg); |
| sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code); |
| |
| /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed |
| * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register |
| * |
| * GL_NV_fragment_program_option could handle this in one instruction via X2D: |
| * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw |
| * |
| * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that |
| * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV |
| * extension. |
| */ |
| shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code); |
| shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg); |
| shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code); |
| shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg); |
| |
| /* with projective textures, texbem only divides the static texture coord, not the displacement, |
| * so we can't let the GL handle this. |
| */ |
| if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT) |
| & WINED3D_PSARGS_PROJECTED) |
| { |
| shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord); |
| shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord); |
| shader_addline(buffer, "ADD TA.xy, TA, TB;\n"); |
| } else { |
| shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord); |
| } |
| |
| shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL); |
| |
| if (ins->handler_idx == WINED3DSIH_TEXBEML) |
| { |
| /* No src swizzles are allowed, so this is ok */ |
| shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n", |
| src_reg, reg_dest_code, reg_dest_code); |
| shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg); |
| } |
| } |
| |
| static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char src0_name[50], dst_name[50]; |
| BOOL is_color; |
| struct wined3d_shader_register tmp_reg = ins->dst[0].reg; |
| |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); |
| /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized |
| * T<reg+1> register. Use this register to store the calculated vector |
| */ |
| tmp_reg.idx[0].offset = reg + 1; |
| shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color); |
| shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name); |
| } |
| |
| static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| DWORD flags; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_str[50]; |
| char src0_name[50]; |
| char dst_reg[50]; |
| BOOL is_color; |
| |
| /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */ |
| shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color); |
| |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name); |
| flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; |
| shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); |
| } |
| |
| static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char src0_name[50], dst_name[50]; |
| struct wined3d_shader_register tmp_reg = ins->dst[0].reg; |
| BOOL is_color; |
| |
| /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with |
| * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination |
| * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared') |
| */ |
| tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row; |
| shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color); |
| |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n", |
| dst_name, 'x' + tex_mx->current_row, reg, src0_name); |
| tex_mx->texcoord_w[tex_mx->current_row++] = reg; |
| } |
| |
| static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; |
| DWORD flags; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_str[50]; |
| char src0_name[50], dst_name[50]; |
| BOOL is_color; |
| |
| shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name); |
| |
| /* Sample the texture using the calculated coordinates */ |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); |
| flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; |
| shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); |
| tex_mx->current_row = 0; |
| } |
| |
| static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; |
| DWORD flags; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_str[50]; |
| char src0_name[50]; |
| char dst_reg[50]; |
| BOOL is_color; |
| |
| /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all |
| * components for temporary data storage |
| */ |
| shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name); |
| |
| /* Construct the eye-ray vector from w coordinates */ |
| shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]); |
| shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]); |
| shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg); |
| |
| /* Calculate reflection vector |
| */ |
| shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg); |
| /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */ |
| shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg); |
| shader_addline(buffer, "RCP TB.w, TB.w;\n"); |
| shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg); |
| shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg); |
| shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg); |
| |
| /* Sample the texture using the calculated coordinates */ |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); |
| flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; |
| shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); |
| tex_mx->current_row = 0; |
| } |
| |
| static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; |
| DWORD flags; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_str[50]; |
| char src0_name[50]; |
| char src1_name[50]; |
| char dst_reg[50]; |
| BOOL is_color; |
| |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); |
| shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name); |
| shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color); |
| /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */ |
| shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name); |
| |
| /* Calculate reflection vector. |
| * |
| * dot(N, E) |
| * dst_reg.xyz = 2 * --------- * N - E |
| * dot(N, N) |
| * |
| * Which normalizes the normal vector |
| */ |
| shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name); |
| shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg); |
| shader_addline(buffer, "RCP TC.w, TC.w;\n"); |
| shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg); |
| shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg); |
| shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name); |
| |
| /* Sample the texture using the calculated coordinates */ |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); |
| flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; |
| shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); |
| tex_mx->current_row = 0; |
| } |
| |
| static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_name[50]; |
| const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); |
| const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); |
| |
| /* texdepth has an implicit destination, the fragment depth value. It's only parameter, |
| * which is essentially an input, is the destination register because it is the first |
| * parameter. According to the msdn, this must be register r5, but let's keep it more flexible |
| * here(writemasks/swizzles are not valid on texdepth) |
| */ |
| shader_arb_get_dst_param(ins, dst, dst_name); |
| |
| /* According to the msdn, the source register(must be r5) is unusable after |
| * the texdepth instruction, so we're free to modify it |
| */ |
| shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one); |
| |
| /* How to deal with the special case dst_name.g == 0? if r != 0, then |
| * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct |
| * result. But if r = 0.0, then 0 * inf = 0, which is incorrect. |
| */ |
| shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name); |
| shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name); |
| shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one); |
| shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero); |
| } |
| |
| /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB: |
| * Take a 3-component dot product of the TexCoord[dstreg] and src, |
| * then perform a 1D texture lookup from stage dstregnum, place into dst. */ |
| static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; |
| char src0[50]; |
| char dst_str[50]; |
| |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0); |
| shader_addline(buffer, "MOV TB, 0.0;\n"); |
| shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0); |
| |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); |
| shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL); |
| } |
| |
| /** Process the WINED3DSIO_TEXDP3 instruction in ARB: |
| * Take a 3-component dot product of the TexCoord[dstreg] and src. */ |
| static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| char src0[50]; |
| char dst_str[50]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| |
| /* Handle output register */ |
| shader_arb_get_dst_param(ins, dst, dst_str); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0); |
| shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0); |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X3 instruction in ARB |
| * Perform the 3rd row of a 3x3 matrix multiply */ |
| static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_str[50], dst_name[50]; |
| char src0[50]; |
| BOOL is_color; |
| |
| shader_arb_get_dst_param(ins, dst, dst_str); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0); |
| shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color); |
| shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0); |
| shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name); |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB: |
| * Last row of a 3x2 matrix multiply, use the result to calculate the depth: |
| * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated) |
| * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y |
| */ |
| static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| char src0[50], dst_name[50]; |
| BOOL is_color; |
| const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); |
| const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); |
| |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src0); |
| shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color); |
| shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0); |
| |
| /* How to deal with the special case dst_name.g == 0? if r != 0, then |
| * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct |
| * result. But if r = 0.0, then 0 * inf = 0, which is incorrect. |
| */ |
| shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name); |
| shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name); |
| shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one); |
| shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero); |
| } |
| |
| /** Handles transforming all WINED3DSIO_M?x? opcodes for |
| Vertex/Pixel shaders to ARB_vertex_program codes */ |
| static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins) |
| { |
| int i; |
| int nComponents = 0; |
| struct wined3d_shader_dst_param tmp_dst = {{0}}; |
| struct wined3d_shader_src_param tmp_src[2] = {{{0}}}; |
| struct wined3d_shader_instruction tmp_ins; |
| |
| memset(&tmp_ins, 0, sizeof(tmp_ins)); |
| |
| /* Set constants for the temporary argument */ |
| tmp_ins.ctx = ins->ctx; |
| tmp_ins.dst_count = 1; |
| tmp_ins.dst = &tmp_dst; |
| tmp_ins.src_count = 2; |
| tmp_ins.src = tmp_src; |
| |
| switch(ins->handler_idx) |
| { |
| case WINED3DSIH_M4x4: |
| nComponents = 4; |
| tmp_ins.handler_idx = WINED3DSIH_DP4; |
| break; |
| case WINED3DSIH_M4x3: |
| nComponents = 3; |
| tmp_ins.handler_idx = WINED3DSIH_DP4; |
| break; |
| case WINED3DSIH_M3x4: |
| nComponents = 4; |
| tmp_ins.handler_idx = WINED3DSIH_DP3; |
| break; |
| case WINED3DSIH_M3x3: |
| nComponents = 3; |
| tmp_ins.handler_idx = WINED3DSIH_DP3; |
| break; |
| case WINED3DSIH_M3x2: |
| nComponents = 2; |
| tmp_ins.handler_idx = WINED3DSIH_DP3; |
| break; |
| default: |
| FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); |
| break; |
| } |
| |
| tmp_dst = ins->dst[0]; |
| tmp_src[0] = ins->src[0]; |
| tmp_src[1] = ins->src[1]; |
| for (i = 0; i < nComponents; ++i) |
| { |
| tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i; |
| shader_hw_map2gl(&tmp_ins); |
| ++tmp_src[1].reg.idx[0].offset; |
| } |
| } |
| |
| static DWORD abs_modifier(DWORD mod, BOOL *need_abs) |
| { |
| *need_abs = FALSE; |
| |
| switch(mod) |
| { |
| case WINED3DSPSM_NONE: return WINED3DSPSM_ABS; |
| case WINED3DSPSM_NEG: return WINED3DSPSM_ABS; |
| case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS; |
| case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG; |
| case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN; |
| case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG; |
| case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP; |
| case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2; |
| case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG; |
| case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ; |
| case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW; |
| case WINED3DSPSM_ABS: return WINED3DSPSM_ABS; |
| case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS; |
| } |
| FIXME("Unknown modifier %u\n", mod); |
| return mod; |
| } |
| |
| static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| const char *instruction; |
| struct wined3d_shader_src_param src0_copy = ins->src[0]; |
| BOOL need_abs = FALSE; |
| |
| char dst[50]; |
| char src[50]; |
| |
| switch(ins->handler_idx) |
| { |
| case WINED3DSIH_RSQ: instruction = "RSQ"; break; |
| case WINED3DSIH_RCP: instruction = "RCP"; break; |
| case WINED3DSIH_EXPP: |
| if (ins->ctx->reg_maps->shader_version.major < 2) |
| { |
| instruction = "EXP"; |
| break; |
| } |
| /* Drop through. */ |
| case WINED3DSIH_EXP: |
| instruction = "EX2"; |
| break; |
| case WINED3DSIH_LOG: |
| case WINED3DSIH_LOGP: |
| /* The precision requirements suggest that LOGP matches ARBvp's LOG |
| * instruction, but notice that the output of those instructions is |
| * different. */ |
| src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs); |
| instruction = "LG2"; |
| break; |
| default: instruction = ""; |
| FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); |
| break; |
| } |
| |
| /* Dx sdk says .x is used if no swizzle is given, but our test shows that |
| * .w is used. */ |
| src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3); |
| |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */ |
| shader_arb_get_src_param(ins, &src0_copy, 0, src); |
| |
| if(need_abs) |
| { |
| shader_addline(buffer, "ABS TA.w, %s;\n", src); |
| shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst); |
| } |
| else |
| { |
| shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src); |
| } |
| |
| } |
| |
| static void shader_hw_nrm(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_name[50]; |
| char src_name[50]; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type); |
| const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); |
| |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_name); |
| shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name); |
| |
| /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as |
| * otherwise NRM or RSQ would return NaN */ |
| if(pshader && priv->target_version >= NV3) |
| { |
| /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too |
| * |
| * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL |
| */ |
| shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name); |
| shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name); |
| shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero); |
| } |
| else if(priv->target_version >= NV2) |
| { |
| shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name); |
| shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n"); |
| shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name, |
| src_name); |
| } |
| else |
| { |
| const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); |
| |
| shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name); |
| /* Pass any non-zero value to RSQ if the input vector has a length of zero. The |
| * RSQ result doesn't matter, as long as multiplying it by 0 returns 0. |
| */ |
| shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero); |
| shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one); |
| |
| shader_addline(buffer, "RSQ TA.x, TA.x;\n"); |
| /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/ |
| shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name, |
| src_name); |
| } |
| } |
| |
| static void shader_hw_lrp(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_name[50]; |
| char src_name[3][50]; |
| |
| /* ARB_fragment_program has a convenient LRP instruction */ |
| if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) { |
| shader_hw_map2gl(ins); |
| return; |
| } |
| |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_name); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]); |
| shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); |
| shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]); |
| |
| shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]); |
| shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins), |
| dst_name, src_name[0], src_name[2]); |
| } |
| |
| static void shader_hw_sincos(const struct wined3d_shader_instruction *ins) |
| { |
| /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which |
| * must contain fixed constants. So we need a separate function to filter those constants and |
| * can't use map2gl |
| */ |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| const struct wined3d_shader_dst_param *dst = &ins->dst[0]; |
| char dst_name[50]; |
| char src_name0[50], src_name1[50], src_name2[50]; |
| BOOL is_color; |
| |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0); |
| if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) { |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_name); |
| /* No modifiers are supported on SCS */ |
| shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0); |
| |
| if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) |
| { |
| shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color); |
| shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0); |
| } |
| } else if(priv->target_version >= NV2) { |
| shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color); |
| |
| /* Sincos writemask must be .x, .y or .xy */ |
| if(dst->write_mask & WINED3DSP_WRITEMASK_0) |
| shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0); |
| if(dst->write_mask & WINED3DSP_WRITEMASK_1) |
| shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0); |
| } else { |
| /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8 |
| * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2. |
| * |
| * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ... |
| * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ... |
| * |
| * The constants we get are: |
| * |
| * +1 +1, -1 -1 +1 +1 -1 -1 |
| * ---- , ---- , ---- , ----- , ----- , ----- , ------ |
| * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128 |
| * |
| * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2): |
| * |
| * (x/2)^2 = x^2 / 4 |
| * (x/2)^3 = x^3 / 8 |
| * (x/2)^4 = x^4 / 16 |
| * (x/2)^5 = x^5 / 32 |
| * etc |
| * |
| * To get the final result: |
| * sin(x) = 2 * sin(x/2) * cos(x/2) |
| * cos(x) = cos(x/2)^2 - sin(x/2)^2 |
| * (from sin(x+y) and cos(x+y) rules) |
| * |
| * As per MSDN, dst.z is undefined after the operation, and so is |
| * dst.x and dst.y if they're masked out by the writemask. Ie |
| * sincos dst.y, src1, c0, c1 |
| * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler |
| * vsa.exe also stops with an error if the dest register is the same register as the source |
| * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also |
| * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0). |
| */ |
| shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1); |
| shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2); |
| shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color); |
| |
| shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */ |
| shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */ |
| shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */ |
| shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */ |
| shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */ |
| shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */ |
| |
| /* sin(x/2) |
| * |
| * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to |
| * properly merge that with MULs in the code above? |
| * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe |
| * we can merge the sine and cosine MAD rows to calculate them together. |
| */ |
| shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */ |
| shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */ |
| shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */ |
| shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */ |
| |
| /* cos(x/2) */ |
| shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */ |
| shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */ |
| shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */ |
| |
| if(dst->write_mask & WINED3DSP_WRITEMASK_0) { |
| /* cos x */ |
| shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n"); |
| shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name); |
| } |
| if(dst->write_mask & WINED3DSP_WRITEMASK_1) { |
| /* sin x */ |
| shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name); |
| shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name); |
| } |
| } |
| } |
| |
| static void shader_hw_sgn(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char dst_name[50]; |
| char src_name[50]; |
| struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; |
| |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst_name); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_name); |
| |
| /* SGN is only valid in vertex shaders */ |
| if(ctx->target_version >= NV2) { |
| shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name); |
| return; |
| } |
| |
| /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false. |
| * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0 |
| */ |
| if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) { |
| shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name); |
| } else { |
| /* src contains TA? Write to the dest first. This won't overwrite our destination. |
| * Then use TA, and calculate the final result |
| * |
| * Not reading from TA? Store the first result in TA to avoid overwriting the |
| * destination if src reg = dst reg |
| */ |
| if(strstr(src_name, "TA")) |
| { |
| shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name); |
| shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name); |
| shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name); |
| } |
| else |
| { |
| shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name); |
| shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name); |
| shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name); |
| } |
| } |
| } |
| |
| static void shader_hw_dsy(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char src[50]; |
| char dst[50]; |
| char dst_name[50]; |
| BOOL is_color; |
| |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src); |
| shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color); |
| |
| shader_addline(buffer, "DDY %s, %s;\n", dst, src); |
| shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name); |
| } |
| |
| static void shader_hw_pow(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char src0[50], src1[50], dst[50]; |
| struct wined3d_shader_src_param src0_copy = ins->src[0]; |
| BOOL need_abs = FALSE; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); |
| |
| /* POW operates on the absolute value of the input */ |
| src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs); |
| |
| shader_arb_get_dst_param(ins, &ins->dst[0], dst); |
| shader_arb_get_src_param(ins, &src0_copy, 0, src0); |
| shader_arb_get_src_param(ins, &ins->src[1], 1, src1); |
| |
| if (need_abs) |
| shader_addline(buffer, "ABS TA.x, %s;\n", src0); |
| else |
| shader_addline(buffer, "MOV TA.x, %s;\n", src0); |
| |
| if (priv->target_version >= NV2) |
| { |
| shader_addline(buffer, "MOVC TA.y, %s;\n", src1); |
| shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst); |
| shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one); |
| } |
| else |
| { |
| const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); |
| const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS); |
| |
| shader_addline(buffer, "ABS TA.y, %s;\n", src1); |
| shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero); |
| /* Possibly add flt_eps to avoid getting float special values */ |
| shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1); |
| shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins)); |
| shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n"); |
| shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one); |
| } |
| } |
| |
| static void shader_hw_loop(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char src_name[50]; |
| BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); |
| |
| /* src0 is aL */ |
| shader_arb_get_src_param(ins, &ins->src[1], 0, src_name); |
| |
| if(vshader) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct list *e = list_head(&priv->control_frames); |
| struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| |
| if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n"); |
| /* The constant loader makes sure to load -1 into iX.w */ |
| shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name); |
| shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop); |
| shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop); |
| } |
| else |
| { |
| shader_addline(buffer, "LOOP %s;\n", src_name); |
| } |
| } |
| |
| static void shader_hw_rep(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| char src_name[50]; |
| BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); |
| |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_name); |
| |
| /* The constant loader makes sure to load -1 into iX.w */ |
| if(vshader) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct list *e = list_head(&priv->control_frames); |
| struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| |
| if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n"); |
| |
| shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name); |
| shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop); |
| shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop); |
| } |
| else |
| { |
| shader_addline(buffer, "REP %s;\n", src_name); |
| } |
| } |
| |
| static void shader_hw_endloop(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); |
| |
| if(vshader) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct list *e = list_head(&priv->control_frames); |
| struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| |
| shader_addline(buffer, "ARAC aL.xy, aL;\n"); |
| shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop); |
| shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop); |
| |
| if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n"); |
| } |
| else |
| { |
| shader_addline(buffer, "ENDLOOP;\n"); |
| } |
| } |
| |
| static void shader_hw_endrep(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); |
| |
| if(vshader) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct list *e = list_head(&priv->control_frames); |
| struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| |
| shader_addline(buffer, "ARAC aL.xy, aL;\n"); |
| shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop); |
| shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop); |
| |
| if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n"); |
| } |
| else |
| { |
| shader_addline(buffer, "ENDREP;\n"); |
| } |
| } |
| |
| static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv) |
| { |
| struct control_frame *control_frame; |
| |
| LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry) |
| { |
| if(control_frame->type == LOOP || control_frame->type == REP) return control_frame; |
| } |
| ERR("Could not find loop for break\n"); |
| return NULL; |
| } |
| |
| static void shader_hw_break(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data); |
| BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); |
| |
| if(vshader) |
| { |
| shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop); |
| } |
| else |
| { |
| shader_addline(buffer, "BRK;\n"); |
| } |
| } |
| |
| static const char *get_compare(enum wined3d_shader_rel_op op) |
| { |
| switch (op) |
| { |
| case WINED3D_SHADER_REL_OP_GT: return "GT"; |
| case WINED3D_SHADER_REL_OP_EQ: return "EQ"; |
| case WINED3D_SHADER_REL_OP_GE: return "GE"; |
| case WINED3D_SHADER_REL_OP_LT: return "LT"; |
| case WINED3D_SHADER_REL_OP_NE: return "NE"; |
| case WINED3D_SHADER_REL_OP_LE: return "LE"; |
| default: |
| FIXME("Unrecognized operator %#x.\n", op); |
| return "(\?\?)"; |
| } |
| } |
| |
| static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op) |
| { |
| switch (op) |
| { |
| case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE; |
| case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE; |
| case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT; |
| case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE; |
| case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ; |
| case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT; |
| default: |
| FIXME("Unrecognized operator %#x.\n", op); |
| return -1; |
| } |
| } |
| |
| static void shader_hw_breakc(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); |
| const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data); |
| char src_name0[50]; |
| char src_name1[50]; |
| const char *comp = get_compare(ins->flags); |
| |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0); |
| shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1); |
| |
| if(vshader) |
| { |
| /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw |
| * away the subtraction result |
| */ |
| shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); |
| shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp); |
| } |
| else |
| { |
| shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); |
| shader_addline(buffer, "BRK (%s.x);\n", comp); |
| } |
| } |
| |
| static void shader_hw_ifc(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct list *e = list_head(&priv->control_frames); |
| struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| const char *comp; |
| char src_name0[50]; |
| char src_name1[50]; |
| BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); |
| |
| shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0); |
| shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1); |
| |
| if(vshader) |
| { |
| /* Invert the flag. We jump to the else label if the condition is NOT true */ |
| comp = get_compare(invert_compare(ins->flags)); |
| shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); |
| shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp); |
| } |
| else |
| { |
| comp = get_compare(ins->flags); |
| shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); |
| shader_addline(buffer, "IF %s.x;\n", comp); |
| } |
| } |
| |
| static void shader_hw_else(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct list *e = list_head(&priv->control_frames); |
| struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); |
| |
| if(vshader) |
| { |
| shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc); |
| shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc); |
| control_frame->had_else = TRUE; |
| } |
| else |
| { |
| shader_addline(buffer, "ELSE;\n"); |
| } |
| } |
| |
| static void shader_hw_endif(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct list *e = list_head(&priv->control_frames); |
| struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); |
| |
| if(vshader) |
| { |
| if(control_frame->had_else) |
| { |
| shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc); |
| } |
| else |
| { |
| shader_addline(buffer, "#No else branch. else is endif\n"); |
| shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc); |
| } |
| } |
| else |
| { |
| shader_addline(buffer, "ENDIF;\n"); |
| } |
| } |
| |
| static void shader_hw_texldd(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD sampler_idx = ins->src[1].reg.idx[0].offset; |
| char reg_dest[40]; |
| char reg_src[3][40]; |
| WORD flags = TEX_DERIV; |
| |
| shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]); |
| shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]); |
| shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]); |
| |
| if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ; |
| if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS; |
| |
| shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]); |
| } |
| |
| static void shader_hw_texldl(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD sampler_idx = ins->src[1].reg.idx[0].offset; |
| char reg_dest[40]; |
| char reg_coord[40]; |
| WORD flags = TEX_LOD; |
| |
| shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest); |
| shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord); |
| |
| if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ; |
| if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS; |
| |
| shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL); |
| } |
| |
| static void shader_hw_label(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| |
| priv->in_main_func = FALSE; |
| /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled |
| * subroutine, don't generate a label that will make GL complain |
| */ |
| if(priv->target_version == ARB) return; |
| |
| shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset); |
| } |
| |
| static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx, |
| const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args, |
| const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info, |
| struct wined3d_string_buffer *buffer) |
| { |
| unsigned int i; |
| |
| /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used |
| * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE), |
| * the fog frag coord is thrown away. If the fog frag coord is used, but not written by |
| * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0) |
| */ |
| if (args->super.fog_src == VS_FOG_Z) |
| { |
| shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n"); |
| } |
| else |
| { |
| if (!reg_maps->fog) |
| { |
| /* posFixup.x is always 1.0, so we can safely use it */ |
| shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n"); |
| } |
| else |
| { |
| /* Clamp fogcoord */ |
| const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO); |
| const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE); |
| |
| shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one); |
| shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero); |
| } |
| } |
| |
| /* Clipplanes are always stored without y inversion */ |
| if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2) |
| { |
| if (args->super.clip_enabled) |
| { |
| for (i = 0; i < priv_ctx->vs_clipplanes; i++) |
| { |
| shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i); |
| } |
| } |
| } |
| else if (args->clip.boolclip.clip_texcoord) |
| { |
| static const char component[4] = {'x', 'y', 'z', 'w'}; |
| unsigned int cur_clip = 0; |
| const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO); |
| |
| for (i = 0; i < gl_info->limits.user_clip_distances; ++i) |
| { |
| if (args->clip.boolclip.clipplane_mask & (1u << i)) |
| { |
| shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n", |
| component[cur_clip++], i); |
| } |
| } |
| switch (cur_clip) |
| { |
| case 0: |
| shader_addline(buffer, "MOV TA, %s;\n", zero); |
| break; |
| case 1: |
| shader_addline(buffer, "MOV TA.yzw, %s;\n", zero); |
| break; |
| case 2: |
| shader_addline(buffer, "MOV TA.zw, %s;\n", zero); |
| break; |
| case 3: |
| shader_addline(buffer, "MOV TA.w, %s;\n", zero); |
| break; |
| } |
| shader_addline(buffer, "MOV result.texcoord[%u], TA;\n", |
| args->clip.boolclip.clip_texcoord - 1); |
| } |
| |
| /* Write the final position. |
| * |
| * OpenGL coordinates specify the center of the pixel while d3d coords specify |
| * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains |
| * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x |
| * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that. |
| */ |
| if (!gl_info->supported[ARB_CLIP_CONTROL]) |
| { |
| shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n"); |
| shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n"); |
| shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n"); |
| |
| /* Z coord [0;1]->[-1;1] mapping, see comment in |
| * get_projection_matrix() in utils.c. */ |
| if (need_helper_const(shader_data, reg_maps, gl_info)) |
| { |
| const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO); |
| shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two); |
| } |
| else |
| { |
| shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n"); |
| shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n"); |
| } |
| } |
| |
| shader_addline(buffer, "MOV result.position, TMP_OUT;\n"); |
| |
| priv_ctx->footer_written = TRUE; |
| } |
| |
| static void shader_hw_ret(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| const struct wined3d_shader *shader = ins->ctx->shader; |
| BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); |
| |
| if(priv->target_version == ARB) return; |
| |
| if(vshader) |
| { |
| if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data, |
| priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer); |
| } |
| |
| shader_addline(buffer, "RET;\n"); |
| } |
| |
| static void shader_hw_call(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset); |
| } |
| |
| static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src) |
| { |
| const char *ptr, *line; |
| GLint native, pos; |
| |
| if (TRACE_ON(d3d_shader)) |
| { |
| ptr = src; |
| while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line); |
| } |
| |
| GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src)); |
| checkGLcall("glProgramStringARB()"); |
| |
| if (FIXME_ON(d3d_shader)) |
| { |
| gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); |
| if (pos != -1) |
| { |
| FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos, |
| debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB))); |
| ptr = src; |
| while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line); |
| FIXME_(d3d_shader)("\n"); |
| |
| return FALSE; |
| } |
| } |
| |
| if (WARN_ON(d3d_perf)) |
| { |
| GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native)); |
| checkGLcall("glGetProgramivARB()"); |
| if (!native) |
| WARN_(d3d_perf)("Program exceeds native resource limits.\n"); |
| } |
| |
| return TRUE; |
| } |
| |
| static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor, |
| const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) |
| { |
| /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */ |
| |
| if(condcode) |
| { |
| /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */ |
| shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor); |
| /* Calculate the > 0.0031308 case */ |
| shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor); |
| shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor); |
| shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor); |
| shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor); |
| shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor); |
| /* Calculate the < case */ |
| shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor); |
| } |
| else |
| { |
| /* Calculate the > 0.0031308 case */ |
| shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor); |
| shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor); |
| shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor); |
| shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1); |
| shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1); |
| /* Calculate the < case */ |
| shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor); |
| /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */ |
| shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor); |
| shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor); |
| /* Store the components > 0.0031308 in the destination */ |
| shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3); |
| /* Add the components that are < 0.0031308 */ |
| shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor); |
| /* Move everything into result.color at once. Nvidia hardware cannot handle partial |
| * result.color writes(.rgb first, then .a), or handle overwriting already written |
| * components. The assembler uses a temporary register in this case, which is usually |
| * not allocated from one of our registers that were used earlier. |
| */ |
| } |
| /* [0.0;1.0] clamping. Not needed, this is done implicitly */ |
| } |
| |
| static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx) |
| { |
| const struct wined3d_shader_lconst *constant; |
| |
| LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry) |
| { |
| if (constant->idx == idx) |
| { |
| return constant->value; |
| } |
| } |
| return NULL; |
| } |
| |
| static void init_ps_input(const struct wined3d_shader *shader, |
| const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv) |
| { |
| static const char * const texcoords[8] = |
| { |
| "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]", |
| "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]" |
| }; |
| unsigned int i; |
| const struct wined3d_shader_signature_element *input; |
| const char *semantic_name; |
| DWORD semantic_idx; |
| |
| switch(args->super.vp_mode) |
| { |
| case pretransformed: |
| case fixedfunction: |
| /* The pixelshader has to collect the varyings on its own. In any case properly load |
| * color0 and color1. In the case of pretransformed vertices also load texcoords. Set |
| * other attribs to 0.0. |
| * |
| * For fixedfunction this behavior is correct, according to the tests. For pretransformed |
| * we'd either need a replacement shader that can load other attribs like BINORMAL, or |
| * load the texcoord attrib pointers to match the pixel shader signature |
| */ |
| for (i = 0; i < shader->input_signature.element_count; ++i) |
| { |
| input = &shader->input_signature.elements[i]; |
| if (!(semantic_name = input->semantic_name)) |
| continue; |
| semantic_idx = input->semantic_idx; |
| |
| if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR)) |
| { |
| if (!semantic_idx) |
| priv->ps_input[input->register_idx] = "fragment.color.primary"; |
| else if (semantic_idx == 1) |
| priv->ps_input[input->register_idx] = "fragment.color.secondary"; |
| else |
| priv->ps_input[input->register_idx] = "0.0"; |
| } |
| else if (args->super.vp_mode == fixedfunction) |
| { |
| priv->ps_input[input->register_idx] = "0.0"; |
| } |
| else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) |
| { |
| if (semantic_idx < 8) |
| priv->ps_input[input->register_idx] = texcoords[semantic_idx]; |
| else |
| priv->ps_input[input->register_idx] = "0.0"; |
| } |
| else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG)) |
| { |
| if (!semantic_idx) |
| priv->ps_input[input->register_idx] = "fragment.fogcoord"; |
| else |
| priv->ps_input[input->register_idx] = "0.0"; |
| } |
| else |
| { |
| priv->ps_input[input->register_idx] = "0.0"; |
| } |
| |
| TRACE("v%u, semantic %s%u is %s\n", input->register_idx, |
| semantic_name, semantic_idx, priv->ps_input[input->register_idx]); |
| } |
| break; |
| |
| case vertexshader: |
| /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in |
| * fragment.color |
| */ |
| for(i = 0; i < 8; i++) |
| { |
| priv->ps_input[i] = texcoords[i]; |
| } |
| priv->ps_input[8] = "fragment.color.primary"; |
| priv->ps_input[9] = "fragment.color.secondary"; |
| break; |
| } |
| } |
| |
| static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer, |
| const char *fragcolor, const char *tmp) |
| { |
| shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp); |
| shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp); |
| shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader, |
| const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer, |
| const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled) |
| { |
| const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; |
| GLuint retval; |
| char fragcolor[16]; |
| DWORD next_local = 0; |
| struct shader_arb_ctx_priv priv_ctx; |
| BOOL dcl_td = FALSE; |
| BOOL want_nv_prog = FALSE; |
| struct arb_pshader_private *shader_priv = shader->backend_data; |
| DWORD map; |
| BOOL custom_linear_fog = FALSE; |
| |
| char srgbtmp[4][4]; |
| char ftoa_tmp[17]; |
| unsigned int i, found = 0; |
| |
| for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i) |
| { |
| if (!(map & 1) |
| || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg) |
| || (reg_maps->shader_version.major < 2 && !i)) |
| continue; |
| |
| sprintf(srgbtmp[found], "R%u", i); |
| ++found; |
| if (found == 4) break; |
| } |
| |
| switch(found) { |
| case 0: |
| sprintf(srgbtmp[0], "TA"); |
| sprintf(srgbtmp[1], "TB"); |
| sprintf(srgbtmp[2], "TC"); |
| sprintf(srgbtmp[3], "TD"); |
| dcl_td = TRUE; |
| break; |
| case 1: |
| sprintf(srgbtmp[1], "TA"); |
| sprintf(srgbtmp[2], "TB"); |
| sprintf(srgbtmp[3], "TC"); |
| break; |
| case 2: |
| sprintf(srgbtmp[2], "TA"); |
| sprintf(srgbtmp[3], "TB"); |
| break; |
| case 3: |
| sprintf(srgbtmp[3], "TA"); |
| break; |
| case 4: |
| break; |
| } |
| |
| /* Create the hw ARB shader */ |
| memset(&priv_ctx, 0, sizeof(priv_ctx)); |
| priv_ctx.cur_ps_args = args; |
| priv_ctx.compiled_fprog = compiled; |
| priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info; |
| init_ps_input(shader, args, &priv_ctx); |
| list_init(&priv_ctx.control_frames); |
| priv_ctx.ps_post_process = args->super.srgb_correction; |
| |
| /* Avoid enabling NV_fragment_program* if we do not need it. |
| * |
| * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register, |
| * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation |
| * is faster than what we gain from using higher native instructions. There are some things though |
| * that cannot be emulated. In that case enable the extensions. |
| * If the extension is enabled, instruction handlers that support both ways will use it. |
| * |
| * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program. |
| * So enable the best we can get. |
| */ |
| if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd || |
| reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall) |
| { |
| want_nv_prog = TRUE; |
| } |
| |
| shader_addline(buffer, "!!ARBfp1.0\n"); |
| if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2]) |
| { |
| shader_addline(buffer, "OPTION NV_fragment_program2;\n"); |
| priv_ctx.target_version = NV3; |
| } |
| else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]) |
| { |
| shader_addline(buffer, "OPTION NV_fragment_program;\n"); |
| priv_ctx.target_version = NV2; |
| } else { |
| if(want_nv_prog) |
| { |
| /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some |
| * limits properly |
| */ |
| ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n"); |
| ERR("Try GLSL\n"); |
| } |
| priv_ctx.target_version = ARB; |
| } |
| |
| if (reg_maps->rt_mask > 1) |
| { |
| shader_addline(buffer, "OPTION ARB_draw_buffers;\n"); |
| } |
| |
| if (reg_maps->shader_version.major < 3) |
| { |
| switch (args->super.fog) |
| { |
| case WINED3D_FFP_PS_FOG_OFF: |
| break; |
| case WINED3D_FFP_PS_FOG_LINEAR: |
| if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG) |
| { |
| custom_linear_fog = TRUE; |
| priv_ctx.ps_post_process = TRUE; |
| break; |
| } |
| shader_addline(buffer, "OPTION ARB_fog_linear;\n"); |
| break; |
| case WINED3D_FFP_PS_FOG_EXP: |
| shader_addline(buffer, "OPTION ARB_fog_exp;\n"); |
| break; |
| case WINED3D_FFP_PS_FOG_EXP2: |
| shader_addline(buffer, "OPTION ARB_fog_exp2;\n"); |
| break; |
| } |
| } |
| |
| /* For now always declare the temps. At least the Nvidia assembler optimizes completely |
| * unused temps away(but occupies them for the whole shader if they're used once). Always |
| * declaring them avoids tricky bookkeeping work |
| */ |
| shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */ |
| shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */ |
| shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */ |
| if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */ |
| shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n"); |
| shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n"); |
| wined3d_ftoa(eps, ftoa_tmp); |
| shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp); |
| |
| if (reg_maps->shader_version.major < 2) |
| { |
| strcpy(fragcolor, "R0"); |
| } |
| else |
| { |
| if (priv_ctx.ps_post_process) |
| { |
| if (shader->u.ps.color0_mov) |
| { |
| sprintf(fragcolor, "R%u", shader->u.ps.color0_reg); |
| } |
| else |
| { |
| shader_addline(buffer, "TEMP TMP_COLOR;\n"); |
| strcpy(fragcolor, "TMP_COLOR"); |
| } |
| } else { |
| strcpy(fragcolor, "result.color"); |
| } |
| } |
| |
| if (args->super.srgb_correction) |
| { |
| shader_addline(buffer, "PARAM srgb_consts0 = "); |
| shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0); |
| shader_addline(buffer, ";\n"); |
| shader_addline(buffer, "PARAM srgb_consts1 = "); |
| shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1); |
| shader_addline(buffer, ";\n"); |
| } |
| |
| /* Base Declarations */ |
| shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx); |
| |
| for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i) |
| { |
| unsigned char bump_const; |
| |
| if (!(map & 1)) continue; |
| |
| bump_const = compiled->numbumpenvmatconsts; |
| compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED; |
| compiled->bumpenvmatconst[bump_const].texunit = i; |
| compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED; |
| compiled->luminanceconst[bump_const].texunit = i; |
| |
| /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported |
| * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading |
| * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped |
| * textures due to conditional NP2 restrictions) |
| * |
| * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of |
| * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants, |
| * their location is shader dependent anyway and they cannot be loaded globally. |
| */ |
| compiled->bumpenvmatconst[bump_const].const_num = next_local++; |
| shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n", |
| i, compiled->bumpenvmatconst[bump_const].const_num); |
| compiled->numbumpenvmatconsts = bump_const + 1; |
| |
| if (!(reg_maps->luminanceparams & (1u << i))) |
| continue; |
| |
| compiled->luminanceconst[bump_const].const_num = next_local++; |
| shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n", |
| i, compiled->luminanceconst[bump_const].const_num); |
| } |
| |
| for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i) |
| { |
| compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED; |
| if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2) |
| { |
| const DWORD *control_values = find_loop_control_values(shader, i); |
| |
| if(control_values) |
| { |
| shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i, |
| control_values[0], control_values[1], control_values[2]); |
| } |
| else |
| { |
| compiled->int_consts[i] = next_local; |
| compiled->num_int_consts++; |
| shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++); |
| } |
| } |
| } |
| |
| if(reg_maps->vpos || reg_maps->usesdsy) |
| { |
| compiled->ycorrection = next_local; |
| shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++); |
| |
| if(reg_maps->vpos) |
| { |
| shader_addline(buffer, "TEMP vpos;\n"); |
| /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen). |
| * ycorrection.y: -1.0(onscreen), 1.0(offscreen) |
| * ycorrection.z: 1.0 |
| * ycorrection.w: 0.0 |
| */ |
| shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n"); |
| shader_addline(buffer, "FLR vpos.xy, vpos;\n"); |
| } |
| } |
| else |
| { |
| compiled->ycorrection = WINED3D_CONST_NUM_UNUSED; |
| } |
| |
| /* Load constants to fixup NP2 texcoords if there are still free constants left: |
| * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume |
| * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to |
| * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not |
| * applied / activated. This will probably result in wrong rendering of the texture, but will save us from |
| * shader compilation errors and the subsequent errors when drawing with this shader. */ |
| if (priv_ctx.cur_ps_args->super.np2_fixup) { |
| unsigned char cur_fixup_sampler = 0; |
| |
| struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info; |
| const WORD map = priv_ctx.cur_ps_args->super.np2_fixup; |
| const UINT max_lconsts = gl_info->limits.arb_ps_local_constants; |
| |
| fixup->offset = next_local; |
| fixup->super.active = 0; |
| |
| for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) |
| { |
| if (!(map & (1u << i))) |
| continue; |
| |
| if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) |
| { |
| fixup->super.active |= (1u << i); |
| fixup->super.idx[i] = cur_fixup_sampler++; |
| } |
| else |
| { |
| FIXME("No free constant found to load NP2 fixup data into shader. " |
| "Sampling from this texture will probably look wrong.\n"); |
| break; |
| } |
| } |
| |
| fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1; |
| if (fixup->super.num_consts) { |
| shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n", |
| fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1); |
| } |
| } |
| |
| if (shader_priv->clipplane_emulation != ~0U && args->clip) |
| { |
| shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation); |
| } |
| |
| /* Base Shader Body */ |
| if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL))) |
| return 0; |
| |
| if(args->super.srgb_correction) { |
| arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3], |
| priv_ctx.target_version >= NV2); |
| } |
| |
| if (custom_linear_fog) |
| arbfp_add_linear_fog(buffer, fragcolor, "TA"); |
| |
| if(strcmp(fragcolor, "result.color")) { |
| shader_addline(buffer, "MOV result.color, %s;\n", fragcolor); |
| } |
| shader_addline(buffer, "END\n"); |
| |
| /* TODO: change to resource.glObjectHandle or something like that */ |
| GL_EXTCALL(glGenProgramsARB(1, &retval)); |
| |
| TRACE("Creating a hw pixel shader, prg=%d\n", retval); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval)); |
| |
| TRACE("Created hw pixel shader, prg=%d\n", retval); |
| if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer)) |
| return 0; |
| |
| return retval; |
| } |
| |
| static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2) |
| { |
| unsigned int i; |
| int ret; |
| |
| if (sig1->element_count != sig2->element_count) |
| return sig1->element_count < sig2->element_count ? -1 : 1; |
| |
| for (i = 0; i < sig1->element_count; ++i) |
| { |
| const struct wined3d_shader_signature_element *e1, *e2; |
| |
| e1 = &sig1->elements[i]; |
| e2 = &sig2->elements[i]; |
| |
| if (!e1->semantic_name || !e2->semantic_name) |
| { |
| /* Compare pointers, not contents. One string is NULL (element |
| * does not exist), the other one is not NULL. */ |
| if (e1->semantic_name != e2->semantic_name) |
| return e1->semantic_name < e2->semantic_name ? -1 : 1; |
| continue; |
| } |
| |
| if ((ret = strcmp(e1->semantic_name, e2->semantic_name))) |
| return ret; |
| if (e1->semantic_idx != e2->semantic_idx) |
| return e1->semantic_idx < e2->semantic_idx ? -1 : 1; |
| if (e1->sysval_semantic != e2->sysval_semantic) |
| return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1; |
| if (e1->component_type != e2->component_type) |
| return e1->component_type < e2->component_type ? -1 : 1; |
| if (e1->register_idx != e2->register_idx) |
| return e1->register_idx < e2->register_idx ? -1 : 1; |
| if (e1->mask != e2->mask) |
| return e1->mask < e2->mask ? -1 : 1; |
| } |
| return 0; |
| } |
| |
| static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig) |
| { |
| unsigned int i; |
| char *name; |
| |
| new->element_count = sig->element_count; |
| new->elements = wined3d_calloc(new->element_count, sizeof(*new->elements)); |
| for (i = 0; i < sig->element_count; ++i) |
| { |
| new->elements[i] = sig->elements[i]; |
| |
| if (!new->elements[i].semantic_name) |
| continue; |
| |
| /* Clone the semantic string */ |
| name = HeapAlloc(GetProcessHeap(), 0, strlen(sig->elements[i].semantic_name) + 1); |
| strcpy(name, sig->elements[i].semantic_name); |
| new->elements[i].semantic_name = name; |
| } |
| } |
| |
| static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig) |
| { |
| struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig); |
| struct ps_signature *found_sig; |
| |
| if (entry) |
| { |
| found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry); |
| TRACE("Found existing signature %u\n", found_sig->idx); |
| return found_sig->idx; |
| } |
| found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig)); |
| clone_sig(&found_sig->sig, sig); |
| found_sig->idx = priv->ps_sig_number++; |
| TRACE("New signature stored and assigned number %u\n", found_sig->idx); |
| if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1) |
| { |
| ERR("Failed to insert program entry.\n"); |
| } |
| return found_sig->idx; |
| } |
| |
| static void init_output_registers(const struct wined3d_shader *shader, |
| const struct wined3d_shader_signature *ps_input_sig, |
| struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled) |
| { |
| unsigned int i, j; |
| static const char * const texcoords[8] = |
| { |
| "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]", |
| "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]" |
| }; |
| /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary |
| * and varying 9 to result.color.secondary |
| */ |
| static const char * const decl_idx_to_string[MAX_REG_INPUT] = |
| { |
| "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]", |
| "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]", |
| "result.color.primary", "result.color.secondary" |
| }; |
| |
| if (!ps_input_sig) |
| { |
| TRACE("Pixel shader uses builtin varyings\n"); |
| /* Map builtins to builtins */ |
| for(i = 0; i < 8; i++) |
| { |
| priv_ctx->texcrd_output[i] = texcoords[i]; |
| } |
| priv_ctx->color_output[0] = "result.color.primary"; |
| priv_ctx->color_output[1] = "result.color.secondary"; |
| priv_ctx->fog_output = "TMP_FOGCOORD"; |
| |
| /* Map declared regs to builtins. Use "TA" to /dev/null unread output */ |
| for (i = 0; i < shader->output_signature.element_count; ++i) |
| { |
| const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i]; |
| |
| if (!output->semantic_name) |
| continue; |
| |
| if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION)) |
| { |
| TRACE("o%u is TMP_OUT\n", output->register_idx); |
| if (!output->semantic_idx) |
| priv_ctx->vs_output[output->register_idx] = "TMP_OUT"; |
| else |
| priv_ctx->vs_output[output->register_idx] = "TA"; |
| } |
| else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE)) |
| { |
| TRACE("o%u is result.pointsize\n", output->register_idx); |
| if (!output->semantic_idx) |
| priv_ctx->vs_output[output->register_idx] = "result.pointsize"; |
| else |
| priv_ctx->vs_output[output->register_idx] = "TA"; |
| } |
| else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR)) |
| { |
| TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx); |
| if (!output->semantic_idx) |
| priv_ctx->vs_output[output->register_idx] = "result.color.primary"; |
| else if (output->semantic_idx == 1) |
| priv_ctx->vs_output[output->register_idx] = "result.color.secondary"; |
| else priv_ctx->vs_output[output->register_idx] = "TA"; |
| } |
| else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) |
| { |
| TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx); |
| if (output->semantic_idx >= 8) |
| priv_ctx->vs_output[output->register_idx] = "TA"; |
| else |
| priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx]; |
| } |
| else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG)) |
| { |
| TRACE("o%u is result.fogcoord\n", output->register_idx); |
| if (output->semantic_idx > 0) |
| priv_ctx->vs_output[output->register_idx] = "TA"; |
| else |
| priv_ctx->vs_output[output->register_idx] = "result.fogcoord"; |
| } |
| else |
| { |
| priv_ctx->vs_output[output->register_idx] = "TA"; |
| } |
| } |
| return; |
| } |
| |
| TRACE("Pixel shader uses declared varyings\n"); |
| |
| /* Map builtin to declared. /dev/null the results by default to the TA temp reg */ |
| for(i = 0; i < 8; i++) |
| { |
| priv_ctx->texcrd_output[i] = "TA"; |
| } |
| priv_ctx->color_output[0] = "TA"; |
| priv_ctx->color_output[1] = "TA"; |
| priv_ctx->fog_output = "TA"; |
| |
| for (i = 0; i < ps_input_sig->element_count; ++i) |
| { |
| const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i]; |
| |
| if (!input->semantic_name) |
| continue; |
| |
| /* If a declared input register is not written by builtin arguments, don't write to it. |
| * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D |
| * |
| * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes |
| * to TMP_OUT in any case |
| */ |
| if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) |
| { |
| if (input->semantic_idx < 8) |
| priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx]; |
| } |
| else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR)) |
| { |
| if (input->semantic_idx < 2) |
| priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx]; |
| } |
| else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG)) |
| { |
| if (!input->semantic_idx) |
| priv_ctx->fog_output = decl_idx_to_string[input->register_idx]; |
| } |
| else |
| { |
| continue; |
| } |
| |
| if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary") |
| || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary")) |
| { |
| compiled->need_color_unclamp = TRUE; |
| } |
| } |
| |
| /* Map declared to declared */ |
| for (i = 0; i < shader->output_signature.element_count; ++i) |
| { |
| const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i]; |
| |
| /* Write unread output to TA to throw them away */ |
| priv_ctx->vs_output[output->register_idx] = "TA"; |
| |
| if (!output->semantic_name) |
| continue; |
| |
| if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx) |
| { |
| priv_ctx->vs_output[output->register_idx] = "TMP_OUT"; |
| continue; |
| } |
| else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx) |
| { |
| priv_ctx->vs_output[output->register_idx] = "result.pointsize"; |
| continue; |
| } |
| |
| for (j = 0; j < ps_input_sig->element_count; ++j) |
| { |
| const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j]; |
| |
| if (!input->semantic_name) |
| continue; |
| |
| if (!strcmp(input->semantic_name, output->semantic_name) |
| && input->semantic_idx == output->semantic_idx) |
| { |
| priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx]; |
| |
| if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary") |
| || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary")) |
| { |
| compiled->need_color_unclamp = TRUE; |
| } |
| } |
| } |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader, |
| const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer, |
| const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled, |
| const struct wined3d_shader_signature *ps_input_sig) |
| { |
| const struct arb_vshader_private *shader_data = shader->backend_data; |
| const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; |
| struct shader_arb_priv *priv = shader->device->shader_priv; |
| GLuint ret; |
| DWORD next_local = 0; |
| struct shader_arb_ctx_priv priv_ctx; |
| unsigned int i; |
| |
| memset(&priv_ctx, 0, sizeof(priv_ctx)); |
| priv_ctx.cur_vs_args = args; |
| list_init(&priv_ctx.control_frames); |
| init_output_registers(shader, ps_input_sig, &priv_ctx, compiled); |
| |
| /* Create the hw ARB shader */ |
| shader_addline(buffer, "!!ARBvp1.0\n"); |
| |
| /* Always enable the NV extension if available. Unlike fragment shaders, there is no |
| * mesurable performance penalty, and we can always make use of it for clipplanes. |
| */ |
| if (gl_info->supported[NV_VERTEX_PROGRAM3]) |
| { |
| shader_addline(buffer, "OPTION NV_vertex_program3;\n"); |
| priv_ctx.target_version = NV3; |
| shader_addline(buffer, "ADDRESS aL;\n"); |
| } |
| else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) |
| { |
| shader_addline(buffer, "OPTION NV_vertex_program2;\n"); |
| priv_ctx.target_version = NV2; |
| shader_addline(buffer, "ADDRESS aL;\n"); |
| } else { |
| priv_ctx.target_version = ARB; |
| } |
| |
| shader_addline(buffer, "TEMP TMP_OUT;\n"); |
| if (reg_maps->fog) |
| shader_addline(buffer, "TEMP TMP_FOGCOORD;\n"); |
| if (need_helper_const(shader_data, reg_maps, gl_info)) |
| { |
| char ftoa_tmp[17]; |
| wined3d_ftoa(eps, ftoa_tmp); |
| shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp); |
| } |
| if (need_rel_addr_const(shader_data, reg_maps, gl_info)) |
| { |
| shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset); |
| shader_addline(buffer, "TEMP A0_SHADOW;\n"); |
| } |
| |
| shader_addline(buffer, "TEMP TA;\n"); |
| shader_addline(buffer, "TEMP TB;\n"); |
| |
| /* Base Declarations */ |
| shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, |
| &priv_ctx.vs_clipplanes, &priv_ctx); |
| |
| for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i) |
| { |
| compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED; |
| if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2) |
| { |
| const DWORD *control_values = find_loop_control_values(shader, i); |
| |
| if(control_values) |
| { |
| shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i, |
| control_values[0], control_values[1], control_values[2]); |
| } |
| else |
| { |
| compiled->int_consts[i] = next_local; |
| compiled->num_int_consts++; |
| shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++); |
| } |
| } |
| } |
| |
| /* We need a constant to fixup the final position */ |
| shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local); |
| compiled->pos_fixup = next_local++; |
| |
| /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values |
| * for output parameters. D3D in theory does not do that either, but some applications depend on a |
| * proper initialization of the secondary color, and programs using the fixed function pipeline without |
| * a replacement shader depend on the texcoord.w being set properly. |
| * |
| * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This |
| * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So |
| * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex- |
| * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and |
| * this can eat a number of instructions, so skip it unless this cap is set as well |
| */ |
| if (!gl_info->supported[NV_VERTEX_PROGRAM]) |
| { |
| const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001); |
| shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init); |
| |
| if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control) |
| { |
| int i; |
| const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE); |
| for(i = 0; i < MAX_REG_TEXCRD; i++) |
| { |
| if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) |
| shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one); |
| } |
| } |
| } |
| |
| /* The shader starts with the main function */ |
| priv_ctx.in_main_func = TRUE; |
| /* Base Shader Body */ |
| if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL))) |
| return -1; |
| |
| if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx, |
| shader_data, args, reg_maps, gl_info, buffer); |
| |
| shader_addline(buffer, "END\n"); |
| |
| /* TODO: change to resource.glObjectHandle or something like that */ |
| GL_EXTCALL(glGenProgramsARB(1, &ret)); |
| |
| TRACE("Creating a hw vertex shader, prg=%d\n", ret); |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret)); |
| |
| TRACE("Created hw vertex shader, prg=%d\n", ret); |
| if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer)) |
| return -1; |
| |
| return ret; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader, |
| const struct arb_ps_compile_args *args) |
| { |
| struct wined3d_device *device = shader->device; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; |
| UINT i; |
| DWORD new_size; |
| struct arb_ps_compiled_shader *new_array; |
| struct wined3d_string_buffer buffer; |
| struct arb_pshader_private *shader_data; |
| GLuint ret; |
| |
| if (!shader->backend_data) |
| { |
| struct shader_arb_priv *priv = device->shader_priv; |
| |
| shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)); |
| shader_data = shader->backend_data; |
| shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1; |
| |
| if (shader->reg_maps.shader_version.major < 3) |
| shader_data->input_signature_idx = ~0U; |
| else |
| shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature); |
| |
| TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx); |
| |
| if (!d3d_info->vs_clipping) |
| shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps, |
| d3d_info->limits.ffp_blend_stages - 1); |
| else |
| shader_data->clipplane_emulation = ~0U; |
| } |
| shader_data = shader->backend_data; |
| |
| /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), |
| * so a linear search is more performant than a hashmap or a binary search |
| * (cache coherency etc) |
| */ |
| for (i = 0; i < shader_data->num_gl_shaders; ++i) |
| { |
| if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args))) |
| return &shader_data->gl_shaders[i]; |
| } |
| |
| TRACE("No matching GL shader found, compiling a new shader\n"); |
| if(shader_data->shader_array_size == shader_data->num_gl_shaders) { |
| if (shader_data->num_gl_shaders) |
| { |
| new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2); |
| new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders, |
| new_size * sizeof(*shader_data->gl_shaders)); |
| } else { |
| new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders)); |
| new_size = 1; |
| } |
| |
| if(!new_array) { |
| ERR("Out of memory\n"); |
| return 0; |
| } |
| shader_data->gl_shaders = new_array; |
| shader_data->shader_array_size = new_size; |
| } |
| |
| shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args; |
| |
| pixelshader_update_resource_types(shader, args->super.tex_types); |
| |
| if (!string_buffer_init(&buffer)) |
| { |
| ERR("Failed to initialize shader buffer.\n"); |
| return 0; |
| } |
| |
| ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args, |
| &shader_data->gl_shaders[shader_data->num_gl_shaders]); |
| string_buffer_free(&buffer); |
| shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret; |
| |
| return &shader_data->gl_shaders[shader_data->num_gl_shaders++]; |
| } |
| |
| static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new, |
| const DWORD use_map, BOOL skip_int) { |
| if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE; |
| if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE; |
| if(stored->super.fog_src != new->super.fog_src) return FALSE; |
| if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE; |
| if(stored->ps_signature != new->ps_signature) return FALSE; |
| if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE; |
| if(skip_int) return TRUE; |
| |
| return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)); |
| } |
| |
| static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader, |
| const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args, |
| const struct wined3d_shader_signature *ps_input_sig) |
| { |
| UINT i; |
| DWORD new_size; |
| struct arb_vs_compiled_shader *new_array; |
| struct wined3d_string_buffer buffer; |
| struct arb_vshader_private *shader_data; |
| GLuint ret; |
| |
| if (!shader->backend_data) |
| { |
| const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; |
| |
| shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)); |
| shader_data = shader->backend_data; |
| |
| if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) |
| && reg_maps->min_rel_offset <= reg_maps->max_rel_offset) |
| { |
| if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127) |
| { |
| FIXME("The difference between the minimum and maximum relative offset is > 127.\n"); |
| FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n"); |
| FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset); |
| } |
| else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63) |
| shader_data->rel_offset = reg_maps->min_rel_offset + 63; |
| else if (reg_maps->max_rel_offset > 63) |
| shader_data->rel_offset = reg_maps->min_rel_offset; |
| } |
| } |
| shader_data = shader->backend_data; |
| |
| /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), |
| * so a linear search is more performant than a hashmap or a binary search |
| * (cache coherency etc) |
| */ |
| for(i = 0; i < shader_data->num_gl_shaders; i++) { |
| if (vs_args_equal(&shader_data->gl_shaders[i].args, args, |
| use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])) |
| { |
| return &shader_data->gl_shaders[i]; |
| } |
| } |
| |
| TRACE("No matching GL shader found, compiling a new shader\n"); |
| |
| if(shader_data->shader_array_size == shader_data->num_gl_shaders) { |
| if (shader_data->num_gl_shaders) |
| { |
| new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2); |
| new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders, |
| new_size * sizeof(*shader_data->gl_shaders)); |
| } else { |
| new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders)); |
| new_size = 1; |
| } |
| |
| if(!new_array) { |
| ERR("Out of memory\n"); |
| return 0; |
| } |
| shader_data->gl_shaders = new_array; |
| shader_data->shader_array_size = new_size; |
| } |
| |
| shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args; |
| |
| if (!string_buffer_init(&buffer)) |
| { |
| ERR("Failed to initialize shader buffer.\n"); |
| return 0; |
| } |
| |
| ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args, |
| &shader_data->gl_shaders[shader_data->num_gl_shaders], |
| ps_input_sig); |
| string_buffer_free(&buffer); |
| shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret; |
| |
| return &shader_data->gl_shaders[shader_data->num_gl_shaders++]; |
| } |
| |
| static void find_arb_ps_compile_args(const struct wined3d_state *state, |
| const struct wined3d_context *context, const struct wined3d_shader *shader, |
| struct arb_ps_compile_args *args) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_d3d_info *d3d_info = context->d3d_info; |
| int i; |
| WORD int_skip; |
| |
| find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, context); |
| |
| /* This forces all local boolean constants to 1 to make them stateblock independent */ |
| args->bools = shader->reg_maps.local_bool_consts; |
| |
| for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i) |
| { |
| if (state->ps_consts_b[i]) |
| args->bools |= ( 1u << i); |
| } |
| |
| /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction |
| * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to |
| * duplicate the shader than have a no-op KIL instruction in every shader |
| */ |
| if (!d3d_info->vs_clipping && use_vs(state) |
| && state->render_states[WINED3D_RS_CLIPPING] |
| && state->render_states[WINED3D_RS_CLIPPLANEENABLE]) |
| args->clip = 1; |
| else |
| args->clip = 0; |
| |
| /* Skip if unused or local, or supported natively */ |
| int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts; |
| if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]) |
| { |
| memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl)); |
| return; |
| } |
| |
| for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i) |
| { |
| if (int_skip & (1u << i)) |
| { |
| args->loop_ctrl[i][0] = 0; |
| args->loop_ctrl[i][1] = 0; |
| args->loop_ctrl[i][2] = 0; |
| } |
| else |
| { |
| args->loop_ctrl[i][0] = state->ps_consts_i[i].x; |
| args->loop_ctrl[i][1] = state->ps_consts_i[i].y; |
| args->loop_ctrl[i][2] = state->ps_consts_i[i].z; |
| } |
| } |
| } |
| |
| static void find_arb_vs_compile_args(const struct wined3d_state *state, |
| const struct wined3d_context *context, const struct wined3d_shader *shader, |
| struct arb_vs_compile_args *args) |
| { |
| const struct wined3d_device *device = shader->device; |
| const struct wined3d_adapter *adapter = device->adapter; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_d3d_info *d3d_info = context->d3d_info; |
| int i; |
| WORD int_skip; |
| |
| find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super, d3d_info); |
| |
| args->clip.boolclip_compare = 0; |
| if (use_ps(state)) |
| { |
| const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL]; |
| const struct arb_pshader_private *shader_priv = ps->backend_data; |
| args->ps_signature = shader_priv->input_signature_idx; |
| |
| args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1; |
| } |
| else |
| { |
| args->ps_signature = ~0; |
| if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline) |
| args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0; |
| /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */ |
| } |
| |
| if (args->clip.boolclip.clip_texcoord) |
| { |
| if (state->render_states[WINED3D_RS_CLIPPING]) |
| args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE]; |
| /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */ |
| } |
| |
| /* This forces all local boolean constants to 1 to make them stateblock independent */ |
| args->clip.boolclip.bools = shader->reg_maps.local_bool_consts; |
| /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */ |
| for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i) |
| { |
| if (state->vs_consts_b[i]) |
| args->clip.boolclip.bools |= (1u << i); |
| } |
| |
| args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0]; |
| args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1]; |
| args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2]; |
| args->vertex.samplers[3] = 0; |
| |
| /* Skip if unused or local */ |
| int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts; |
| /* This is about flow control, not clipping. */ |
| if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) |
| { |
| memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl)); |
| return; |
| } |
| |
| for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i) |
| { |
| if (int_skip & (1u << i)) |
| { |
| args->loop_ctrl[i][0] = 0; |
| args->loop_ctrl[i][1] = 0; |
| args->loop_ctrl[i][2] = 0; |
| } |
| else |
| { |
| args->loop_ctrl[i][0] = state->vs_consts_i[i].x; |
| args->loop_ctrl[i][1] = state->vs_consts_i[i].y; |
| args->loop_ctrl[i][2] = state->vs_consts_i[i].z; |
| } |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void shader_arb_select(void *shader_priv, struct wined3d_context *context, |
| const struct wined3d_state *state) |
| { |
| struct shader_arb_priv *priv = shader_priv; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| int i; |
| |
| /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */ |
| if (use_ps(state)) |
| { |
| struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL]; |
| struct arb_ps_compile_args compile_args; |
| struct arb_ps_compiled_shader *compiled; |
| |
| TRACE("Using pixel shader %p.\n", ps); |
| find_arb_ps_compile_args(state, context, ps, &compile_args); |
| compiled = find_arb_pshader(ps, &compile_args); |
| priv->current_fprogram_id = compiled->prgId; |
| priv->compiled_fprog = compiled; |
| |
| /* Bind the fragment program */ |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); |
| checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);"); |
| |
| if (!priv->use_arbfp_fixed_func) |
| priv->fragment_pipe->enable_extension(gl_info, FALSE); |
| |
| /* Enable OpenGL fragment programs. */ |
| gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); |
| |
| TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id); |
| |
| /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between |
| * a 1.x and newer shader, reload the first 8 constants |
| */ |
| if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts) |
| { |
| priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts; |
| priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8); |
| for(i = 0; i < 8; i++) |
| { |
| priv->pshader_const_dirty[i] = 1; |
| } |
| /* Also takes care of loading local constants */ |
| shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE); |
| } |
| else |
| { |
| UINT rt_height = state->fb->render_targets[0]->height; |
| shader_arb_ps_local_constants(compiled, context, state, rt_height); |
| } |
| |
| /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */ |
| if (compiled->np2fixup_info.super.active) |
| context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP; |
| |
| if (ps->load_local_constsF) |
| context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F; |
| } |
| else |
| { |
| if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func) |
| { |
| /* Disable only if we're not using arbfp fixed function fragment |
| * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB |
| * enabled, and the fixed function pipeline will bind the fixed |
| * function replacement shader. */ |
| gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); |
| priv->current_fprogram_id = 0; |
| } |
| priv->fragment_pipe->enable_extension(gl_info, TRUE); |
| } |
| |
| if (use_vs(state)) |
| { |
| struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX]; |
| struct arb_vs_compile_args compile_args; |
| struct arb_vs_compiled_shader *compiled; |
| const struct wined3d_shader_signature *ps_input_sig; |
| |
| TRACE("Using vertex shader %p\n", vs); |
| find_arb_vs_compile_args(state, context, vs, &compile_args); |
| |
| /* Instead of searching for the signature in the signature list, read the one from the |
| * current pixel shader. It's maybe not the shader where the signature came from, but it |
| * is the same signature and faster to find. */ |
| if (compile_args.ps_signature == ~0U) |
| ps_input_sig = NULL; |
| else |
| ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature; |
| |
| compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map, |
| &compile_args, ps_input_sig); |
| priv->current_vprogram_id = compiled->prgId; |
| priv->compiled_vprog = compiled; |
| |
| /* Bind the vertex program */ |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); |
| checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);"); |
| |
| priv->vertex_pipe->vp_enable(gl_info, FALSE); |
| |
| /* Enable OpenGL vertex programs */ |
| gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); |
| TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id); |
| shader_arb_vs_local_constants(compiled, context, state); |
| |
| if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) { |
| priv->last_vs_color_unclamp = compiled->need_color_unclamp; |
| |
| if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT]) |
| { |
| GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp)); |
| checkGLcall("glClampColorARB"); |
| } else { |
| FIXME("vertex color clamp needs to be changed, but extension not supported.\n"); |
| } |
| } |
| |
| if (vs->load_local_constsF) |
| context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F; |
| } |
| else |
| { |
| if (gl_info->supported[ARB_VERTEX_PROGRAM]) |
| { |
| priv->current_vprogram_id = 0; |
| gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); |
| } |
| priv->vertex_pipe->vp_enable(gl_info, TRUE); |
| } |
| } |
| |
| static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context, |
| const struct wined3d_state *state) |
| { |
| ERR("Compute pipeline not supported by the ARB shader backend.\n"); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void shader_arb_disable(void *shader_priv, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct shader_arb_priv *priv = shader_priv; |
| |
| if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); |
| priv->current_fprogram_id = 0; |
| } |
| priv->fragment_pipe->enable_extension(gl_info, FALSE); |
| |
| if (gl_info->supported[ARB_VERTEX_PROGRAM]) |
| { |
| priv->current_vprogram_id = 0; |
| gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); |
| } |
| priv->vertex_pipe->vp_enable(gl_info, FALSE); |
| |
| if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp) |
| { |
| GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB)); |
| checkGLcall("glClampColorARB"); |
| priv->last_vs_color_unclamp = FALSE; |
| } |
| |
| context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL) |
| | (1u << WINED3D_SHADER_TYPE_VERTEX) |
| | (1u << WINED3D_SHADER_TYPE_GEOMETRY) |
| | (1u << WINED3D_SHADER_TYPE_HULL) |
| | (1u << WINED3D_SHADER_TYPE_DOMAIN) |
| | (1u << WINED3D_SHADER_TYPE_COMPUTE); |
| } |
| |
| static void shader_arb_destroy(struct wined3d_shader *shader) |
| { |
| struct wined3d_device *device = shader->device; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| |
| if (shader_is_pshader_version(shader->reg_maps.shader_version.type)) |
| { |
| struct arb_pshader_private *shader_data = shader->backend_data; |
| UINT i; |
| |
| if(!shader_data) return; /* This can happen if a shader was never compiled */ |
| |
| if (shader_data->num_gl_shaders) |
| { |
| struct wined3d_context *context = context_acquire(device, NULL, 0); |
| |
| for (i = 0; i < shader_data->num_gl_shaders; ++i) |
| { |
| GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId)); |
| checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))"); |
| } |
| |
| context_release(context); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders); |
| HeapFree(GetProcessHeap(), 0, shader_data); |
| shader->backend_data = NULL; |
| } |
| else |
| { |
| struct arb_vshader_private *shader_data = shader->backend_data; |
| UINT i; |
| |
| if(!shader_data) return; /* This can happen if a shader was never compiled */ |
| |
| if (shader_data->num_gl_shaders) |
| { |
| struct wined3d_context *context = context_acquire(device, NULL, 0); |
| |
| for (i = 0; i < shader_data->num_gl_shaders; ++i) |
| { |
| GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId)); |
| checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))"); |
| } |
| |
| context_release(context); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders); |
| HeapFree(GetProcessHeap(), 0, shader_data); |
| shader->backend_data = NULL; |
| } |
| } |
| |
| static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry) |
| { |
| struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry); |
| return compare_sig(key, &e->sig); |
| } |
| |
| static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, |
| const struct fragment_pipeline *fragment_pipe) |
| { |
| struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv)); |
| struct fragment_caps fragment_caps; |
| void *vertex_priv, *fragment_priv; |
| const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; |
| |
| if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv))) |
| { |
| ERR("Failed to initialize vertex pipe.\n"); |
| HeapFree(GetProcessHeap(), 0, priv); |
| return E_FAIL; |
| } |
| |
| if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv))) |
| { |
| ERR("Failed to initialize fragment pipe.\n"); |
| vertex_pipe->vp_free(device); |
| HeapFree(GetProcessHeap(), 0, priv); |
| return E_FAIL; |
| } |
| |
| memset(priv->vshader_const_dirty, 1, |
| sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count); |
| memset(priv->pshader_const_dirty, 1, |
| sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count); |
| |
| wine_rb_init(&priv->signature_tree, sig_tree_compare); |
| |
| priv->vertex_pipe = vertex_pipe; |
| priv->fragment_pipe = fragment_pipe; |
| fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps); |
| priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL; |
| |
| device->vertex_priv = vertex_priv; |
| device->fragment_priv = fragment_priv; |
| device->shader_priv = priv; |
| |
| return WINED3D_OK; |
| } |
| |
| static void release_signature(struct wine_rb_entry *entry, void *context) |
| { |
| struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry); |
| unsigned int i; |
| |
| for (i = 0; i < sig->sig.element_count; ++i) |
| { |
| HeapFree(GetProcessHeap(), 0, (char *)sig->sig.elements[i].semantic_name); |
| } |
| HeapFree(GetProcessHeap(), 0, sig->sig.elements); |
| HeapFree(GetProcessHeap(), 0, sig); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void shader_arb_free(struct wined3d_device *device) |
| { |
| struct shader_arb_priv *priv = device->shader_priv; |
| |
| wine_rb_destroy(&priv->signature_tree, release_signature, NULL); |
| priv->fragment_pipe->free_private(device); |
| priv->vertex_pipe->vp_free(device); |
| HeapFree(GetProcessHeap(), 0, device->shader_priv); |
| } |
| |
| static BOOL shader_arb_allocate_context_data(struct wined3d_context *context) |
| { |
| return TRUE; |
| } |
| |
| static void shader_arb_free_context_data(struct wined3d_context *context) |
| { |
| struct shader_arb_priv *priv; |
| |
| priv = context->device->shader_priv; |
| if (priv->last_context == context) |
| priv->last_context = NULL; |
| } |
| |
| static void shader_arb_init_context_state(struct wined3d_context *context) {} |
| |
| static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps) |
| { |
| if (gl_info->supported[ARB_VERTEX_PROGRAM]) |
| { |
| DWORD vs_consts; |
| UINT vs_version; |
| |
| /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB |
| * for vertex programs. If the native limit is less than that it's |
| * not very useful, and e.g. Mesa swrast returns 0, probably to |
| * indicate it's a software implementation. */ |
| if (gl_info->limits.arb_vs_native_constants < 96) |
| vs_consts = gl_info->limits.arb_vs_float_constants; |
| else |
| vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants); |
| |
| if (gl_info->supported[NV_VERTEX_PROGRAM3]) |
| { |
| vs_version = 3; |
| TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n"); |
| } |
| else if (vs_consts >= 256) |
| { |
| /* Shader Model 2.0 requires at least 256 vertex shader constants */ |
| vs_version = 2; |
| TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n"); |
| } |
| else |
| { |
| vs_version = 1; |
| TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n"); |
| } |
| caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version); |
| caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts); |
| } |
| else |
| { |
| caps->vs_version = 0; |
| caps->vs_uniform_count = 0; |
| } |
| |
| caps->hs_version = 0; |
| caps->ds_version = 0; |
| caps->gs_version = 0; |
| caps->cs_version = 0; |
| |
| if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) |
| { |
| DWORD ps_consts; |
| UINT ps_version; |
| |
| /* Similar as above for vertex programs, but the minimum for fragment |
| * programs is 24. */ |
| if (gl_info->limits.arb_ps_native_constants < 24) |
| ps_consts = gl_info->limits.arb_ps_float_constants; |
| else |
| ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants); |
| |
| if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) |
| { |
| ps_version = 3; |
| TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n"); |
| } |
| else if (ps_consts >= 32) |
| { |
| /* Shader Model 2.0 requires at least 32 pixel shader constants */ |
| ps_version = 2; |
| TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n"); |
| } |
| else |
| { |
| ps_version = 1; |
| TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); |
| } |
| caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version); |
| caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts); |
| caps->ps_1x_max_value = 8.0f; |
| } |
| else |
| { |
| caps->ps_version = 0; |
| caps->ps_uniform_count = 0; |
| caps->ps_1x_max_value = 0.0f; |
| } |
| |
| caps->varying_count = 0; |
| caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE; |
| if (use_nv_clip(gl_info)) |
| caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING; |
| } |
| |
| static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup) |
| { |
| /* We support everything except complex conversions. */ |
| return !is_complex_fixup(fixup); |
| } |
| |
| static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) { |
| DWORD shift; |
| char write_mask[20], regstr[50]; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| BOOL is_color = FALSE; |
| const struct wined3d_shader_dst_param *dst; |
| |
| if (!ins->dst_count) return; |
| |
| dst = &ins->dst[0]; |
| shift = dst->shift; |
| if (!shift) return; /* Saturate alone is handled by the instructions */ |
| |
| shader_arb_get_write_mask(ins, dst, write_mask); |
| shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color); |
| |
| /* Generate a line that does the output modifier computation |
| * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this |
| * maps problems in e.g. _d4_sat modify shader_arb_get_modifier |
| */ |
| shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins), |
| regstr, write_mask, regstr, shift_tab[shift]); |
| } |
| |
| static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = |
| { |
| /* WINED3DSIH_ABS */ shader_hw_map2gl, |
| /* WINED3DSIH_ADD */ shader_hw_map2gl, |
| /* WINED3DSIH_AND */ NULL, |
| /* WINED3DSIH_ATOMIC_AND */ NULL, |
| /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL, |
| /* WINED3DSIH_ATOMIC_IADD */ NULL, |
| /* WINED3DSIH_ATOMIC_IMAX */ NULL, |
| /* WINED3DSIH_ATOMIC_IMIN */ NULL, |
| /* WINED3DSIH_ATOMIC_OR */ NULL, |
| /* WINED3DSIH_ATOMIC_UMAX */ NULL, |
| /* WINED3DSIH_ATOMIC_UMIN */ NULL, |
| /* WINED3DSIH_ATOMIC_XOR */ NULL, |
| /* WINED3DSIH_BEM */ pshader_hw_bem, |
| /* WINED3DSIH_BFI */ NULL, |
| /* WINED3DSIH_BFREV */ NULL, |
| /* WINED3DSIH_BREAK */ shader_hw_break, |
| /* WINED3DSIH_BREAKC */ shader_hw_breakc, |
| /* WINED3DSIH_BREAKP */ NULL, |
| /* WINED3DSIH_BUFINFO */ NULL, |
| /* WINED3DSIH_CALL */ shader_hw_call, |
| /* WINED3DSIH_CALLNZ */ NULL, |
| /* WINED3DSIH_CASE */ NULL, |
| /* WINED3DSIH_CMP */ pshader_hw_cmp, |
| /* WINED3DSIH_CND */ pshader_hw_cnd, |
| /* WINED3DSIH_CONTINUE */ NULL, |
| /* WINED3DSIH_CONTINUEP */ NULL, |
| /* WINED3DSIH_COUNTBITS */ NULL, |
| /* WINED3DSIH_CRS */ shader_hw_map2gl, |
| /* WINED3DSIH_CUT */ NULL, |
| /* WINED3DSIH_CUT_STREAM */ NULL, |
| /* WINED3DSIH_DCL */ shader_hw_nop, |
| /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop, |
| /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL, |
| /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL, |
| /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL, |
| /* WINED3DSIH_DCL_GS_INSTANCES */ NULL, |
| /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL, |
| /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL, |
| /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL, |
| /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL, |
| /* WINED3DSIH_DCL_INDEX_RANGE */ NULL, |
| /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL, |
| /* WINED3DSIH_DCL_INPUT */ NULL, |
| /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL, |
| /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop, |
| /* WINED3DSIH_DCL_INPUT_PS */ NULL, |
| /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL, |
| /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL, |
| /* WINED3DSIH_DCL_INPUT_SGV */ NULL, |
| /* WINED3DSIH_DCL_INPUT_SIV */ NULL, |
| /* WINED3DSIH_DCL_INTERFACE */ NULL, |
| /* WINED3DSIH_DCL_OUTPUT */ NULL, |
| /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL, |
| /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL, |
| /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop, |
| /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL, |
| /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL, |
| /* WINED3DSIH_DCL_SAMPLER */ NULL, |
| /* WINED3DSIH_DCL_STREAM */ NULL, |
| /* WINED3DSIH_DCL_TEMPS */ NULL, |
| /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL, |
| /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL, |
| /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL, |
| /* WINED3DSIH_DCL_TGSM_RAW */ NULL, |
| /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL, |
| /* WINED3DSIH_DCL_THREAD_GROUP */ NULL, |
| /* WINED3DSIH_DCL_UAV_RAW */ NULL, |
| /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL, |
| /* WINED3DSIH_DCL_UAV_TYPED */ NULL, |
| /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop, |
| /* WINED3DSIH_DEF */ shader_hw_nop, |
| /* WINED3DSIH_DEFAULT */ NULL, |
| /* WINED3DSIH_DEFB */ shader_hw_nop, |
| /* WINED3DSIH_DEFI */ shader_hw_nop, |
| /* WINED3DSIH_DIV */ NULL, |
| /* WINED3DSIH_DP2 */ NULL, |
| /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add, |
| /* WINED3DSIH_DP3 */ shader_hw_map2gl, |
| /* WINED3DSIH_DP4 */ shader_hw_map2gl, |
| /* WINED3DSIH_DST */ shader_hw_map2gl, |
| /* WINED3DSIH_DSX */ shader_hw_map2gl, |
| /* WINED3DSIH_DSX_COARSE */ NULL, |
| /* WINED3DSIH_DSX_FINE */ NULL, |
| /* WINED3DSIH_DSY */ shader_hw_dsy, |
| /* WINED3DSIH_DSY_COARSE */ NULL, |
| /* WINED3DSIH_DSY_FINE */ NULL, |
| /* WINED3DSIH_ELSE */ shader_hw_else, |
| /* WINED3DSIH_EMIT */ NULL, |
| /* WINED3DSIH_EMIT_STREAM */ NULL, |
| /* WINED3DSIH_ENDIF */ shader_hw_endif, |
| /* WINED3DSIH_ENDLOOP */ shader_hw_endloop, |
| /* WINED3DSIH_ENDREP */ shader_hw_endrep, |
| /* WINED3DSIH_ENDSWITCH */ NULL, |
| /* WINED3DSIH_EQ */ NULL, |
| /* WINED3DSIH_EXP */ shader_hw_scalar_op, |
| /* WINED3DSIH_EXPP */ shader_hw_scalar_op, |
| /* WINED3DSIH_F16TOF32 */ NULL, |
| /* WINED3DSIH_F32TOF16 */ NULL, |
| /* WINED3DSIH_FCALL */ NULL, |
| /* WINED3DSIH_FIRSTBIT_HI */ NULL, |
| /* WINED3DSIH_FIRSTBIT_LO */ NULL, |
| /* WINED3DSIH_FIRSTBIT_SHI */ NULL, |
| /* WINED3DSIH_FRC */ shader_hw_map2gl, |
| /* WINED3DSIH_FTOI */ NULL, |
| /* WINED3DSIH_FTOU */ NULL, |
| /* WINED3DSIH_GATHER4 */ NULL, |
| /* WINED3DSIH_GATHER4_C */ NULL, |
| /* WINED3DSIH_GATHER4_PO */ NULL, |
| /* WINED3DSIH_GATHER4_PO_C */ NULL, |
| /* WINED3DSIH_GE */ NULL, |
| /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL, |
| /* WINED3DSIH_HS_DECLS */ NULL, |
| /* WINED3DSIH_HS_FORK_PHASE */ NULL, |
| /* WINED3DSIH_HS_JOIN_PHASE */ NULL, |
| /* WINED3DSIH_IADD */ NULL, |
| /* WINED3DSIH_IBFE */ NULL, |
| /* WINED3DSIH_IEQ */ NULL, |
| /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */, |
| /* WINED3DSIH_IFC */ shader_hw_ifc, |
| /* WINED3DSIH_IGE */ NULL, |
| /* WINED3DSIH_ILT */ NULL, |
| /* WINED3DSIH_IMAD */ NULL, |
| /* WINED3DSIH_IMAX */ NULL, |
| /* WINED3DSIH_IMIN */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_AND */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_OR */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL, |
| /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL, |
| /* WINED3DSIH_IMUL */ NULL, |
| /* WINED3DSIH_INE */ NULL, |
| /* WINED3DSIH_INEG */ NULL, |
| /* WINED3DSIH_ISHL */ NULL, |
| /* WINED3DSIH_ISHR */ NULL, |
| /* WINED3DSIH_ITOF */ NULL, |
| /* WINED3DSIH_LABEL */ shader_hw_label, |
| /* WINED3DSIH_LD */ NULL, |
| /* WINED3DSIH_LD2DMS */ NULL, |
| /* WINED3DSIH_LD_RAW */ NULL, |
| /* WINED3DSIH_LD_STRUCTURED */ NULL, |
| /* WINED3DSIH_LD_UAV_TYPED */ NULL, |
| /* WINED3DSIH_LIT */ shader_hw_map2gl, |
| /* WINED3DSIH_LOD */ NULL, |
| /* WINED3DSIH_LOG */ shader_hw_scalar_op, |
| /* WINED3DSIH_LOGP */ shader_hw_scalar_op, |
| /* WINED3DSIH_LOOP */ shader_hw_loop, |
| /* WINED3DSIH_LRP */ shader_hw_lrp, |
| /* WINED3DSIH_LT */ NULL, |
| /* WINED3DSIH_M3x2 */ shader_hw_mnxn, |
| /* WINED3DSIH_M3x3 */ shader_hw_mnxn, |
| /* WINED3DSIH_M3x4 */ shader_hw_mnxn, |
| /* WINED3DSIH_M4x3 */ shader_hw_mnxn, |
| /* WINED3DSIH_M4x4 */ shader_hw_mnxn, |
| /* WINED3DSIH_MAD */ shader_hw_map2gl, |
| /* WINED3DSIH_MAX */ shader_hw_map2gl, |
| /* WINED3DSIH_MIN */ shader_hw_map2gl, |
| /* WINED3DSIH_MOV */ shader_hw_mov, |
| /* WINED3DSIH_MOVA */ shader_hw_mov, |
| /* WINED3DSIH_MOVC */ NULL, |
| /* WINED3DSIH_MUL */ shader_hw_map2gl, |
| /* WINED3DSIH_NE */ NULL, |
| /* WINED3DSIH_NOP */ shader_hw_nop, |
| /* WINED3DSIH_NOT */ NULL, |
| /* WINED3DSIH_NRM */ shader_hw_nrm, |
| /* WINED3DSIH_OR */ NULL, |
| /* WINED3DSIH_PHASE */ shader_hw_nop, |
| /* WINED3DSIH_POW */ shader_hw_pow, |
| /* WINED3DSIH_RCP */ shader_hw_scalar_op, |
| /* WINED3DSIH_REP */ shader_hw_rep, |
| /* WINED3DSIH_RESINFO */ NULL, |
| /* WINED3DSIH_RET */ shader_hw_ret, |
| /* WINED3DSIH_RETP */ NULL, |
| /* WINED3DSIH_ROUND_NE */ NULL, |
| /* WINED3DSIH_ROUND_NI */ NULL, |
| /* WINED3DSIH_ROUND_PI */ NULL, |
| /* WINED3DSIH_ROUND_Z */ NULL, |
| /* WINED3DSIH_RSQ */ shader_hw_scalar_op, |
| /* WINED3DSIH_SAMPLE */ NULL, |
| /* WINED3DSIH_SAMPLE_B */ NULL, |
| /* WINED3DSIH_SAMPLE_C */ NULL, |
| /* WINED3DSIH_SAMPLE_C_LZ */ NULL, |
| /* WINED3DSIH_SAMPLE_GRAD */ NULL, |
| /* WINED3DSIH_SAMPLE_INFO */ NULL, |
| /* WINED3DSIH_SAMPLE_LOD */ NULL, |
| /* WINED3DSIH_SAMPLE_POS */ NULL, |
| /* WINED3DSIH_SETP */ NULL, |
| /* WINED3DSIH_SGE */ shader_hw_map2gl, |
| /* WINED3DSIH_SGN */ shader_hw_sgn, |
| /* WINED3DSIH_SINCOS */ shader_hw_sincos, |
| /* WINED3DSIH_SLT */ shader_hw_map2gl, |
| /* WINED3DSIH_SQRT */ NULL, |
| /* WINED3DSIH_STORE_RAW */ NULL, |
| /* WINED3DSIH_STORE_STRUCTURED */ NULL, |
| /* WINED3DSIH_STORE_UAV_TYPED */ NULL, |
| /* WINED3DSIH_SUB */ shader_hw_map2gl, |
| /* WINED3DSIH_SWAPC */ NULL, |
| /* WINED3DSIH_SWITCH */ NULL, |
| /* WINED3DSIH_SYNC */ NULL, |
| /* WINED3DSIH_TEX */ pshader_hw_tex, |
| /* WINED3DSIH_TEXBEM */ pshader_hw_texbem, |
| /* WINED3DSIH_TEXBEML */ pshader_hw_texbem, |
| /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord, |
| /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth, |
| /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3, |
| /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex, |
| /* WINED3DSIH_TEXKILL */ pshader_hw_texkill, |
| /* WINED3DSIH_TEXLDD */ shader_hw_texldd, |
| /* WINED3DSIH_TEXLDL */ shader_hw_texldl, |
| /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth, |
| /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad, |
| /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex, |
| /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3, |
| /* WINED3DSIH_TEXM3x3DIFF */ NULL, |
| /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad, |
| /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec, |
| /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex, |
| /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec, |
| /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar, |
| /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb, |
| /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb, |
| /* WINED3DSIH_UBFE */ NULL, |
| /* WINED3DSIH_UDIV */ NULL, |
| /* WINED3DSIH_UGE */ NULL, |
| /* WINED3DSIH_ULT */ NULL, |
| /* WINED3DSIH_UMAX */ NULL, |
| /* WINED3DSIH_UMIN */ NULL, |
| /* WINED3DSIH_UMUL */ NULL, |
| /* WINED3DSIH_USHR */ NULL, |
| /* WINED3DSIH_UTOF */ NULL, |
| /* WINED3DSIH_XOR */ NULL, |
| }; |
| |
| static BOOL get_bool_const(const struct wined3d_shader_instruction *ins, |
| const struct wined3d_shader *shader, DWORD idx) |
| { |
| const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; |
| BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type); |
| const struct wined3d_shader_lconst *constant; |
| WORD bools = 0; |
| WORD flag = (1u << idx); |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| |
| if (reg_maps->local_bool_consts & flag) |
| { |
| /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */ |
| LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry) |
| { |
| if (constant->idx == idx) |
| { |
| return constant->value[0]; |
| } |
| } |
| ERR("Local constant not found\n"); |
| return FALSE; |
| } |
| else |
| { |
| if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools; |
| else bools = priv->cur_ps_args->bools; |
| return bools & flag; |
| } |
| } |
| |
| static void get_loop_control_const(const struct wined3d_shader_instruction *ins, |
| const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control) |
| { |
| const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| |
| /* Integer constants can either be a local constant, or they can be stored in the shader |
| * type specific compile args. */ |
| if (reg_maps->local_int_consts & (1u << idx)) |
| { |
| const struct wined3d_shader_lconst *constant; |
| |
| LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry) |
| { |
| if (constant->idx == idx) |
| { |
| loop_control->count = constant->value[0]; |
| loop_control->start = constant->value[1]; |
| /* Step is signed. */ |
| loop_control->step = (int)constant->value[2]; |
| return; |
| } |
| } |
| /* If this happens the flag was set incorrectly */ |
| ERR("Local constant not found\n"); |
| loop_control->count = 0; |
| loop_control->start = 0; |
| loop_control->step = 0; |
| return; |
| } |
| |
| switch (reg_maps->shader_version.type) |
| { |
| case WINED3D_SHADER_TYPE_VERTEX: |
| /* Count and aL start value are unsigned */ |
| loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0]; |
| loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1]; |
| /* Step is signed. */ |
| loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]); |
| break; |
| |
| case WINED3D_SHADER_TYPE_PIXEL: |
| loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0]; |
| loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1]; |
| loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]); |
| break; |
| |
| default: |
| FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type); |
| break; |
| } |
| } |
| |
| static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins) |
| { |
| unsigned int i; |
| struct wined3d_shader_dst_param *dst_param; |
| struct wined3d_shader_src_param *src_param = NULL, *rel_addr; |
| struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec)); |
| if(!rec) |
| { |
| ERR("Out of memory\n"); |
| return; |
| } |
| |
| rec->ins = *ins; |
| dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param)); |
| if(!dst_param) goto free; |
| *dst_param = *ins->dst; |
| if (ins->dst->reg.idx[0].rel_addr) |
| { |
| rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr)); |
| if (!rel_addr) |
| goto free; |
| *rel_addr = *ins->dst->reg.idx[0].rel_addr; |
| dst_param->reg.idx[0].rel_addr = rel_addr; |
| } |
| rec->ins.dst = dst_param; |
| |
| if (!(src_param = wined3d_calloc(ins->src_count, sizeof(*src_param)))) |
| goto free; |
| for (i = 0; i < ins->src_count; ++i) |
| { |
| src_param[i] = ins->src[i]; |
| if (ins->src[i].reg.idx[0].rel_addr) |
| { |
| rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr)); |
| if (!rel_addr) |
| goto free; |
| *rel_addr = *ins->src[i].reg.idx[0].rel_addr; |
| src_param[i].reg.idx[0].rel_addr = rel_addr; |
| } |
| } |
| rec->ins.src = src_param; |
| list_add_tail(list, &rec->entry); |
| return; |
| |
| free: |
| ERR("Out of memory\n"); |
| if(dst_param) |
| { |
| HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr); |
| HeapFree(GetProcessHeap(), 0, dst_param); |
| } |
| if(src_param) |
| { |
| for(i = 0; i < ins->src_count; i++) |
| { |
| HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr); |
| } |
| HeapFree(GetProcessHeap(), 0, src_param); |
| } |
| HeapFree(GetProcessHeap(), 0, rec); |
| } |
| |
| static void free_recorded_instruction(struct list *list) |
| { |
| struct recorded_instruction *rec_ins, *entry2; |
| unsigned int i; |
| |
| LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry) |
| { |
| list_remove(&rec_ins->entry); |
| if (rec_ins->ins.dst) |
| { |
| HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr); |
| HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst); |
| } |
| if (rec_ins->ins.src) |
| { |
| for (i = 0; i < rec_ins->ins.src_count; ++i) |
| { |
| HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr); |
| } |
| HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src); |
| } |
| HeapFree(GetProcessHeap(), 0, rec_ins); |
| } |
| } |
| |
| static void pop_control_frame(const struct wined3d_shader_instruction *ins) |
| { |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| struct control_frame *control_frame; |
| |
| if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP) |
| { |
| struct list *e = list_head(&priv->control_frames); |
| control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| list_remove(&control_frame->entry); |
| HeapFree(GetProcessHeap(), 0, control_frame); |
| priv->loop_depth--; |
| } |
| else if (ins->handler_idx == WINED3DSIH_ENDIF) |
| { |
| /* Non-ifc ENDIFs were already handled previously. */ |
| struct list *e = list_head(&priv->control_frames); |
| control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| list_remove(&control_frame->entry); |
| HeapFree(GetProcessHeap(), 0, control_frame); |
| } |
| } |
| |
| static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) { |
| SHADER_HANDLER hw_fct; |
| struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; |
| const struct wined3d_shader *shader = ins->ctx->shader; |
| struct control_frame *control_frame; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| BOOL bool_const; |
| |
| if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP) |
| { |
| control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); |
| list_add_head(&priv->control_frames, &control_frame->entry); |
| |
| if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP; |
| if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP; |
| |
| if(priv->target_version >= NV2) |
| { |
| control_frame->no.loop = priv->num_loops++; |
| priv->loop_depth++; |
| } |
| else |
| { |
| /* Don't bother recording when we're in a not used if branch */ |
| if(priv->muted) |
| { |
| return; |
| } |
| |
| if(!priv->recording) |
| { |
| list_init(&priv->record); |
| priv->recording = TRUE; |
| control_frame->outer_loop = TRUE; |
| get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control); |
| return; /* Instruction is handled */ |
| } |
| /* Record this loop in the outer loop's recording */ |
| } |
| } |
| else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP) |
| { |
| if(priv->target_version >= NV2) |
| { |
| /* Nothing to do. The control frame is popped after the HW instr handler */ |
| } |
| else |
| { |
| struct list *e = list_head(&priv->control_frames); |
| control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| list_remove(&control_frame->entry); |
| |
| if(control_frame->outer_loop) |
| { |
| unsigned int iteration; |
| int aL = 0; |
| struct list copy; |
| |
| /* Turn off recording before playback */ |
| priv->recording = FALSE; |
| |
| /* Move the recorded instructions to a separate list and get them out of the private data |
| * structure. If there are nested loops, the shader_arb_handle_instruction below will |
| * be recorded again, thus priv->record might be overwritten |
| */ |
| list_init(©); |
| list_move_tail(©, &priv->record); |
| list_init(&priv->record); |
| |
| if(ins->handler_idx == WINED3DSIH_ENDLOOP) |
| { |
| shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n", |
| control_frame->loop_control.count, control_frame->loop_control.start, |
| control_frame->loop_control.step); |
| aL = control_frame->loop_control.start; |
| } |
| else |
| { |
| shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count); |
| } |
| |
| for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration) |
| { |
| struct recorded_instruction *rec_ins; |
| if(ins->handler_idx == WINED3DSIH_ENDLOOP) |
| { |
| priv->aL = aL; |
| shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL); |
| } |
| else |
| { |
| shader_addline(buffer, "#Iteration %u\n", iteration); |
| } |
| |
| LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry) |
| { |
| shader_arb_handle_instruction(&rec_ins->ins); |
| } |
| |
| if(ins->handler_idx == WINED3DSIH_ENDLOOP) |
| { |
| aL += control_frame->loop_control.step; |
| } |
| } |
| shader_addline(buffer, "#end loop/rep\n"); |
| |
| free_recorded_instruction(©); |
| HeapFree(GetProcessHeap(), 0, control_frame); |
| return; /* Instruction is handled */ |
| } |
| else |
| { |
| /* This is a nested loop. Proceed to the normal recording function */ |
| HeapFree(GetProcessHeap(), 0, control_frame); |
| } |
| } |
| } |
| |
| if(priv->recording) |
| { |
| record_instruction(&priv->record, ins); |
| return; |
| } |
| |
| /* boolean if */ |
| if(ins->handler_idx == WINED3DSIH_IF) |
| { |
| control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); |
| list_add_head(&priv->control_frames, &control_frame->entry); |
| control_frame->type = IF; |
| |
| bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset); |
| if (ins->src[0].modifiers == WINED3DSPSM_NOT) |
| bool_const = !bool_const; |
| if (!priv->muted && !bool_const) |
| { |
| shader_addline(buffer, "#if(FALSE){\n"); |
| priv->muted = TRUE; |
| control_frame->muting = TRUE; |
| } |
| else shader_addline(buffer, "#if(TRUE) {\n"); |
| |
| return; /* Instruction is handled */ |
| } |
| else if(ins->handler_idx == WINED3DSIH_IFC) |
| { |
| /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */ |
| control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); |
| control_frame->type = IFC; |
| control_frame->no.ifc = priv->num_ifcs++; |
| list_add_head(&priv->control_frames, &control_frame->entry); |
| } |
| else if(ins->handler_idx == WINED3DSIH_ELSE) |
| { |
| struct list *e = list_head(&priv->control_frames); |
| control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| |
| if(control_frame->type == IF) |
| { |
| shader_addline(buffer, "#} else {\n"); |
| if(!priv->muted && !control_frame->muting) |
| { |
| priv->muted = TRUE; |
| control_frame->muting = TRUE; |
| } |
| else if(control_frame->muting) priv->muted = FALSE; |
| return; /* Instruction is handled. */ |
| } |
| /* In case of an ifc, generate a HW shader instruction */ |
| if (control_frame->type != IFC) |
| ERR("Control frame does not match.\n"); |
| } |
| else if(ins->handler_idx == WINED3DSIH_ENDIF) |
| { |
| struct list *e = list_head(&priv->control_frames); |
| control_frame = LIST_ENTRY(e, struct control_frame, entry); |
| |
| if(control_frame->type == IF) |
| { |
| shader_addline(buffer, "#} endif\n"); |
| if(control_frame->muting) priv->muted = FALSE; |
| list_remove(&control_frame->entry); |
| HeapFree(GetProcessHeap(), 0, control_frame); |
| return; /* Instruction is handled */ |
| } |
| /* In case of an ifc, generate a HW shader instruction */ |
| if (control_frame->type != IFC) |
| ERR("Control frame does not match.\n"); |
| } |
| |
| if(priv->muted) |
| { |
| pop_control_frame(ins); |
| return; |
| } |
| |
| /* Select handler */ |
| hw_fct = shader_arb_instruction_handler_table[ins->handler_idx]; |
| |
| /* Unhandled opcode */ |
| if (!hw_fct) |
| { |
| FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); |
| return; |
| } |
| hw_fct(ins); |
| |
| pop_control_frame(ins); |
| |
| shader_arb_add_instruction_modifiers(ins); |
| } |
| |
| static BOOL shader_arb_has_ffp_proj_control(void *shader_priv) |
| { |
| struct shader_arb_priv *priv = shader_priv; |
| |
| return priv->ffp_proj_control; |
| } |
| |
| static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {} |
| |
| const struct wined3d_shader_backend_ops arb_program_shader_backend = |
| { |
| shader_arb_handle_instruction, |
| shader_arb_precompile, |
| shader_arb_select, |
| shader_arb_select_compute, |
| shader_arb_disable, |
| shader_arb_update_float_vertex_constants, |
| shader_arb_update_float_pixel_constants, |
| shader_arb_load_constants, |
| shader_arb_destroy, |
| shader_arb_alloc, |
| shader_arb_free, |
| shader_arb_allocate_context_data, |
| shader_arb_free_context_data, |
| shader_arb_init_context_state, |
| shader_arb_get_caps, |
| shader_arb_color_fixup_supported, |
| shader_arb_has_ffp_proj_control, |
| }; |
| |
| /* ARB_fragment_program fixed function pipeline replacement definitions */ |
| #define ARB_FFP_CONST_TFACTOR 0 |
| #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1) |
| #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1) |
| #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1) |
| #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i) |
| #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i) |
| #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i) |
| |
| struct arbfp_ffp_desc |
| { |
| struct ffp_frag_desc parent; |
| GLuint shader; |
| }; |
| |
| /* Context activation is done by the caller. */ |
| static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) |
| { |
| if (enable) |
| { |
| gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)"); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); |
| } |
| } |
| |
| static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) |
| { |
| struct shader_arb_priv *priv; |
| |
| /* Share private data between the shader backend and the pipeline |
| * replacement, if both are the arb implementation. This is needed to |
| * figure out whether ARBfp should be disabled if no pixel shader is bound |
| * or not. */ |
| if (shader_backend == &arb_program_shader_backend) |
| priv = shader_priv; |
| else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv)))) |
| return NULL; |
| |
| wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare); |
| priv->use_arbfp_fixed_func = TRUE; |
| |
| return priv; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context) |
| { |
| const struct wined3d_gl_info *gl_info = context; |
| struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry); |
| |
| GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader)); |
| checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)"); |
| HeapFree(GetProcessHeap(), 0, entry_arb); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void arbfp_free(struct wined3d_device *device) |
| { |
| struct shader_arb_priv *priv = device->fragment_priv; |
| |
| wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info); |
| priv->use_arbfp_fixed_func = FALSE; |
| |
| if (device->shader_backend != &arb_program_shader_backend) |
| { |
| HeapFree(GetProcessHeap(), 0, device->fragment_priv); |
| } |
| } |
| |
| static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps) |
| { |
| caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL |
| | WINED3D_FRAGMENT_CAP_SRGB_WRITE |
| | WINED3D_FRAGMENT_CAP_COLOR_KEY; |
| caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP; |
| caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE | |
| WINED3DTEXOPCAPS_SELECTARG1 | |
| WINED3DTEXOPCAPS_SELECTARG2 | |
| WINED3DTEXOPCAPS_MODULATE4X | |
| WINED3DTEXOPCAPS_MODULATE2X | |
| WINED3DTEXOPCAPS_MODULATE | |
| WINED3DTEXOPCAPS_ADDSIGNED2X | |
| WINED3DTEXOPCAPS_ADDSIGNED | |
| WINED3DTEXOPCAPS_ADD | |
| WINED3DTEXOPCAPS_SUBTRACT | |
| WINED3DTEXOPCAPS_ADDSMOOTH | |
| WINED3DTEXOPCAPS_BLENDCURRENTALPHA | |
| WINED3DTEXOPCAPS_BLENDFACTORALPHA | |
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | |
| WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | |
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | |
| WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | |
| WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | |
| WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA | |
| WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | |
| WINED3DTEXOPCAPS_DOTPRODUCT3 | |
| WINED3DTEXOPCAPS_MULTIPLYADD | |
| WINED3DTEXOPCAPS_LERP | |
| WINED3DTEXOPCAPS_BUMPENVMAP | |
| WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE; |
| |
| /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */ |
| |
| caps->MaxTextureBlendStages = MAX_TEXTURES; |
| caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES); |
| } |
| |
| static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info) |
| { |
| return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD; |
| } |
| |
| static void state_texfactor_arbfp(struct wined3d_context *context, |
| const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_device *device = context->device; |
| struct wined3d_color color; |
| |
| if (device->shader_backend == &arb_program_shader_backend) |
| { |
| struct shader_arb_priv *priv; |
| |
| /* Don't load the parameter if we're using an arbfp pixel shader, |
| * otherwise we'll overwrite application provided constants. */ |
| if (use_ps(state)) |
| return; |
| |
| priv = device->shader_priv; |
| priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1; |
| priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1); |
| } |
| |
| wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]); |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)); |
| checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)"); |
| } |
| |
| static void state_tss_constant_arbfp(struct wined3d_context *context, |
| const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_device *device = context->device; |
| struct wined3d_color color; |
| |
| if (device->shader_backend == &arb_program_shader_backend) |
| { |
| struct shader_arb_priv *priv; |
| |
| /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite |
| * application provided constants. |
| */ |
| if (use_ps(state)) |
| return; |
| |
| priv = device->shader_priv; |
| priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1; |
| priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1); |
| } |
| |
| wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]); |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)); |
| checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)"); |
| } |
| |
| static void state_arb_specularenable(struct wined3d_context *context, |
| const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_device *device = context->device; |
| float col[4]; |
| |
| if (device->shader_backend == &arb_program_shader_backend) |
| { |
| struct shader_arb_priv *priv; |
| |
| /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite |
| * application provided constants. |
| */ |
| if (use_ps(state)) |
| return; |
| |
| priv = device->shader_priv; |
| priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1; |
| priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1); |
| } |
| |
| if (state->render_states[WINED3D_RS_SPECULARENABLE]) |
| { |
| /* The specular color has no alpha */ |
| col[0] = 1.0f; col[1] = 1.0f; |
| col[2] = 1.0f; col[3] = 0.0f; |
| } else { |
| col[0] = 0.0f; col[1] = 0.0f; |
| col[2] = 0.0f; col[3] = 0.0f; |
| } |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)); |
| checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)"); |
| } |
| |
| static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_device *device = context->device; |
| float mat[2][2]; |
| |
| context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV; |
| |
| if (device->shader_backend == &arb_program_shader_backend) |
| { |
| struct shader_arb_priv *priv = device->shader_priv; |
| |
| /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */ |
| if (use_ps(state)) |
| return; |
| |
| priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1; |
| priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1); |
| } |
| |
| mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]); |
| mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]); |
| mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]); |
| mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]); |
| |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])); |
| checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])"); |
| } |
| |
| static void tex_bumpenvlum_arbfp(struct wined3d_context *context, |
| const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_device *device = context->device; |
| float param[4]; |
| |
| context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV; |
| |
| if (device->shader_backend == &arb_program_shader_backend) |
| { |
| struct shader_arb_priv *priv = device->shader_priv; |
| |
| /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */ |
| if (use_ps(state)) |
| return; |
| |
| priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1; |
| priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1); |
| } |
| |
| param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]); |
| param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]); |
| param[2] = 0.0f; |
| param[3] = 0.0f; |
| |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)); |
| checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)"); |
| } |
| |
| static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| int glParm; |
| float ref; |
| |
| TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); |
| |
| if (state->render_states[WINED3D_RS_ALPHATESTENABLE]) |
| { |
| gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST); |
| checkGLcall("glEnable GL_ALPHA_TEST"); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); |
| checkGLcall("glDisable GL_ALPHA_TEST"); |
| return; |
| } |
| |
| ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f; |
| glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]); |
| |
| if (glParm) |
| { |
| gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref); |
| checkGLcall("glAlphaFunc"); |
| } |
| } |
| |
| static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_texture *texture = state->textures[0]; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_device *device = context->device; |
| struct wined3d_color float_key[2]; |
| |
| if (!texture) |
| return; |
| |
| if (device->shader_backend == &arb_program_shader_backend) |
| { |
| struct shader_arb_priv *priv; |
| |
| /* Don't load the parameter if we're using an arbfp pixel shader, |
| * otherwise we'll overwrite application provided constants. */ |
| if (use_ps(state)) |
| return; |
| |
| priv = device->shader_priv; |
| priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1; |
| priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1; |
| priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1); |
| } |
| |
| wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key); |
| |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)); |
| checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)"); |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)); |
| checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)"); |
| } |
| |
| static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg) |
| { |
| const char *ret; |
| |
| if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */ |
| |
| switch(arg & WINED3DTA_SELECTMASK) { |
| case WINED3DTA_DIFFUSE: |
| ret = "fragment.color.primary"; break; |
| |
| case WINED3DTA_CURRENT: |
| ret = "ret"; |
| break; |
| |
| case WINED3DTA_TEXTURE: |
| switch(stage) { |
| case 0: ret = "tex0"; break; |
| case 1: ret = "tex1"; break; |
| case 2: ret = "tex2"; break; |
| case 3: ret = "tex3"; break; |
| case 4: ret = "tex4"; break; |
| case 5: ret = "tex5"; break; |
| case 6: ret = "tex6"; break; |
| case 7: ret = "tex7"; break; |
| default: ret = "unknown texture"; |
| } |
| break; |
| |
| case WINED3DTA_TFACTOR: |
| ret = "tfactor"; break; |
| |
| case WINED3DTA_SPECULAR: |
| ret = "fragment.color.secondary"; break; |
| |
| case WINED3DTA_TEMP: |
| ret = "tempreg"; break; |
| |
| case WINED3DTA_CONSTANT: |
| switch(stage) { |
| case 0: ret = "const0"; break; |
| case 1: ret = "const1"; break; |
| case 2: ret = "const2"; break; |
| case 3: ret = "const3"; break; |
| case 4: ret = "const4"; break; |
| case 5: ret = "const5"; break; |
| case 6: ret = "const6"; break; |
| case 7: ret = "const7"; break; |
| default: ret = "unknown constant"; |
| } |
| break; |
| |
| default: |
| return "unknown"; |
| } |
| |
| if(arg & WINED3DTA_COMPLEMENT) { |
| shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret); |
| if(argnum == 0) ret = "arg0"; |
| if(argnum == 1) ret = "arg1"; |
| if(argnum == 2) ret = "arg2"; |
| } |
| if(arg & WINED3DTA_ALPHAREPLICATE) { |
| shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret); |
| if(argnum == 0) ret = "arg0"; |
| if(argnum == 1) ret = "arg1"; |
| if(argnum == 2) ret = "arg2"; |
| } |
| return ret; |
| } |
| |
| static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color, |
| BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) |
| { |
| const char *dstmask, *dstreg, *arg0, *arg1, *arg2; |
| unsigned int mul = 1; |
| |
| if(color && alpha) dstmask = ""; |
| else if(color) dstmask = ".xyz"; |
| else dstmask = ".w"; |
| |
| if(dst == tempreg) dstreg = "tempreg"; |
| else dstreg = "ret"; |
| |
| arg0 = get_argreg(buffer, 0, stage, dw_arg0); |
| arg1 = get_argreg(buffer, 1, stage, dw_arg1); |
| arg2 = get_argreg(buffer, 2, stage, dw_arg2); |
| |
| switch (op) |
| { |
| case WINED3D_TOP_DISABLE: |
| break; |
| |
| case WINED3D_TOP_SELECT_ARG2: |
| arg1 = arg2; |
| /* FALLTHROUGH */ |
| case WINED3D_TOP_SELECT_ARG1: |
| shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1); |
| break; |
| |
| case WINED3D_TOP_MODULATE_4X: |
| mul = 2; |
| /* FALLTHROUGH */ |
| case WINED3D_TOP_MODULATE_2X: |
| mul *= 2; |
| /* FALLTHROUGH */ |
| case WINED3D_TOP_MODULATE: |
| shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); |
| break; |
| |
| case WINED3D_TOP_ADD_SIGNED_2X: |
| mul = 2; |
| /* FALLTHROUGH */ |
| case WINED3D_TOP_ADD_SIGNED: |
| shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2); |
| arg2 = "arg2"; |
| /* FALLTHROUGH */ |
| case WINED3D_TOP_ADD: |
| shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); |
| break; |
| |
| case WINED3D_TOP_SUBTRACT: |
| shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); |
| break; |
| |
| case WINED3D_TOP_ADD_SMOOTH: |
| shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1); |
| shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1); |
| break; |
| |
| case WINED3D_TOP_BLEND_CURRENT_ALPHA: |
| arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT); |
| shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); |
| break; |
| case WINED3D_TOP_BLEND_FACTOR_ALPHA: |
| arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR); |
| shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); |
| break; |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA: |
| arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE); |
| shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); |
| break; |
| case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: |
| arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE); |
| shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); |
| break; |
| |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: |
| arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE); |
| shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0); |
| shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1); |
| break; |
| |
| /* D3DTOP_PREMODULATE ???? */ |
| |
| case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: |
| shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1); |
| shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1); |
| break; |
| case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: |
| shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1); |
| break; |
| case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: |
| shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1); |
| shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1); |
| break; |
| case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: |
| shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1); |
| break; |
| |
| case WINED3D_TOP_DOTPRODUCT3: |
| mul = 4; |
| shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1); |
| shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2); |
| shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask); |
| break; |
| |
| case WINED3D_TOP_MULTIPLY_ADD: |
| shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0); |
| break; |
| |
| case WINED3D_TOP_LERP: |
| /* The msdn is not quite right here */ |
| shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); |
| break; |
| |
| case WINED3D_TOP_BUMPENVMAP: |
| case WINED3D_TOP_BUMPENVMAP_LUMINANCE: |
| /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */ |
| break; |
| |
| default: |
| FIXME("Unhandled texture op %08x\n", op); |
| } |
| |
| if (mul == 2) |
| shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg); |
| else if (mul == 4) |
| shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg); |
| } |
| |
| static const char *arbfp_texture_target(enum wined3d_gl_resource_type type) |
| { |
| switch(type) |
| { |
| case WINED3D_GL_RES_TYPE_TEX_1D: |
| return "1D"; |
| case WINED3D_GL_RES_TYPE_TEX_2D: |
| return "2D"; |
| case WINED3D_GL_RES_TYPE_TEX_3D: |
| return "3D"; |
| case WINED3D_GL_RES_TYPE_TEX_CUBE: |
| return "CUBE"; |
| case WINED3D_GL_RES_TYPE_TEX_RECT: |
| return "RECT"; |
| default: |
| return "unexpected_resource_type"; |
| } |
| } |
| |
| static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info) |
| { |
| BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0; |
| BOOL tempreg_used = FALSE, tfactor_used = FALSE; |
| unsigned int stage, lowest_disabled_stage; |
| struct wined3d_string_buffer buffer; |
| struct color_fixup_masks masks; |
| BOOL custom_linear_fog = FALSE; |
| const char *textype, *instr; |
| DWORD arg0, arg1, arg2; |
| char colorcor_dst[8]; |
| BOOL op_equal; |
| GLuint ret; |
| |
| if (!string_buffer_init(&buffer)) |
| { |
| ERR("Failed to initialize shader buffer.\n"); |
| return 0; |
| } |
| |
| shader_addline(&buffer, "!!ARBfp1.0\n"); |
| |
| if (settings->color_key_enabled) |
| { |
| shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW); |
| shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH); |
| tex_read |= 1; |
| } |
| |
| /* Find out which textures are read */ |
| for (stage = 0; stage < MAX_TEXTURES; ++stage) |
| { |
| if (settings->op[stage].cop == WINED3D_TOP_DISABLE) |
| break; |
| |
| arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK; |
| arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK; |
| arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK; |
| |
| if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE) |
| tex_read |= 1u << stage; |
| if (settings->op[stage].dst == tempreg) |
| tempreg_used = TRUE; |
| if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) |
| tempreg_used = TRUE; |
| if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) |
| tfactor_used = TRUE; |
| if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT) |
| constant_used |= 1u << stage; |
| |
| switch (settings->op[stage].cop) |
| { |
| case WINED3D_TOP_BUMPENVMAP_LUMINANCE: |
| luminance_used |= 1u << stage; |
| /* fall through */ |
| case WINED3D_TOP_BUMPENVMAP: |
| bump_used |= 1u << stage; |
| /* fall through */ |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA: |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: |
| tex_read |= 1u << stage; |
| break; |
| |
| case WINED3D_TOP_BLEND_FACTOR_ALPHA: |
| tfactor_used = TRUE; |
| break; |
| |
| default: |
| break; |
| } |
| |
| if (settings->op[stage].aop == WINED3D_TOP_DISABLE) |
| continue; |
| |
| arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK; |
| arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK; |
| arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK; |
| |
| if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE) |
| tex_read |= 1u << stage; |
| if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) |
| tempreg_used = TRUE; |
| if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) |
| tfactor_used = TRUE; |
| if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT) |
| constant_used |= 1u << stage; |
| } |
| lowest_disabled_stage = stage; |
| |
| switch (settings->fog) |
| { |
| case WINED3D_FFP_PS_FOG_OFF: break; |
| case WINED3D_FFP_PS_FOG_LINEAR: |
| if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG) |
| { |
| custom_linear_fog = TRUE; |
| break; |
| } |
| shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); |
| break; |
| |
| case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break; |
| case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break; |
| default: FIXME("Unexpected fog setting %d\n", settings->fog); |
| } |
| |
| shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n"); |
| shader_addline(&buffer, "TEMP TMP;\n"); |
| shader_addline(&buffer, "TEMP ret;\n"); |
| if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n"); |
| shader_addline(&buffer, "TEMP arg0;\n"); |
| shader_addline(&buffer, "TEMP arg1;\n"); |
| shader_addline(&buffer, "TEMP arg2;\n"); |
| for (stage = 0; stage < MAX_TEXTURES; ++stage) |
| { |
| if (constant_used & (1u << stage)) |
| shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage)); |
| |
| if (!(tex_read & (1u << stage))) |
| continue; |
| |
| shader_addline(&buffer, "TEMP tex%u;\n", stage); |
| |
| if (!(bump_used & (1u << stage))) |
| continue; |
| shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage)); |
| |
| if (!(luminance_used & (1u << stage))) |
| continue; |
| shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage)); |
| } |
| if (tfactor_used) |
| shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR); |
| shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE); |
| |
| if (settings->sRGB_write) |
| { |
| shader_addline(&buffer, "PARAM srgb_consts0 = "); |
| shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0); |
| shader_addline(&buffer, ";\n"); |
| shader_addline(&buffer, "PARAM srgb_consts1 = "); |
| shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1); |
| shader_addline(&buffer, ";\n"); |
| } |
| |
| if (lowest_disabled_stage < 7 && settings->emul_clipplanes) |
| shader_addline(&buffer, "KIL fragment.texcoord[7];\n"); |
| |
| if (tempreg_used || settings->sRGB_write) |
| shader_addline(&buffer, "MOV tempreg, 0.0;\n"); |
| |
| /* Generate texture sampling instructions */ |
| for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) |
| { |
| if (!(tex_read & (1u << stage))) |
| continue; |
| |
| textype = arbfp_texture_target(settings->op[stage].tex_type); |
| |
| if(settings->op[stage].projected == proj_none) { |
| instr = "TEX"; |
| } else if(settings->op[stage].projected == proj_count4 || |
| settings->op[stage].projected == proj_count3) { |
| instr = "TXP"; |
| } else { |
| FIXME("Unexpected projection mode %d\n", settings->op[stage].projected); |
| instr = "TXP"; |
| } |
| |
| if (stage > 0 |
| && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP |
| || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)) |
| { |
| shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1); |
| shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1); |
| shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1); |
| shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1); |
| |
| /* with projective textures, texbem only divides the static texture coord, not the displacement, |
| * so multiply the displacement with the dividing parameter before passing it to TXP |
| */ |
| if (settings->op[stage].projected != proj_none) { |
| if(settings->op[stage].projected == proj_count4) { |
| shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage); |
| shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage); |
| } else { |
| shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage); |
| shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage); |
| } |
| } else { |
| shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage); |
| } |
| |
| shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n", |
| instr, stage, stage, textype); |
| if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE) |
| { |
| shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n", |
| stage - 1, stage - 1, stage - 1); |
| shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage); |
| } |
| } else if(settings->op[stage].projected == proj_count3) { |
| shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage); |
| shader_addline(&buffer, "MOV ret.w, ret.z;\n"); |
| shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n", |
| instr, stage, stage, textype); |
| } else { |
| shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n", |
| instr, stage, stage, stage, textype); |
| } |
| |
| sprintf(colorcor_dst, "tex%u", stage); |
| masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL); |
| gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y", |
| settings->op[stage].color_fixup, masks); |
| } |
| |
| if (settings->color_key_enabled) |
| { |
| shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */ |
| shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */ |
| shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */ |
| shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */ |
| shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */ |
| shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */ |
| } |
| |
| shader_addline(&buffer, "MOV ret, fragment.color.primary;\n"); |
| |
| /* Generate the main shader */ |
| for (stage = 0; stage < MAX_TEXTURES; ++stage) |
| { |
| if (settings->op[stage].cop == WINED3D_TOP_DISABLE) |
| break; |
| |
| if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1 |
| && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1) |
| op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1; |
| else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1 |
| && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2) |
| op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2; |
| else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2 |
| && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1) |
| op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1; |
| else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2 |
| && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2) |
| op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2; |
| else |
| op_equal = settings->op[stage].aop == settings->op[stage].cop |
| && settings->op[stage].carg0 == settings->op[stage].aarg0 |
| && settings->op[stage].carg1 == settings->op[stage].aarg1 |
| && settings->op[stage].carg2 == settings->op[stage].aarg2; |
| |
| if (settings->op[stage].aop == WINED3D_TOP_DISABLE) |
| { |
| gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst, |
| settings->op[stage].cop, settings->op[stage].carg0, |
| settings->op[stage].carg1, settings->op[stage].carg2); |
| } |
| else if (op_equal) |
| { |
| gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst, |
| settings->op[stage].cop, settings->op[stage].carg0, |
| settings->op[stage].carg1, settings->op[stage].carg2); |
| } |
| else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP |
| && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE) |
| { |
| gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst, |
| settings->op[stage].cop, settings->op[stage].carg0, |
| settings->op[stage].carg1, settings->op[stage].carg2); |
| gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst, |
| settings->op[stage].aop, settings->op[stage].aarg0, |
| settings->op[stage].aarg1, settings->op[stage].aarg2); |
| } |
| } |
| |
| if (settings->sRGB_write || custom_linear_fog) |
| { |
| shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n"); |
| if (settings->sRGB_write) |
| arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE); |
| if (custom_linear_fog) |
| arbfp_add_linear_fog(&buffer, "ret", "arg0"); |
| shader_addline(&buffer, "MOV result.color, ret;\n"); |
| } |
| else |
| { |
| shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n"); |
| } |
| |
| /* Footer */ |
| shader_addline(&buffer, "END\n"); |
| |
| /* Generate the shader */ |
| GL_EXTCALL(glGenProgramsARB(1, &ret)); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret)); |
| shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer); |
| |
| string_buffer_free(&buffer); |
| return ret; |
| } |
| |
| static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_device *device = context->device; |
| struct shader_arb_priv *priv = device->fragment_priv; |
| BOOL use_pshader = use_ps(state); |
| struct ffp_frag_settings settings; |
| const struct arbfp_ffp_desc *desc; |
| unsigned int i; |
| |
| TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); |
| |
| if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE))) |
| { |
| if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) |
| { |
| /* Reload fixed function constants since they collide with the |
| * pixel shader constants. */ |
| for (i = 0; i < MAX_TEXTURES; ++i) |
| { |
| set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00)); |
| state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT)); |
| } |
| state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR)); |
| state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE)); |
| color_key_arbfp(context, state, STATE_COLOR_KEY); |
| } |
| else if (use_pshader) |
| { |
| context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; |
| } |
| return; |
| } |
| |
| if (!use_pshader) |
| { |
| /* Find or create a shader implementing the fixed function pipeline |
| * settings, then activate it. */ |
| gen_ffp_frag_op(context, state, &settings, FALSE); |
| desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings); |
| if (!desc) |
| { |
| struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc)); |
| if (!new_desc) |
| { |
| ERR("Out of memory\n"); |
| return; |
| } |
| |
| new_desc->parent.settings = settings; |
| new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info); |
| add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent); |
| TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc); |
| desc = new_desc; |
| } |
| |
| /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the |
| * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will |
| * deactivate it. |
| */ |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)); |
| checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)"); |
| priv->current_fprogram_id = desc->shader; |
| |
| if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) |
| { |
| /* Reload fixed function constants since they collide with the |
| * pixel shader constants. */ |
| for (i = 0; i < MAX_TEXTURES; ++i) |
| { |
| set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00)); |
| state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT)); |
| } |
| state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR)); |
| state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE)); |
| color_key_arbfp(context, state, STATE_COLOR_KEY); |
| } |
| context->last_was_pshader = FALSE; |
| } |
| else if (!context->last_was_pshader) |
| { |
| if (device->shader_backend == &arb_program_shader_backend) |
| context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F; |
| context->last_was_pshader = TRUE; |
| } |
| |
| context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; |
| } |
| |
| /* We can't link the fog states to the fragment state directly since the |
| * vertex pipeline links them to FOGENABLE. A different linking in different |
| * pipeline parts can't be expressed in the combined state table, so we need |
| * to handle that with a forwarding function. The other invisible side effect |
| * is that changing the fog start and fog end (which links to FOGENABLE in |
| * vertex) results in the fragment_prog_arbfp function being called because |
| * FOGENABLE is dirty, which calls this function here. */ |
| static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| enum fogsource new_source; |
| DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART]; |
| DWORD fogend = state->render_states[WINED3D_RS_FOGEND]; |
| |
| TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); |
| |
| if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) |
| fragment_prog_arbfp(context, state, state_id); |
| |
| if (!state->render_states[WINED3D_RS_FOGENABLE]) |
| return; |
| |
| if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE) |
| { |
| if (use_vs(state)) |
| { |
| new_source = FOGSOURCE_VS; |
| } |
| else |
| { |
| if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw) |
| new_source = FOGSOURCE_COORD; |
| else |
| new_source = FOGSOURCE_FFP; |
| } |
| } |
| else |
| { |
| new_source = FOGSOURCE_FFP; |
| } |
| |
| if (new_source != context->fog_source || fogstart == fogend) |
| { |
| context->fog_source = new_source; |
| state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART)); |
| } |
| } |
| |
| static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) |
| fragment_prog_arbfp(context, state, state_id); |
| } |
| |
| static const struct StateEntryTemplate arbfp_fragmentstate_template[] = |
| { |
| {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB }, |
| {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, |
| {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, |
| }; |
| |
| static BOOL arbfp_alloc_context_data(struct wined3d_context *context) |
| { |
| return TRUE; |
| } |
| |
| static void arbfp_free_context_data(struct wined3d_context *context) |
| { |
| } |
| |
| const struct fragment_pipeline arbfp_fragment_pipeline = { |
| arbfp_enable, |
| arbfp_get_caps, |
| arbfp_get_emul_mask, |
| arbfp_alloc, |
| arbfp_free, |
| arbfp_alloc_context_data, |
| arbfp_free_context_data, |
| shader_arb_color_fixup_supported, |
| arbfp_fragmentstate_template, |
| }; |
| |
| struct arbfp_blit_type |
| { |
| enum complex_fixup fixup : 4; |
| enum wined3d_gl_resource_type res_type : 3; |
| DWORD use_color_key : 1; |
| DWORD padding : 24; |
| }; |
| |
| struct arbfp_blit_desc |
| { |
| GLuint shader; |
| struct arbfp_blit_type type; |
| struct wine_rb_entry entry; |
| }; |
| |
| #define ARBFP_BLIT_PARAM_SIZE 0 |
| #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1 |
| #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2 |
| |
| struct wined3d_arbfp_blitter |
| { |
| struct wined3d_blitter blitter; |
| struct wine_rb_tree shaders; |
| GLuint palette_texture; |
| }; |
| |
| static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry) |
| { |
| const struct arbfp_blit_type *ka = key; |
| const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type; |
| |
| return memcmp(ka, kb, sizeof(*ka)); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx) |
| { |
| struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry); |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| |
| context = ctx; |
| gl_info = context->gl_info; |
| |
| GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader)); |
| checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)"); |
| HeapFree(GetProcessHeap(), 0, entry_arb); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_arbfp_blitter *arbfp_blitter; |
| struct wined3d_blitter *next; |
| |
| if ((next = blitter->next)) |
| next->ops->blitter_destroy(next, context); |
| |
| arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter); |
| |
| wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context); |
| checkGLcall("Delete blit programs"); |
| |
| if (arbfp_blitter->palette_texture) |
| gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture); |
| |
| HeapFree(GetProcessHeap(), 0, arbfp_blitter); |
| } |
| |
| static BOOL gen_planar_yuv_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type, |
| char *luminance) |
| { |
| char chroma; |
| const char *tex, *texinstr = "TXP"; |
| |
| if (type->fixup == COMPLEX_FIXUP_UYVY) |
| { |
| chroma = 'x'; |
| *luminance = 'w'; |
| } |
| else |
| { |
| chroma = 'w'; |
| *luminance = 'x'; |
| } |
| |
| tex = arbfp_texture_target(type->res_type); |
| if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT) |
| texinstr = "TEX"; |
| |
| /* First we have to read the chroma values. This means we need at least two pixels(no filtering), |
| * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the |
| * filtering when we sample the texture. |
| * |
| * These are the rules for reading the chroma: |
| * |
| * Even pixel: Cr |
| * Even pixel: U |
| * Odd pixel: V |
| * |
| * So we have to get the sampling x position in non-normalized coordinates in integers |
| */ |
| if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT) |
| { |
| shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n"); |
| shader_addline(buffer, "MOV texcrd.w, size.x;\n"); |
| } |
| else |
| { |
| shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); |
| } |
| /* We must not allow filtering between pixel x and x+1, this would mix U and V |
| * Vertical filtering is ok. However, bear in mind that the pixel center is at |
| * 0.5, so add 0.5. |
| */ |
| shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n"); |
| shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n"); |
| |
| /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the |
| * even and odd pixels respectively |
| */ |
| shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n"); |
| shader_addline(buffer, "FRC texcrd2, texcrd2;\n"); |
| |
| /* Sample Pixel 1 */ |
| shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex); |
| |
| /* Put the value into either of the chroma values */ |
| shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma); |
| shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma); |
| |
| /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample |
| * the pixel right to the current one. Otherwise, sample the left pixel. |
| * Bias and scale the SLT result to -1;1 and add it to the texcrd.x. |
| */ |
| shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n"); |
| shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n"); |
| shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex); |
| |
| /* Put the value into the other chroma */ |
| shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma); |
| shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma); |
| |
| /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of |
| * the current one and lerp the two U and V values |
| */ |
| |
| /* This gives the correctly filtered luminance value */ |
| shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex); |
| |
| return TRUE; |
| } |
| |
| static BOOL gen_yv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type, |
| char *luminance) |
| { |
| const char *tex; |
| static const float yv12_coef[] |
| = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f}; |
| |
| tex = arbfp_texture_target(type->res_type); |
| |
| /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2) |
| * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective |
| * bitdepth is 12 bits per pixel. Since the U and V planes have only half the |
| * pitch of the luminance plane, the packing into the gl texture is a bit |
| * unfortunate. If the whole texture is interpreted as luminance data it looks |
| * approximately like this: |
| * |
| * +----------------------------------+---- |
| * | | |
| * | | |
| * | | |
| * | | |
| * | | 2 |
| * | LUMINANCE | - |
| * | | 3 |
| * | | |
| * | | |
| * | | |
| * | | |
| * +----------------+-----------------+---- |
| * | | | |
| * | V even rows | V odd rows | |
| * | | | 1 |
| * +----------------+------------------ - |
| * | | | 3 |
| * | U even rows | U odd rows | |
| * | | | |
| * +----------------+-----------------+---- |
| * | | | |
| * | 0.5 | 0.5 | |
| * |
| * So it appears as if there are 4 chroma images, but in fact the odd rows |
| * in the chroma images are in the same row as the even ones. So it is |
| * kinda tricky to read |
| * |
| * When reading from rectangle textures, keep in mind that the input y coordinates |
| * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height |
| */ |
| shader_addline(buffer, "PARAM yv12_coef = "); |
| shader_arb_append_imm_vec4(buffer, yv12_coef); |
| shader_addline(buffer, ";\n"); |
| |
| shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); |
| /* the chroma planes have only half the width */ |
| shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n"); |
| |
| /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias |
| * the coordinate. Also read the right side of the image when reading odd lines |
| * |
| * Don't forget to clamp the y values in into the range, otherwise we'll get filtering |
| * bleeding |
| */ |
| if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D) |
| { |
| |
| shader_addline(buffer, "RCP chroma.w, size.y;\n"); |
| |
| shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n"); |
| |
| shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n"); |
| shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n"); |
| |
| /* Read odd lines from the right side(add size * 0.5 to the x coordinate */ |
| shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */ |
| shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n"); |
| shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n"); |
| |
| /* clamp, keep the half pixel origin in mind */ |
| shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n"); |
| shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n"); |
| shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n"); |
| shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); |
| } |
| else |
| { |
| /* Read from [size - size+size/4] */ |
| shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n"); |
| shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n"); |
| |
| /* Read odd lines from the right side(add size * 0.5 to the x coordinate */ |
| shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */ |
| shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n"); |
| shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n"); |
| shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n"); |
| |
| /* Make sure to read exactly from the pixel center */ |
| shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n"); |
| shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n"); |
| |
| /* Clamp */ |
| shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n"); |
| shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n"); |
| shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); |
| shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n"); |
| shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n"); |
| } |
| /* Read the texture, put the result into the output register */ |
| shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex); |
| shader_addline(buffer, "MOV chroma.x, temp.w;\n"); |
| |
| /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th |
| * No need to clamp because we're just reusing the already clamped value from above |
| */ |
| if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D) |
| shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n"); |
| else |
| shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n"); |
| shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex); |
| shader_addline(buffer, "MOV chroma.y, temp.w;\n"); |
| |
| /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate. |
| * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance |
| * values due to filtering |
| */ |
| shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); |
| if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D) |
| { |
| /* Multiply the y coordinate by 2/3 and clamp it */ |
| shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n"); |
| shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n"); |
| shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); |
| shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex); |
| } |
| else |
| { |
| /* Reading from texture_rectangles is pretty straightforward, just use the unmodified |
| * texture coordinate. It is still a good idea to clamp it though, since the opengl texture |
| * is bigger |
| */ |
| shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n"); |
| shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n"); |
| shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex); |
| } |
| *luminance = 'a'; |
| |
| return TRUE; |
| } |
| |
| static BOOL gen_nv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type, |
| char *luminance) |
| { |
| const char *tex; |
| static const float nv12_coef[] |
| = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f}; |
| |
| tex = arbfp_texture_target(type->res_type); |
| |
| /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2) |
| * sized plane where each component is an UV pair. So the effective |
| * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance |
| * data it looks approximately like this: |
| * |
| * +----------------------------------+---- |
| * | | |
| * | | |
| * | | |
| * | | |
| * | | 2 |
| * | LUMINANCE | - |
| * | | 3 |
| * | | |
| * | | |
| * | | |
| * | | |
| * +----------------------------------+---- |
| * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV| |
| * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV| |
| * | | 1 |
| * | | - |
| * | | 3 |
| * | | |
| * | | |
| * +----------------------------------+---- |
| * |
| * When reading from rectangle textures, keep in mind that the input y coordinates |
| * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */ |
| |
| shader_addline(buffer, "PARAM nv12_coef = "); |
| shader_arb_append_imm_vec4(buffer, nv12_coef); |
| shader_addline(buffer, ";\n"); |
| |
| shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); |
| /* We only have half the number of chroma pixels. */ |
| shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n"); |
| |
| if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D) |
| { |
| shader_addline(buffer, "RCP chroma.w, size.x;\n"); |
| shader_addline(buffer, "RCP chroma.z, size.y;\n"); |
| |
| shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n"); |
| |
| /* We must not allow filtering horizontally, this would mix U and V. |
| * Vertical filtering is ok. However, bear in mind that the pixel center is at |
| * 0.5, so add 0.5. */ |
| |
| /* Convert to non-normalized coordinates so we can find the |
| * individual pixel. */ |
| shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n"); |
| shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n"); |
| /* Multiply by 2 since chroma components are stored in UV pixel pairs, |
| * add 0.5 to hit the center of the pixel. */ |
| shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n"); |
| |
| /* Convert back to normalized coordinates. */ |
| shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n"); |
| |
| /* Clamp, keep the half pixel origin in mind. */ |
| shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n"); |
| shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n"); |
| shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n"); |
| shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); |
| } |
| else |
| { |
| /* Read from [size - size+size/2] */ |
| shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n"); |
| |
| shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n"); |
| /* Multiply by 2 since chroma components are stored in UV pixel pairs, |
| * add 0.5 to hit the center of the pixel. */ |
| shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n"); |
| |
| /* Clamp */ |
| shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n"); |
| shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n"); |
| shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); |
| shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n"); |
| shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n"); |
| } |
| /* Read the texture, put the result into the output register. */ |
| shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex); |
| shader_addline(buffer, "MOV chroma.y, temp.w;\n"); |
| |
| if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D) |
| { |
| /* Add 1/size.x */ |
| shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n"); |
| } |
| else |
| { |
| /* Add 1 */ |
| shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n"); |
| } |
| shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex); |
| shader_addline(buffer, "MOV chroma.x, temp.w;\n"); |
| |
| /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate. |
| * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance |
| * values due to filtering. */ |
| shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); |
| if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D) |
| { |
| /* Multiply the y coordinate by 2/3 and clamp it */ |
| shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n"); |
| shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n"); |
| shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); |
| shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex); |
| } |
| else |
| { |
| /* Reading from texture_rectangles is pretty straightforward, just use the unmodified |
| * texture coordinate. It is still a good idea to clamp it though, since the opengl texture |
| * is bigger |
| */ |
| shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n"); |
| shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n"); |
| shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex); |
| } |
| *luminance = 'a'; |
| |
| return TRUE; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type) |
| { |
| GLuint shader; |
| struct wined3d_string_buffer buffer; |
| const char *tex_target = arbfp_texture_target(type->res_type); |
| |
| /* This should not happen because we only use this conversion for |
| * present blits which don't use color keying. */ |
| if (type->use_color_key) |
| FIXME("Implement P8 color keying.\n"); |
| |
| /* Shader header */ |
| if (!string_buffer_init(&buffer)) |
| { |
| ERR("Failed to initialize shader buffer.\n"); |
| return 0; |
| } |
| |
| GL_EXTCALL(glGenProgramsARB(1, &shader)); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)); |
| if (!shader) |
| { |
| string_buffer_free(&buffer); |
| return 0; |
| } |
| |
| shader_addline(&buffer, "!!ARBfp1.0\n"); |
| shader_addline(&buffer, "TEMP index;\n"); |
| |
| /* { 255/256, 0.5/255*255/256, 0, 0 } */ |
| shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"); |
| |
| /* The alpha-component contains the palette index */ |
| shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target); |
| |
| /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */ |
| shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n"); |
| |
| /* Use the alpha-component as an index in the palette to get the final color */ |
| shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n"); |
| shader_addline(&buffer, "END\n"); |
| |
| shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer); |
| |
| string_buffer_free(&buffer); |
| |
| return shader; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void upload_palette(struct wined3d_arbfp_blitter *blitter, |
| const struct wined3d_texture *texture, struct wined3d_context *context) |
| { |
| const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| if (!blitter->palette_texture) |
| gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture); |
| |
| GL_EXTCALL(glActiveTexture(GL_TEXTURE1)); |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture); |
| |
| gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| |
| gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| /* Make sure we have discrete color levels. */ |
| gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */ |
| if (palette) |
| { |
| gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA, |
| GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors); |
| } |
| else |
| { |
| static const DWORD black; |
| FIXME("P8 surface loaded without a palette.\n"); |
| gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA, |
| GL_UNSIGNED_INT_8_8_8_8_REV, &black); |
| } |
| |
| /* Switch back to unit 0 in which the 2D texture will be stored. */ |
| context_active_texture(context, gl_info, 0); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type) |
| { |
| GLuint shader; |
| struct wined3d_string_buffer buffer; |
| char luminance_component; |
| |
| if (type->use_color_key) |
| FIXME("Implement YUV color keying.\n"); |
| |
| /* Shader header */ |
| if (!string_buffer_init(&buffer)) |
| { |
| ERR("Failed to initialize shader buffer.\n"); |
| return 0; |
| } |
| |
| GL_EXTCALL(glGenProgramsARB(1, &shader)); |
| checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))"); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)); |
| checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)"); |
| if (!shader) |
| { |
| string_buffer_free(&buffer); |
| return 0; |
| } |
| |
| /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel, |
| * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and |
| * two chroma(U and V) values. Each macropixel has two luminance values, one for |
| * each single pixel it contains, and one U and one V value shared between both |
| * pixels. |
| * |
| * The data is loaded into an A8L8 texture. With YUY2, the luminance component |
| * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus |
| * take the format into account when generating the read swizzles |
| * |
| * Reading the Y value is straightforward - just sample the texture. The hardware |
| * takes care of filtering in the horizontal and vertical direction. |
| * |
| * Reading the U and V values is harder. We have to avoid filtering horizontally, |
| * because that would mix the U and V values of one pixel or two adjacent pixels. |
| * Thus floor the texture coordinate and add 0.5 to get an unfiltered read, |
| * regardless of the filtering setting. Vertical filtering works automatically |
| * though - the U and V values of two rows are mixed nicely. |
| * |
| * Apart of avoiding filtering issues, the code has to know which value it just |
| * read, and where it can find the other one. To determine this, it checks if |
| * it sampled an even or odd pixel, and shifts the 2nd read accordingly. |
| * |
| * Handling horizontal filtering of U and V values requires reading a 2nd pair |
| * of pixels, extracting U and V and mixing them. This is not implemented yet. |
| * |
| * An alternative implementation idea is to load the texture as A8R8G8B8 texture, |
| * with width / 2. This way one read gives all 3 values, finding U and V is easy |
| * in an unfiltered situation. Finding the luminance on the other hand requires |
| * finding out if it is an odd or even pixel. The real drawback of this approach |
| * is filtering. This would have to be emulated completely in the shader, reading |
| * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and |
| * vertically. Beyond that it would require adjustments to the texture handling |
| * code to deal with the width scaling |
| */ |
| shader_addline(&buffer, "!!ARBfp1.0\n"); |
| shader_addline(&buffer, "TEMP luminance;\n"); |
| shader_addline(&buffer, "TEMP temp;\n"); |
| shader_addline(&buffer, "TEMP chroma;\n"); |
| shader_addline(&buffer, "TEMP texcrd;\n"); |
| shader_addline(&buffer, "TEMP texcrd2;\n"); |
| shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n"); |
| shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n"); |
| shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE); |
| |
| switch (type->fixup) |
| { |
| case COMPLEX_FIXUP_UYVY: |
| case COMPLEX_FIXUP_YUY2: |
| if (!gen_planar_yuv_read(&buffer, type, &luminance_component)) |
| { |
| string_buffer_free(&buffer); |
| return 0; |
| } |
| break; |
| |
| case COMPLEX_FIXUP_YV12: |
| if (!gen_yv12_read(&buffer, type, &luminance_component)) |
| { |
| string_buffer_free(&buffer); |
| return 0; |
| } |
| break; |
| |
| case COMPLEX_FIXUP_NV12: |
| if (!gen_nv12_read(&buffer, type, &luminance_component)) |
| { |
| string_buffer_free(&buffer); |
| return 0; |
| } |
| break; |
| |
| default: |
| FIXME("Unsupported YUV fixup %#x\n", type->fixup); |
| string_buffer_free(&buffer); |
| return 0; |
| } |
| |
| /* Calculate the final result. Formula is taken from |
| * http://www.fourcc.org/fccyvrgb.php. Note that the chroma |
| * ranges from -0.5 to 0.5 |
| */ |
| shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n"); |
| |
| shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component); |
| shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component); |
| shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n"); |
| shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component); |
| shader_addline(&buffer, "END\n"); |
| |
| shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer); |
| |
| string_buffer_free(&buffer); |
| |
| return shader; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type) |
| { |
| GLuint shader; |
| struct wined3d_string_buffer buffer; |
| const char *tex_target = arbfp_texture_target(type->res_type); |
| |
| /* Shader header */ |
| if (!string_buffer_init(&buffer)) |
| { |
| ERR("Failed to initialize shader buffer.\n"); |
| return 0; |
| } |
| |
| GL_EXTCALL(glGenProgramsARB(1, &shader)); |
| if (!shader) |
| { |
| string_buffer_free(&buffer); |
| return 0; |
| } |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)); |
| |
| shader_addline(&buffer, "!!ARBfp1.0\n"); |
| |
| if (type->use_color_key) |
| { |
| shader_addline(&buffer, "TEMP color;\n"); |
| shader_addline(&buffer, "TEMP less, greater;\n"); |
| shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW); |
| shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH); |
| shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target); |
| shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */ |
| shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */ |
| shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */ |
| shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */ |
| shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */ |
| shader_addline(&buffer, "KIL -less;\n"); /* discard if true */ |
| shader_addline(&buffer, "MOV result.color, color;\n"); |
| } |
| else |
| { |
| shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target); |
| } |
| |
| shader_addline(&buffer, "END\n"); |
| |
| shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer); |
| |
| string_buffer_free(&buffer); |
| |
| return shader; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context *context, |
| const struct wined3d_surface *surface, const struct wined3d_color_key *color_key) |
| { |
| const struct wined3d_texture *texture = surface->container; |
| enum complex_fixup fixup; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wine_rb_entry *entry; |
| struct arbfp_blit_type type; |
| struct arbfp_blit_desc *desc; |
| struct wined3d_color float_color_key[2]; |
| struct wined3d_vec4 size; |
| GLuint shader; |
| |
| size.x = wined3d_texture_get_level_pow2_width(texture, surface->texture_level); |
| size.y = wined3d_texture_get_level_pow2_height(texture, surface->texture_level); |
| size.z = 1.0f; |
| size.w = 1.0f; |
| |
| if (is_complex_fixup(texture->resource.format->color_fixup)) |
| fixup = get_complex_fixup(texture->resource.format->color_fixup); |
| else |
| fixup = COMPLEX_FIXUP_NONE; |
| |
| switch (texture->target) |
| { |
| case GL_TEXTURE_1D: |
| type.res_type = WINED3D_GL_RES_TYPE_TEX_1D; |
| break; |
| |
| case GL_TEXTURE_2D: |
| type.res_type = WINED3D_GL_RES_TYPE_TEX_2D; |
| break; |
| |
| case GL_TEXTURE_3D: |
| type.res_type = WINED3D_GL_RES_TYPE_TEX_3D; |
| break; |
| |
| case GL_TEXTURE_CUBE_MAP_ARB: |
| type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE; |
| break; |
| |
| case GL_TEXTURE_RECTANGLE_ARB: |
| type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT; |
| break; |
| |
| default: |
| ERR("Unexpected GL texture type %#x.\n", texture->target); |
| type.res_type = WINED3D_GL_RES_TYPE_TEX_2D; |
| } |
| type.fixup = fixup; |
| type.use_color_key = !!color_key; |
| type.padding = 0; |
| |
| if ((entry = wine_rb_get(&blitter->shaders, &type))) |
| { |
| desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry); |
| shader = desc->shader; |
| } |
| else |
| { |
| switch (fixup) |
| { |
| case COMPLEX_FIXUP_NONE: |
| if (!is_identity_fixup(texture->resource.format->color_fixup)) |
| FIXME("Implement support for sign or swizzle fixups.\n"); |
| shader = arbfp_gen_plain_shader(gl_info, &type); |
| break; |
| |
| case COMPLEX_FIXUP_P8: |
| shader = gen_p8_shader(gl_info, &type); |
| break; |
| |
| case COMPLEX_FIXUP_YUY2: |
| case COMPLEX_FIXUP_UYVY: |
| case COMPLEX_FIXUP_YV12: |
| case COMPLEX_FIXUP_NV12: |
| shader = gen_yuv_shader(gl_info, &type); |
| break; |
| } |
| |
| if (!shader) |
| { |
| FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup); |
| return E_NOTIMPL; |
| } |
| |
| desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc)); |
| if (!desc) |
| goto err_out; |
| |
| desc->type = type; |
| desc->shader = shader; |
| if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1) |
| { |
| err_out: |
| ERR("Out of memory\n"); |
| GL_EXTCALL(glDeleteProgramsARB(1, &shader)); |
| checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))"); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)); |
| checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)"); |
| HeapFree(GetProcessHeap(), 0, desc); |
| return E_OUTOFMEMORY; |
| } |
| } |
| |
| if (fixup == COMPLEX_FIXUP_P8) |
| upload_palette(blitter, texture, context); |
| |
| gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)"); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)); |
| checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)"); |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x)); |
| checkGLcall("glProgramLocalParameter4fvARB"); |
| if (type.use_color_key) |
| { |
| wined3d_format_get_float_color_key(texture->resource.format, color_key, float_color_key); |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, |
| ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r)); |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, |
| ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r)); |
| checkGLcall("glProgramLocalParameter4fvARB"); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info) |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); |
| } |
| |
| static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, |
| const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op, |
| enum wined3d_pool src_pool, const struct wined3d_format *src_format, DWORD src_location, |
| enum wined3d_pool dst_pool, const struct wined3d_format *dst_format, DWORD dst_location) |
| { |
| enum complex_fixup src_fixup; |
| BOOL decompress; |
| |
| if (!gl_info->supported[ARB_FRAGMENT_PROGRAM]) |
| return FALSE; |
| |
| switch (blit_op) |
| { |
| case WINED3D_BLIT_OP_COLOR_BLIT_CKEY: |
| if (!d3d_info->shader_color_key) |
| { |
| /* The conversion modifies the alpha channel so the color key might no longer match. */ |
| TRACE("Color keying not supported with converted textures.\n"); |
| return FALSE; |
| } |
| case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST: |
| case WINED3D_BLIT_OP_COLOR_BLIT: |
| break; |
| |
| default: |
| TRACE("Unsupported blit_op=%d\n", blit_op); |
| return FALSE; |
| } |
| |
| decompress = src_format && (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED) |
| && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED); |
| if (!decompress && (dst_pool == WINED3D_POOL_SYSTEM_MEM || src_pool == WINED3D_POOL_SYSTEM_MEM)) |
| return FALSE; |
| |
| src_fixup = get_complex_fixup(src_format->color_fixup); |
| if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) |
| { |
| TRACE("Checking support for fixup:\n"); |
| dump_color_fixup_desc(src_format->color_fixup); |
| } |
| |
| if (!is_identity_fixup(dst_format->color_fixup) |
| && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE)) |
| { |
| TRACE("Destination fixups are not supported\n"); |
| return FALSE; |
| } |
| |
| if (is_identity_fixup(src_format->color_fixup)) |
| { |
| TRACE("[OK]\n"); |
| return TRUE; |
| } |
| |
| /* We only support YUV conversions. */ |
| if (!is_complex_fixup(src_format->color_fixup)) |
| { |
| if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) |
| { |
| WARN("Claiming fixup support because of ORM_BACKBUFFER.\n"); |
| return TRUE; |
| } |
| |
| TRACE("[FAILED]\n"); |
| return FALSE; |
| } |
| |
| switch(src_fixup) |
| { |
| case COMPLEX_FIXUP_YUY2: |
| case COMPLEX_FIXUP_UYVY: |
| case COMPLEX_FIXUP_YV12: |
| case COMPLEX_FIXUP_NV12: |
| case COMPLEX_FIXUP_P8: |
| TRACE("[OK]\n"); |
| return TRUE; |
| |
| default: |
| FIXME("Unsupported YUV fixup %#x\n", src_fixup); |
| TRACE("[FAILED]\n"); |
| return FALSE; |
| } |
| } |
| |
| static 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) |
| { |
| struct wined3d_texture *src_texture = src_surface->container; |
| struct wined3d_texture *dst_texture = dst_surface->container; |
| struct wined3d_device *device = dst_texture->resource.device; |
| struct wined3d_arbfp_blitter *arbfp_blitter; |
| struct wined3d_color_key alpha_test_key; |
| struct wined3d_blitter *next; |
| RECT s, d; |
| |
| if (!arbfp_blit_supported(&device->adapter->gl_info, &device->adapter->d3d_info, op, |
| src_texture->resource.pool, src_texture->resource.format, src_location, |
| dst_texture->resource.pool, dst_texture->resource.format, dst_location)) |
| { |
| if ((next = blitter->next)) |
| return next->ops->blitter_blit(next, op, context, src_surface, src_location, |
| src_rect, dst_surface, dst_location, dst_rect, color_key, filter); |
| } |
| |
| arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter); |
| |
| /* Now load the surface */ |
| if (wined3d_settings.offscreen_rendering_mode != ORM_FBO |
| && (surface_get_sub_resource(src_surface)->locations |
| & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) |
| == WINED3D_LOCATION_DRAWABLE |
| && !wined3d_resource_is_offscreen(&src_texture->resource)) |
| { |
| /* Without FBO blits transferring from the drawable to the texture is |
| * expensive, because we have to flip the data in sysmem. Since we can |
| * flip in the blitter, we don't actually need that flip anyway. So we |
| * use the surface's texture as scratch texture, and flip the source |
| * rectangle instead. */ |
| surface_load_fb_texture(src_surface, FALSE, context); |
| |
| s = *src_rect; |
| s.top = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - s.top; |
| s.bottom = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - s.bottom; |
| src_rect = &s; |
| } |
| else |
| wined3d_texture_load(src_texture, context, FALSE); |
| |
| context_apply_blit_state(context, device); |
| |
| if (dst_location == WINED3D_LOCATION_DRAWABLE) |
| { |
| d = *dst_rect; |
| surface_translate_drawable_coords(dst_surface, context->win_handle, &d); |
| dst_rect = &d; |
| } |
| |
| if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) |
| { |
| GLenum buffer; |
| |
| if (dst_location == WINED3D_LOCATION_DRAWABLE) |
| { |
| TRACE("Destination surface %p is onscreen.\n", dst_surface); |
| buffer = wined3d_texture_get_gl_buffer(dst_texture); |
| } |
| else |
| { |
| TRACE("Destination surface %p is offscreen.\n", dst_surface); |
| buffer = GL_COLOR_ATTACHMENT0; |
| } |
| context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location); |
| context_set_draw_buffer(context, buffer); |
| context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); |
| context_invalidate_state(context, STATE_FRAMEBUFFER); |
| } |
| |
| if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST) |
| { |
| const struct wined3d_format *fmt = src_texture->resource.format; |
| alpha_test_key.color_space_low_value = 0; |
| alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset); |
| color_key = &alpha_test_key; |
| } |
| |
| arbfp_blit_set(arbfp_blitter, context, src_surface, color_key); |
| |
| /* Draw a textured quad */ |
| draw_textured_quad(src_surface, context, src_rect, dst_rect, filter); |
| |
| /* Leave the opengl state valid for blitting */ |
| arbfp_blit_unset(context->gl_info); |
| |
| if (wined3d_settings.strict_draw_ordering |
| || (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))) |
| context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ |
| |
| return dst_location; |
| } |
| |
| 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) |
| { |
| struct wined3d_blitter *next; |
| |
| if ((next = blitter->next)) |
| next->ops->blitter_clear(next, device, rt_count, fb, rect_count, |
| clear_rects, draw_rect, flags, colour, depth, stencil); |
| } |
| |
| static const struct wined3d_blitter_ops arbfp_blitter_ops = |
| { |
| arbfp_blitter_destroy, |
| arbfp_blitter_clear, |
| arbfp_blitter_blit, |
| }; |
| |
| void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| struct wined3d_arbfp_blitter *blitter; |
| |
| if (device->shader_backend != &arb_program_shader_backend |
| && device->shader_backend != &glsl_shader_backend) |
| return; |
| |
| if (!gl_info->supported[ARB_FRAGMENT_PROGRAM]) |
| return; |
| |
| if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) |
| return; |
| |
| if (!(blitter = HeapAlloc(GetProcessHeap(), 0, sizeof(*blitter)))) |
| { |
| ERR("Failed to allocate blitter.\n"); |
| return; |
| } |
| |
| TRACE("Created blitter %p.\n", blitter); |
| |
| blitter->blitter.ops = &arbfp_blitter_ops; |
| blitter->blitter.next = *next; |
| wine_rb_init(&blitter->shaders, arbfp_blit_type_compare); |
| blitter->palette_texture = 0; |
| *next = &blitter->blitter; |
| } |