| /* |
| * Pixel and vertex shaders implementation using ARB_vertex_program |
| * and ARB_fragment_program GL extensions. |
| * |
| * Copyright 2002-2003 Jason Edmeades |
| * Copyright 2002-2003 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2006 Ivan Gyurdiev |
| * Copyright 2006 Jason Green |
| * Copyright 2006 Henri Verbeet |
| * Copyright 2007-2008 Stefan Dösinger for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| |
| #include <math.h> |
| #include <stdio.h> |
| |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_constants); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d); |
| |
| #define GLINFO_LOCATION (*gl_info) |
| |
| /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1, |
| * so upload them above that |
| */ |
| #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF) |
| #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0 |
| |
| /* ARB_program_shader private data */ |
| struct shader_arb_priv { |
| GLuint current_vprogram_id; |
| GLuint current_fprogram_id; |
| GLuint depth_blt_vprogram_id; |
| GLuint depth_blt_fprogram_id[tex_type_count]; |
| BOOL use_arbfp_fixed_func; |
| struct hash_table_t *fragment_shaders; |
| }; |
| |
| /******************************************************** |
| * ARB_[vertex/fragment]_program helper functions follow |
| ********************************************************/ |
| |
| /** |
| * Loads floating point constants into the currently set ARB_vertex/fragment_program. |
| * When constant_list == NULL, it will load all the constants. |
| * |
| * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders) |
| * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders) |
| */ |
| static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info, |
| GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts) |
| { |
| local_constant* lconst; |
| DWORD i, j; |
| unsigned int ret; |
| |
| if (TRACE_ON(d3d_shader)) { |
| for(i = 0; i < max_constants; i++) { |
| if(!dirty_consts[i]) continue; |
| TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i, |
| constants[i * 4 + 0], constants[i * 4 + 1], |
| constants[i * 4 + 2], constants[i * 4 + 3]); |
| } |
| } |
| /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */ |
| if(target_type == GL_FRAGMENT_PROGRAM_ARB && |
| WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) { |
| float lcl_const[4]; |
| for(i = 0; i < max_constants; i++) { |
| if(!dirty_consts[i]) continue; |
| dirty_consts[i] = 0; |
| |
| j = 4 * i; |
| if(constants[j + 0] > 1.0) lcl_const[0] = 1.0; |
| else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0; |
| else lcl_const[0] = constants[j + 0]; |
| |
| if(constants[j + 1] > 1.0) lcl_const[1] = 1.0; |
| else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0; |
| else lcl_const[1] = constants[j + 1]; |
| |
| if(constants[j + 2] > 1.0) lcl_const[2] = 1.0; |
| else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0; |
| else lcl_const[2] = constants[j + 2]; |
| |
| if(constants[j + 3] > 1.0) lcl_const[3] = 1.0; |
| else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0; |
| else lcl_const[3] = constants[j + 3]; |
| |
| GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const)); |
| } |
| } else { |
| if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) { |
| /* TODO: Benchmark if we're better of with finding the dirty constants ourselves, |
| * or just reloading *all* constants at once |
| * |
| GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants)); |
| */ |
| for(i = 0; i < max_constants; i++) { |
| if(!dirty_consts[i]) continue; |
| |
| /* Find the next block of dirty constants */ |
| dirty_consts[i] = 0; |
| j = i; |
| for(i++; (i < max_constants) && dirty_consts[i]; i++) { |
| dirty_consts[i] = 0; |
| } |
| |
| GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4))); |
| } |
| } else { |
| for(i = 0; i < max_constants; i++) { |
| if(dirty_consts[i]) { |
| dirty_consts[i] = 0; |
| GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4))); |
| } |
| } |
| } |
| } |
| checkGLcall("glProgramEnvParameter4fvARB()"); |
| |
| /* Load immediate constants */ |
| if(This->baseShader.load_local_constsF) { |
| if (TRACE_ON(d3d_shader)) { |
| LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { |
| GLfloat* values = (GLfloat*)lconst->value; |
| TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx, |
| values[0], values[1], values[2], values[3]); |
| } |
| } |
| /* Immediate constants are clamped for 1.X shaders at loading times */ |
| ret = 0; |
| LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { |
| dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */ |
| ret = max(ret, lconst->idx + 1); |
| GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value)); |
| } |
| checkGLcall("glProgramEnvParameter4fvARB()"); |
| return ret; /* The loaded immediate constants need reloading for the next shader */ |
| } else { |
| return 0; /* No constants are dirty now */ |
| } |
| } |
| |
| /** |
| * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs. |
| * |
| * We only support float constants in ARB at the moment, so don't |
| * worry about the Integers or Booleans |
| */ |
| static void shader_arb_load_constants( |
| IWineD3DDevice* device, |
| char usePixelShader, |
| char useVertexShader) { |
| |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; |
| IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; |
| const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; |
| unsigned char i; |
| |
| if (useVertexShader) { |
| IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; |
| |
| /* Load DirectX 9 float constants for vertex shader */ |
| deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF( |
| vshader, gl_info, GL_VERTEX_PROGRAM_ARB, |
| deviceImpl->highest_dirty_vs_const, |
| stateBlock->vertexShaderConstantF, |
| deviceImpl->activeContext->vshader_const_dirty); |
| |
| /* Upload the position fixup */ |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup)); |
| } |
| |
| if (usePixelShader) { |
| |
| IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader; |
| IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader; |
| |
| /* Load DirectX 9 float constants for pixel shader */ |
| deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF( |
| pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB, |
| deviceImpl->highest_dirty_ps_const, |
| stateBlock->pixelShaderConstantF, |
| deviceImpl->activeContext->pshader_const_dirty); |
| |
| for(i = 0; i < psi->numbumpenvmatconsts; i++) { |
| /* The state manager takes care that this function is always called if the bump env matrix changes |
| */ |
| const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00]; |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data)); |
| deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1; |
| |
| if(psi->luminanceconst[i].const_num != -1) { |
| /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other. |
| * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we |
| * don't care about them. The pointers are valid for sure because the stateblock is bigger. |
| * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN |
| */ |
| const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE]; |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale)); |
| deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1; |
| } |
| } |
| } |
| } |
| |
| /* Generate the variable & register declarations for the ARB_vertex_program output target */ |
| static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps, |
| SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info) |
| { |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; |
| DWORD i, cur; |
| char pshader = shader_is_pshader_version(This->baseShader.hex_version); |
| unsigned max_constantsF = min(This->baseShader.limits.constant_float, |
| (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF))); |
| UINT extra_constants_needed = 0; |
| const local_constant *lconst; |
| |
| /* Temporary Output register */ |
| shader_addline(buffer, "TEMP TMP_OUT;\n"); |
| |
| for(i = 0; i < This->baseShader.limits.temporary; i++) { |
| if (reg_maps->temporary[i]) |
| shader_addline(buffer, "TEMP R%u;\n", i); |
| } |
| |
| for (i = 0; i < This->baseShader.limits.address; i++) { |
| if (reg_maps->address[i]) |
| shader_addline(buffer, "ADDRESS A%d;\n", i); |
| } |
| |
| for(i = 0; i < This->baseShader.limits.texcoord; i++) { |
| if (reg_maps->texcoord[i]) |
| shader_addline(buffer,"TEMP T%u;\n", i); |
| } |
| |
| /* Texture coordinate registers must be pre-loaded */ |
| for (i = 0; i < This->baseShader.limits.texcoord; i++) { |
| if (reg_maps->texcoord[i]) |
| shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i); |
| } |
| |
| for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) { |
| IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This; |
| if(!reg_maps->bumpmat[i]) continue; |
| |
| cur = ps->numbumpenvmatconsts; |
| ps->bumpenvmatconst[cur].const_num = -1; |
| ps->bumpenvmatconst[cur].texunit = i; |
| ps->luminanceconst[cur].const_num = -1; |
| ps->luminanceconst[cur].texunit = i; |
| |
| /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from |
| * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying |
| * bump mapping. |
| */ |
| if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) { |
| ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed; |
| shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n", |
| i, ps->bumpenvmatconst[cur].const_num); |
| extra_constants_needed++; |
| |
| if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) { |
| ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed; |
| shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n", |
| i, ps->luminanceconst[cur].const_num); |
| extra_constants_needed++; |
| } else if(reg_maps->luminanceparams) { |
| FIXME("No free constant to load the luminance parameters\n"); |
| } |
| } else { |
| FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n"); |
| } |
| |
| ps->numbumpenvmatconsts = cur + 1; |
| } |
| |
| if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) { |
| shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n", |
| srgb_mul_low, srgb_mul_low, srgb_mul_low); |
| shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n", |
| srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); |
| shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n", |
| srgb_pow, srgb_pow, srgb_pow); |
| shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n", |
| srgb_mul_high, srgb_mul_high, srgb_mul_high); |
| shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n", |
| srgb_sub_high, srgb_sub_high, srgb_sub_high); |
| } |
| |
| /* Load local constants using the program-local space, |
| * this avoids reloading them each time the shader is used |
| */ |
| if(!This->baseShader.load_local_constsF) { |
| LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { |
| shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx, |
| lconst->idx); |
| } |
| } |
| |
| /* we use the array-based constants array if the local constants are marked for loading, |
| * because then we use indirect addressing, or when the local constant list is empty, |
| * because then we don't know if we're using indirect addressing or not. If we're hardcoding |
| * local constants do not declare the loaded constants as an array because ARB compilers usually |
| * do not optimize unused constants away |
| */ |
| if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) { |
| /* Need to PARAM the environment parameters (constants) so we can use relative addressing */ |
| shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n", |
| max_constantsF, max_constantsF - 1); |
| } else { |
| for(i = 0; i < max_constantsF; i++) { |
| if(!shader_constant_is_local(This, i)) { |
| shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i); |
| } |
| } |
| } |
| } |
| |
| static const char * const shift_tab[] = { |
| "dummy", /* 0 (none) */ |
| "coefmul.x", /* 1 (x2) */ |
| "coefmul.y", /* 2 (x4) */ |
| "coefmul.z", /* 3 (x8) */ |
| "coefmul.w", /* 4 (x16) */ |
| "dummy", /* 5 (x32) */ |
| "dummy", /* 6 (x64) */ |
| "dummy", /* 7 (x128) */ |
| "dummy", /* 8 (d256) */ |
| "dummy", /* 9 (d128) */ |
| "dummy", /* 10 (d64) */ |
| "dummy", /* 11 (d32) */ |
| "coefdiv.w", /* 12 (d16) */ |
| "coefdiv.z", /* 13 (d8) */ |
| "coefdiv.y", /* 14 (d4) */ |
| "coefdiv.x" /* 15 (d2) */ |
| }; |
| |
| static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG *arg, const DWORD param, char *write_mask) |
| { |
| IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader; |
| char *ptr = write_mask; |
| char vshader = shader_is_vshader_version(This->baseShader.hex_version); |
| |
| if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) { |
| *ptr++ = '.'; |
| *ptr++ = 'x'; |
| } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) { |
| *ptr++ = '.'; |
| if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x'; |
| if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y'; |
| if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; |
| if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w'; |
| } |
| |
| *ptr = '\0'; |
| } |
| |
| static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) { |
| /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra", |
| * but addressed as "rgba". To fix this we need to swap the register's x |
| * and z components. */ |
| const char *swizzle_chars = fixup ? "zyxw" : "xyzw"; |
| char *ptr = swizzle_str; |
| |
| /* swizzle bits fields: wwzzyyxx */ |
| DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT; |
| DWORD swizzle_x = swizzle & 0x03; |
| DWORD swizzle_y = (swizzle >> 2) & 0x03; |
| DWORD swizzle_z = (swizzle >> 4) & 0x03; |
| DWORD swizzle_w = (swizzle >> 6) & 0x03; |
| |
| /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to |
| * generate a swizzle string. Unless we need to our own swizzling. */ |
| if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) { |
| *ptr++ = '.'; |
| if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) { |
| *ptr++ = swizzle_chars[swizzle_x]; |
| } else { |
| *ptr++ = swizzle_chars[swizzle_x]; |
| *ptr++ = swizzle_chars[swizzle_y]; |
| *ptr++ = swizzle_chars[swizzle_z]; |
| *ptr++ = swizzle_chars[swizzle_w]; |
| } |
| } |
| |
| *ptr = '\0'; |
| } |
| |
| static void pshader_get_register_name(IWineD3DBaseShader* iface, |
| const DWORD param, char* regstr) { |
| |
| DWORD reg = param & WINED3DSP_REGNUM_MASK; |
| DWORD regtype = shader_get_regtype(param); |
| IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface; |
| |
| switch (regtype) { |
| case WINED3DSPR_TEMP: |
| sprintf(regstr, "R%u", reg); |
| break; |
| case WINED3DSPR_INPUT: |
| if (reg==0) { |
| strcpy(regstr, "fragment.color.primary"); |
| } else { |
| strcpy(regstr, "fragment.color.secondary"); |
| } |
| break; |
| case WINED3DSPR_CONST: |
| if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) { |
| sprintf(regstr, "C[%u]", reg); |
| } else { |
| sprintf(regstr, "C%u", reg); |
| } |
| break; |
| case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ |
| sprintf(regstr,"T%u", reg); |
| break; |
| case WINED3DSPR_COLOROUT: |
| if (reg == 0) |
| sprintf(regstr, "TMP_COLOR"); |
| else { |
| /* TODO: See GL_ARB_draw_buffers */ |
| FIXME("Unsupported write to render target %u\n", reg); |
| sprintf(regstr, "unsupported_register"); |
| } |
| break; |
| case WINED3DSPR_DEPTHOUT: |
| sprintf(regstr, "result.depth"); |
| break; |
| case WINED3DSPR_ATTROUT: |
| sprintf(regstr, "oD[%u]", reg); |
| break; |
| case WINED3DSPR_TEXCRDOUT: |
| sprintf(regstr, "oT[%u]", reg); |
| break; |
| default: |
| FIXME("Unhandled register name Type(%d)\n", regtype); |
| sprintf(regstr, "unrecognized_register"); |
| break; |
| } |
| } |
| |
| /* TODO: merge with pixel shader */ |
| static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) |
| { |
| IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader; |
| |
| /* oPos, oFog and oPts in D3D */ |
| static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" }; |
| |
| DWORD reg = param & WINED3DSP_REGNUM_MASK; |
| DWORD regtype = shader_get_regtype(param); |
| char tmpReg[255]; |
| BOOL is_color = FALSE; |
| |
| if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) { |
| strcat(hwLine, " -"); |
| } else { |
| strcat(hwLine, " "); |
| } |
| |
| switch (regtype) { |
| case WINED3DSPR_TEMP: |
| sprintf(tmpReg, "R%u", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| case WINED3DSPR_INPUT: |
| |
| if (vshader_input_is_color((IWineD3DVertexShader*) This, reg)) |
| is_color = TRUE; |
| |
| sprintf(tmpReg, "vertex.attrib[%u]", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| case WINED3DSPR_CONST: |
| if(param & WINED3DSHADER_ADDRMODE_RELATIVE) { |
| if(reg >= This->rel_offset) { |
| sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset); |
| } else { |
| sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset); |
| } |
| } else { |
| if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) { |
| sprintf(tmpReg, "C[%u]", reg); |
| } else { |
| sprintf(tmpReg, "C%u", reg); |
| } |
| } |
| strcat(hwLine, tmpReg); |
| break; |
| case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/ |
| sprintf(tmpReg, "A%u", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| case WINED3DSPR_RASTOUT: |
| sprintf(tmpReg, "%s", hwrastout_reg_names[reg]); |
| strcat(hwLine, tmpReg); |
| break; |
| case WINED3DSPR_ATTROUT: |
| if (reg==0) { |
| strcat(hwLine, "result.color.primary"); |
| } else { |
| strcat(hwLine, "result.color.secondary"); |
| } |
| break; |
| case WINED3DSPR_TEXCRDOUT: |
| sprintf(tmpReg, "result.texcoord[%u]", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| default: |
| FIXME("Unknown reg type %d %d\n", regtype, reg); |
| strcat(hwLine, "unrecognized_register"); |
| break; |
| } |
| |
| if (!is_input) { |
| char write_mask[6]; |
| shader_arb_get_write_mask(arg, param, write_mask); |
| strcat(hwLine, write_mask); |
| } else { |
| char swizzle[6]; |
| shader_arb_get_swizzle(param, is_color, swizzle); |
| strcat(hwLine, swizzle); |
| } |
| } |
| |
| static void shader_hw_sample(const SHADER_OPCODE_ARG *arg, DWORD sampler_idx, const char *dst_str, |
| const char *coord_reg, BOOL projected, BOOL bias) |
| { |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; |
| const char *tex_type; |
| |
| switch(sampler_type) { |
| case WINED3DSTT_1D: |
| tex_type = "1D"; |
| break; |
| |
| case WINED3DSTT_2D: |
| { |
| IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader; |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; |
| if(device->stateBlock->textures[sampler_idx] && |
| IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) { |
| tex_type = "RECT"; |
| } else { |
| tex_type = "2D"; |
| } |
| break; |
| } |
| |
| case WINED3DSTT_VOLUME: |
| tex_type = "3D"; |
| break; |
| |
| case WINED3DSTT_CUBE: |
| tex_type = "CUBE"; |
| break; |
| |
| default: |
| ERR("Unexpected texture type %d\n", sampler_type); |
| tex_type = ""; |
| } |
| |
| if (bias) { |
| /* Shouldn't be possible, but let's check for it */ |
| if(projected) FIXME("Biased and Projected texture sampling\n"); |
| /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */ |
| shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); |
| } else if (projected) { |
| shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); |
| } else { |
| shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); |
| } |
| } |
| |
| static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source) |
| { |
| switch(channel_source) |
| { |
| case CHANNEL_SOURCE_ZERO: return "0"; |
| case CHANNEL_SOURCE_ONE: return "1"; |
| case CHANNEL_SOURCE_X: return "x"; |
| case CHANNEL_SOURCE_Y: return "y"; |
| case CHANNEL_SOURCE_Z: return "z"; |
| case CHANNEL_SOURCE_W: return "w"; |
| default: |
| FIXME("Unhandled channel source %#x\n", channel_source); |
| return "undefined"; |
| } |
| } |
| |
| static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask, |
| const char *one, const char *two, struct color_fixup_desc fixup) |
| { |
| DWORD mask; |
| |
| if (is_yuv_fixup(fixup)) |
| { |
| enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup); |
| FIXME("YUV fixup (%#x) not supported\n", yuv_fixup); |
| return; |
| } |
| |
| mask = 0; |
| if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0; |
| if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1; |
| if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2; |
| if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3; |
| mask &= dst_mask; |
| |
| if (mask) |
| { |
| shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg, |
| shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source), |
| shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source)); |
| } |
| |
| mask = 0; |
| if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0; |
| if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1; |
| if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2; |
| if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3; |
| mask &= dst_mask; |
| |
| if (mask) |
| { |
| char reg_mask[6]; |
| char *ptr = reg_mask; |
| |
| if (mask != WINED3DSP_WRITEMASK_ALL) |
| { |
| *ptr++ = '.'; |
| if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x'; |
| if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y'; |
| if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; |
| if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w'; |
| } |
| *ptr = '\0'; |
| |
| shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one); |
| } |
| } |
| |
| static void shader_arb_color_correction(const struct SHADER_OPCODE_ARG* arg, struct color_fixup_desc fixup) |
| { |
| char reg[256]; |
| pshader_get_register_name(arg->shader, arg->dst, reg); |
| gen_color_correction(arg->buffer, reg, arg->dst & WINED3DSP_WRITEMASK_ALL, "one", "coefmul.x", fixup); |
| } |
| |
| static void pshader_gen_input_modifier_line ( |
| IWineD3DBaseShader *iface, |
| SHADER_BUFFER* buffer, |
| const DWORD instr, |
| int tmpreg, |
| char *outregstr) { |
| |
| /* Generate a line that does the input modifier computation and return the input register to use */ |
| char regstr[256]; |
| char swzstr[20]; |
| int insert_line; |
| |
| /* Assume a new line will be added */ |
| insert_line = 1; |
| |
| /* Get register name */ |
| pshader_get_register_name(iface, instr, regstr); |
| shader_arb_get_swizzle(instr, FALSE, swzstr); |
| |
| switch (instr & WINED3DSP_SRCMOD_MASK) { |
| case WINED3DSPSM_NONE: |
| sprintf(outregstr, "%s%s", regstr, swzstr); |
| insert_line = 0; |
| break; |
| case WINED3DSPSM_NEG: |
| sprintf(outregstr, "-%s%s", regstr, swzstr); |
| insert_line = 0; |
| break; |
| case WINED3DSPSM_BIAS: |
| shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_BIASNEG: |
| shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_SIGN: |
| shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_SIGNNEG: |
| shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_COMP: |
| shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_X2: |
| shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr); |
| break; |
| case WINED3DSPSM_X2NEG: |
| shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr); |
| break; |
| case WINED3DSPSM_DZ: |
| shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr); |
| shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); |
| break; |
| case WINED3DSPSM_DW: |
| shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr); |
| shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); |
| break; |
| default: |
| sprintf(outregstr, "%s%s", regstr, swzstr); |
| insert_line = 0; |
| } |
| |
| /* Return modified or original register, with swizzle */ |
| if (insert_line) |
| sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr); |
| } |
| |
| static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int saturate, const char *write_mask, |
| int shift, const char *regstr) |
| { |
| /* Generate a line that does the output modifier computation */ |
| shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "", |
| regstr, write_mask, regstr, shift_tab[shift]); |
| } |
| |
| static void pshader_hw_bem(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_name[50]; |
| char src_name[2][50]; |
| char dst_wmask[20]; |
| DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK; |
| BOOL has_bumpmat = FALSE; |
| int i; |
| |
| for(i = 0; i < This->numbumpenvmatconsts; i++) { |
| if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) { |
| has_bumpmat = TRUE; |
| break; |
| } |
| } |
| |
| pshader_get_register_name(arg->shader, arg->dst, dst_name); |
| shader_arb_get_write_mask(arg, arg->dst, dst_wmask); |
| strcat(dst_name, dst_wmask); |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); |
| |
| if(has_bumpmat) { |
| /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */ |
| shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code); |
| shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]); |
| shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code); |
| shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]); |
| |
| shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]); |
| } else { |
| shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]); |
| } |
| } |
| |
| static void pshader_hw_cnd(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_wmask[20]; |
| char dst_name[50]; |
| char src_name[3][50]; |
| BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; |
| DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; |
| |
| /* FIXME: support output modifiers */ |
| |
| /* Handle output register */ |
| pshader_get_register_name(arg->shader, arg->dst, dst_name); |
| shader_arb_get_write_mask(arg, arg->dst, dst_wmask); |
| |
| /* Generate input register names (with modifiers) */ |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]); |
| |
| /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */ |
| if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) && |
| arg->opcode_token & WINED3DSI_COISSUE) { |
| shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]); |
| } else { |
| shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]); |
| shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n", |
| sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]); |
| } |
| if (shift != 0) |
| pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); |
| } |
| |
| static void pshader_hw_cmp(const SHADER_OPCODE_ARG *arg) |
| { |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_wmask[20]; |
| char dst_name[50]; |
| char src_name[3][50]; |
| DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; |
| BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; |
| |
| /* FIXME: support output modifiers */ |
| |
| /* Handle output register */ |
| pshader_get_register_name(arg->shader, arg->dst, dst_name); |
| shader_arb_get_write_mask(arg, arg->dst, dst_wmask); |
| |
| /* Generate input register names (with modifiers) */ |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]); |
| |
| shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, |
| src_name[0], src_name[2], src_name[1]); |
| |
| if (shift != 0) |
| pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); |
| } |
| |
| /** Process the WINED3DSIO_DP2ADD instruction in ARB. |
| * dst = dot2(src0, src1) + src2 */ |
| static void pshader_hw_dp2add(const SHADER_OPCODE_ARG *arg) |
| { |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_wmask[20]; |
| char dst_name[50]; |
| char src_name[3][50]; |
| DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; |
| BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; |
| |
| pshader_get_register_name(arg->shader, arg->dst, dst_name); |
| shader_arb_get_write_mask(arg, arg->dst, dst_wmask); |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]); |
| |
| /* Emulate a DP2 with a DP3 and 0.0 */ |
| shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]); |
| shader_addline(buffer, "MOV TMP.z, 0.0;\n"); |
| shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]); |
| shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]); |
| |
| if (shift != 0) |
| pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); |
| } |
| |
| /* Map the opcode 1-to-1 to the GL code */ |
| static void shader_hw_map2gl(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader; |
| CONST SHADER_OPCODE* curOpcode = arg->opcode; |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD dst = arg->dst; |
| const DWORD *src = arg->src; |
| char arguments[256]; |
| unsigned int i; |
| |
| if (shader_is_pshader_version(shader->baseShader.hex_version)) |
| { |
| /* Output token related */ |
| char output_rname[256]; |
| char output_wmask[20]; |
| char operands[4][100]; |
| BOOL saturate = FALSE; |
| BOOL centroid = FALSE; |
| BOOL partialprecision = FALSE; |
| const char *modifier; |
| DWORD shift; |
| |
| if (!curOpcode->num_params) |
| { |
| ERR("Opcode \"%s\" has no parameters\n", curOpcode->name); |
| return; |
| } |
| |
| /* Process modifiers */ |
| if (dst & WINED3DSP_DSTMOD_MASK) |
| { |
| DWORD mask = dst & WINED3DSP_DSTMOD_MASK; |
| |
| saturate = mask & WINED3DSPDM_SATURATE; |
| centroid = mask & WINED3DSPDM_MSAMPCENTROID; |
| partialprecision = mask & WINED3DSPDM_PARTIALPRECISION; |
| mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE); |
| if (mask) |
| FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT); |
| |
| if (centroid) |
| FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT); |
| } |
| shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; |
| modifier = (saturate && !shift) ? "_SAT" : ""; |
| |
| /* Generate input register names (with modifiers) */ |
| for (i = 1; i < curOpcode->num_params; ++i) |
| pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]); |
| |
| /* Handle output register */ |
| pshader_get_register_name(arg->shader, dst, output_rname); |
| strcpy(operands[0], output_rname); |
| shader_arb_get_write_mask(arg, dst, output_wmask); |
| strcat(operands[0], output_wmask); |
| |
| arguments[0] = '\0'; |
| strcat(arguments, operands[0]); |
| for (i = 1; i < curOpcode->num_params; i++) |
| { |
| strcat(arguments, ", "); |
| strcat(arguments, operands[i]); |
| } |
| shader_addline(buffer, "%s%s %s;\n", curOpcode->glname, modifier, arguments); |
| |
| /* A shift requires another line. */ |
| if (shift) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname); |
| } else { |
| /* Note that vshader_program_add_param() adds spaces. */ |
| |
| arguments[0] = '\0'; |
| if (curOpcode->num_params > 0) |
| { |
| vshader_program_add_param(arg, dst, FALSE, arguments); |
| for (i = 1; i < curOpcode->num_params; ++i) |
| { |
| strcat(arguments, ","); |
| vshader_program_add_param(arg, src[i-1], TRUE, arguments); |
| } |
| } |
| shader_addline(buffer, "%s%s;\n", curOpcode->glname, arguments); |
| } |
| } |
| |
| static void shader_hw_mov(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader; |
| |
| if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 |
| && !shader_is_pshader_version(shader->baseShader.hex_version) |
| && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) |
| || arg->opcode->opcode == WINED3DSIO_MOVA) |
| { |
| SHADER_BUFFER *buffer = arg->buffer; |
| char src0_param[256]; |
| |
| if (arg->opcode->opcode == WINED3DSIO_MOVA) |
| FIXME("mova should round\n"); |
| |
| src0_param[0] = '\0'; |
| if (((IWineD3DVertexShaderImpl *)shader)->rel_offset) |
| { |
| vshader_program_add_param(arg, arg->src[0], TRUE, src0_param); |
| shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param); |
| shader_addline(buffer, "ARL A0.x, TMP.x;\n"); |
| } |
| else |
| { |
| /* Apple's ARB_vertex_program implementation does not accept an ARL source argument |
| * with more than one component. Thus replicate the first source argument over all |
| * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) |
| */ |
| DWORD parm = arg->src[0] & ~(WINED3DVS_SWIZZLE_MASK); |
| if((arg->src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) |
| parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W; |
| else if((arg->src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) |
| parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z; |
| else if((arg->src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) |
| parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y; |
| else if((arg->src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) |
| parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X; |
| vshader_program_add_param(arg, parm, TRUE, src0_param); |
| shader_addline(buffer, "ARL A0.x, %s;\n", src0_param); |
| } |
| } |
| else |
| { |
| shader_hw_map2gl(arg); |
| } |
| } |
| |
| static void pshader_hw_texkill(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD hex_version = This->baseShader.hex_version; |
| SHADER_BUFFER* buffer = arg->buffer; |
| char reg_dest[40]; |
| |
| /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented, |
| * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit) |
| */ |
| pshader_get_register_name(arg->shader, arg->dst, reg_dest); |
| |
| if(hex_version >= WINED3DPS_VERSION(2,0)) { |
| /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */ |
| shader_addline(buffer, "KIL %s;\n", reg_dest); |
| } else { |
| /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component, |
| * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL |
| */ |
| shader_addline(buffer, "MOV TMP, %s;\n", reg_dest); |
| shader_addline(buffer, "MOV TMP.w, one.w;\n"); |
| shader_addline(buffer, "KIL TMP;\n"); |
| } |
| } |
| |
| static void pshader_hw_tex(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| |
| DWORD dst = arg->dst; |
| const DWORD *src = arg->src; |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD hex_version = This->baseShader.hex_version; |
| BOOL projected = FALSE, bias = FALSE; |
| |
| char reg_dest[40]; |
| char reg_coord[40]; |
| DWORD reg_dest_code; |
| DWORD reg_sampler_code; |
| |
| /* All versions have a destination register */ |
| reg_dest_code = dst & WINED3DSP_REGNUM_MASK; |
| pshader_get_register_name(arg->shader, dst, reg_dest); |
| |
| /* 1.0-1.3: Use destination register as coordinate source. |
| 1.4+: Use provided coordinate source register. */ |
| if (hex_version < WINED3DPS_VERSION(1,4)) |
| strcpy(reg_coord, reg_dest); |
| else |
| pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord); |
| |
| /* 1.0-1.4: Use destination register number as texture code. |
| 2.0+: Use provided sampler number as texure code. */ |
| if (hex_version < WINED3DPS_VERSION(2,0)) |
| reg_sampler_code = reg_dest_code; |
| else |
| reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK; |
| |
| /* projection flag: |
| * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS |
| * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0] |
| * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode |
| */ |
| if(hex_version < WINED3DPS_VERSION(1,4)) { |
| DWORD flags = 0; |
| if(reg_sampler_code < MAX_TEXTURES) { |
| flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]; |
| } |
| if (flags & WINED3DTTFF_PROJECTED) { |
| projected = TRUE; |
| } |
| } else if(hex_version < WINED3DPS_VERSION(2,0)) { |
| DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK; |
| if (src_mod == WINED3DSPSM_DZ) { |
| projected = TRUE; |
| } else if(src_mod == WINED3DSPSM_DW) { |
| projected = TRUE; |
| } |
| } else { |
| if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) { |
| projected = TRUE; |
| } |
| if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) { |
| bias = TRUE; |
| } |
| } |
| shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias); |
| } |
| |
| static void pshader_hw_texcoord(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD dst = arg->dst; |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD hex_version = This->baseShader.hex_version; |
| |
| char tmp[20]; |
| shader_arb_get_write_mask(arg, dst, tmp); |
| if (hex_version != WINED3DPS_VERSION(1,4)) { |
| DWORD reg = dst & WINED3DSP_REGNUM_MASK; |
| shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg); |
| } else { |
| DWORD reg1 = dst & WINED3DSP_REGNUM_MASK; |
| char reg_src[40]; |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src); |
| shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src); |
| } |
| } |
| |
| static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG *arg) |
| { |
| SHADER_BUFFER* buffer = arg->buffer; |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| DWORD flags; |
| |
| DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; |
| char dst_str[8]; |
| char src_str[50]; |
| |
| sprintf(dst_str, "T%u", reg1); |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str); |
| shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str); |
| shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str); |
| flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; |
| shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); |
| } |
| |
| static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG *arg) |
| { |
| SHADER_BUFFER* buffer = arg->buffer; |
| |
| DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; |
| char dst_str[8]; |
| char src_str[50]; |
| |
| sprintf(dst_str, "T%u", reg1); |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str); |
| shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str); |
| shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str); |
| shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE); |
| } |
| |
| static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG *arg) |
| { |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; |
| char dst_str[8]; |
| char src_str[50]; |
| |
| sprintf(dst_str, "T%u", reg1); |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str); |
| shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE); |
| } |
| |
| static void pshader_hw_texbem(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| BOOL has_bumpmat = FALSE; |
| BOOL has_luminance = FALSE; |
| int i; |
| |
| DWORD dst = arg->dst; |
| DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| |
| char reg_coord[40]; |
| DWORD reg_dest_code; |
| |
| /* All versions have a destination register */ |
| reg_dest_code = dst & WINED3DSP_REGNUM_MASK; |
| /* Can directly use the name because texbem is only valid for <= 1.3 shaders */ |
| pshader_get_register_name(arg->shader, dst, reg_coord); |
| |
| for(i = 0; i < This->numbumpenvmatconsts; i++) { |
| if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) { |
| has_bumpmat = TRUE; |
| break; |
| } |
| } |
| for(i = 0; i < This->numbumpenvmatconsts; i++) { |
| if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) { |
| has_luminance = TRUE; |
| break; |
| } |
| } |
| |
| if(has_bumpmat) { |
| /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */ |
| |
| shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code); |
| shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src); |
| shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code); |
| shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src); |
| |
| /* with projective textures, texbem only divides the static texture coord, not the displacement, |
| * so we can't let the GL handle this. |
| */ |
| if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS] |
| & WINED3DTTFF_PROJECTED) { |
| shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord); |
| shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord); |
| shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n"); |
| } else { |
| shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord); |
| } |
| |
| shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE); |
| |
| if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) { |
| shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n", |
| src, reg_dest_code, reg_dest_code); |
| shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord); |
| } |
| |
| } else { |
| DWORD tf; |
| if(reg_dest_code < MAX_TEXTURES) { |
| tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]; |
| } else { |
| tf = 0; |
| } |
| /* Without a bump matrix loaded, just sample with the unmodified coordinates */ |
| shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE); |
| } |
| } |
| |
| static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG *arg) |
| { |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| char src0_name[50]; |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name); |
| } |
| |
| static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| DWORD flags; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_str[8]; |
| char src0_name[50]; |
| |
| sprintf(dst_str, "T%u", reg); |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name); |
| flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; |
| shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); |
| } |
| |
| static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; |
| char src0_name[50]; |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name); |
| current_state->texcoord_w[current_state->current_row++] = reg; |
| } |
| |
| static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| DWORD flags; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; |
| char dst_str[8]; |
| char src0_name[50]; |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); |
| |
| /* Sample the texture using the calculated coordinates */ |
| sprintf(dst_str, "T%u", reg); |
| flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; |
| shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); |
| current_state->current_row = 0; |
| } |
| |
| static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| DWORD flags; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; |
| char dst_str[8]; |
| char src0_name[50]; |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); |
| |
| /* Construct the eye-ray vector from w coordinates */ |
| shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]); |
| shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]); |
| shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg); |
| |
| /* Calculate reflection vector |
| */ |
| shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n"); |
| /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */ |
| shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n"); |
| shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n"); |
| shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n"); |
| shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); |
| shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n"); |
| |
| /* Sample the texture using the calculated coordinates */ |
| sprintf(dst_str, "T%u", reg); |
| flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; |
| shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); |
| current_state->current_row = 0; |
| } |
| |
| static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG *arg) |
| { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| DWORD flags; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK; |
| SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_str[8]; |
| char src0_name[50]; |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); |
| |
| /* Calculate reflection vector. |
| * |
| * dot(N, E) |
| * TMP.xyz = 2 * --------- * N - E |
| * dot(N, N) |
| * |
| * Which normalizes the normal vector |
| */ |
| shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3); |
| shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n"); |
| shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n"); |
| shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n"); |
| shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); |
| shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3); |
| |
| /* Sample the texture using the calculated coordinates */ |
| sprintf(dst_str, "T%u", reg); |
| flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; |
| shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); |
| current_state->current_row = 0; |
| } |
| |
| static void pshader_hw_texdepth(const SHADER_OPCODE_ARG *arg) |
| { |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_name[50]; |
| |
| /* texdepth has an implicit destination, the fragment depth value. It's only parameter, |
| * which is essentially an input, is the destination register because it is the first |
| * parameter. According to the msdn, this must be register r5, but let's keep it more flexible |
| * here |
| */ |
| pshader_get_register_name(arg->shader, arg->dst, dst_name); |
| |
| /* According to the msdn, the source register(must be r5) is unusable after |
| * the texdepth instruction, so we're free to modify it |
| */ |
| shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name); |
| |
| /* How to deal with the special case dst_name.g == 0? if r != 0, then |
| * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct |
| * result. But if r = 0.0, then 0 * inf = 0, which is incorrect. |
| */ |
| shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name); |
| shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name); |
| shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n"); |
| shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n"); |
| } |
| |
| /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB: |
| * Take a 3-component dot product of the TexCoord[dstreg] and src, |
| * then perform a 1D texture lookup from stage dstregnum, place into dst. */ |
| static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG *arg) |
| { |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| char src0[50]; |
| char dst_str[8]; |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); |
| shader_addline(buffer, "MOV TMP, 0.0;\n"); |
| shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0); |
| |
| sprintf(dst_str, "T%u", sampler_idx); |
| shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE); |
| } |
| |
| /** Process the WINED3DSIO_TEXDP3 instruction in ARB: |
| * Take a 3-component dot product of the TexCoord[dstreg] and src. */ |
| static void pshader_hw_texdp3(const SHADER_OPCODE_ARG *arg) |
| { |
| char src0[50]; |
| char dst_str[50]; |
| char dst_mask[6]; |
| DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| |
| /* Handle output register */ |
| pshader_get_register_name(arg->shader, arg->dst, dst_str); |
| shader_arb_get_write_mask(arg, arg->dst, dst_mask); |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); |
| shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0); |
| |
| /* TODO: Handle output modifiers */ |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X3 instruction in ARB |
| * Perform the 3rd row of a 3x3 matrix multiply */ |
| static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG *arg) |
| { |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_str[50]; |
| char dst_mask[6]; |
| char src0[50]; |
| DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| |
| pshader_get_register_name(arg->shader, arg->dst, dst_str); |
| shader_arb_get_write_mask(arg, arg->dst, dst_mask); |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); |
| shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0); |
| shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask); |
| |
| /* TODO: Handle output modifiers */ |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB: |
| * Last row of a 3x2 matrix multiply, use the result to calculate the depth: |
| * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated) |
| * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y |
| */ |
| static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG *arg) |
| { |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| char src0[50]; |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); |
| shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0); |
| |
| /* How to deal with the special case dst_name.g == 0? if r != 0, then |
| * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct |
| * result. But if r = 0.0, then 0 * inf = 0, which is incorrect. |
| */ |
| shader_addline(buffer, "RCP TMP.y, TMP.y;\n"); |
| shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n"); |
| shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n"); |
| shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n"); |
| } |
| |
| /** Handles transforming all WINED3DSIO_M?x? opcodes for |
| Vertex/Pixel shaders to ARB_vertex_program codes */ |
| static void shader_hw_mnxn(const SHADER_OPCODE_ARG *arg) |
| { |
| int i; |
| int nComponents = 0; |
| SHADER_OPCODE_ARG tmpArg; |
| IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader; |
| const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins; |
| DWORD shader_version = shader->baseShader.hex_version; |
| |
| memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG)); |
| |
| /* Set constants for the temporary argument */ |
| tmpArg.shader = arg->shader; |
| tmpArg.buffer = arg->buffer; |
| tmpArg.src[0] = arg->src[0]; |
| tmpArg.src_addr[0] = arg->src_addr[0]; |
| tmpArg.src_addr[1] = arg->src_addr[1]; |
| tmpArg.reg_maps = arg->reg_maps; |
| |
| switch(arg->opcode->opcode) { |
| case WINED3DSIO_M4x4: |
| nComponents = 4; |
| tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4); |
| break; |
| case WINED3DSIO_M4x3: |
| nComponents = 3; |
| tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4); |
| break; |
| case WINED3DSIO_M3x4: |
| nComponents = 4; |
| tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3); |
| break; |
| case WINED3DSIO_M3x3: |
| nComponents = 3; |
| tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3); |
| break; |
| case WINED3DSIO_M3x2: |
| nComponents = 2; |
| tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3); |
| break; |
| default: |
| break; |
| } |
| |
| for (i = 0; i < nComponents; i++) { |
| tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i); |
| tmpArg.src[1] = arg->src[1]+i; |
| shader_hw_map2gl(&tmpArg); |
| } |
| } |
| |
| static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG *arg) |
| { |
| CONST SHADER_OPCODE* curOpcode = arg->opcode; |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD dst = arg->dst; |
| DWORD src = arg->src[0]; |
| DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT; |
| |
| char tmpLine[256]; |
| |
| strcpy(tmpLine, curOpcode->glname); /* Opcode */ |
| vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */ |
| strcat(tmpLine, ","); |
| vshader_program_add_param(arg, src, TRUE, tmpLine); |
| if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) { |
| /* Dx sdk says .x is used if no swizzle is given, but our test shows that |
| * .w is used |
| */ |
| strcat(tmpLine, ".w"); |
| } |
| |
| shader_addline(buffer, "%s;\n", tmpLine); |
| } |
| |
| static void shader_hw_nrm(const SHADER_OPCODE_ARG *arg) |
| { |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_name[50]; |
| char src_name[50]; |
| char dst_wmask[20]; |
| DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; |
| BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; |
| |
| pshader_get_register_name(arg->shader, arg->dst, dst_name); |
| shader_arb_get_write_mask(arg, arg->dst, dst_wmask); |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name); |
| shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name); |
| shader_addline(buffer, "RSQ TMP, TMP.x;\n"); |
| /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/ |
| shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask, |
| src_name); |
| |
| if (shift != 0) |
| pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); |
| } |
| |
| static void shader_hw_sincos(const SHADER_OPCODE_ARG *arg) |
| { |
| /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which |
| * must contain fixed constants. So we need a separate function to filter those constants and |
| * can't use map2gl |
| */ |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_name[50]; |
| char src_name[50]; |
| char dst_wmask[20]; |
| DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; |
| BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; |
| |
| pshader_get_register_name(arg->shader, arg->dst, dst_name); |
| shader_arb_get_write_mask(arg, arg->dst, dst_wmask); |
| |
| pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name); |
| shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, |
| src_name); |
| |
| if (shift != 0) |
| pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); |
| |
| } |
| |
| static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info) |
| { |
| GLuint program_id = 0; |
| const char *blt_vprogram = |
| "!!ARBvp1.0\n" |
| "PARAM c[1] = { { 1, 0.5 } };\n" |
| "MOV result.position, vertex.position;\n" |
| "MOV result.color, c[0].x;\n" |
| "MOV result.texcoord[0], vertex.texcoord[0];\n" |
| "END\n"; |
| |
| GL_EXTCALL(glGenProgramsARB(1, &program_id)); |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id)); |
| GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram)); |
| |
| if (glGetError() == GL_INVALID_OPERATION) { |
| GLint pos; |
| glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); |
| FIXME("Vertex program error at position %d: %s\n", pos, |
| debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); |
| } |
| |
| return program_id; |
| } |
| |
| static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type) |
| { |
| GLuint program_id = 0; |
| const char *blt_fprograms[tex_type_count] = |
| { |
| /* tex_1d */ |
| NULL, |
| /* tex_2d */ |
| "!!ARBfp1.0\n" |
| "TEMP R0;\n" |
| "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n" |
| "MOV result.depth.z, R0.x;\n" |
| "END\n", |
| /* tex_3d */ |
| NULL, |
| /* tex_cube */ |
| "!!ARBfp1.0\n" |
| "TEMP R0;\n" |
| "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n" |
| "MOV result.depth.z, R0.x;\n" |
| "END\n", |
| /* tex_rect */ |
| "!!ARBfp1.0\n" |
| "TEMP R0;\n" |
| "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n" |
| "MOV result.depth.z, R0.x;\n" |
| "END\n", |
| }; |
| |
| if (!blt_fprograms[tex_type]) |
| { |
| FIXME("tex_type %#x not supported\n", tex_type); |
| tex_type = tex_2d; |
| } |
| |
| GL_EXTCALL(glGenProgramsARB(1, &program_id)); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id)); |
| GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type])); |
| |
| if (glGetError() == GL_INVALID_OPERATION) { |
| GLint pos; |
| glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); |
| FIXME("Fragment program error at position %d: %s\n", pos, |
| debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); |
| } |
| |
| return program_id; |
| } |
| |
| static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; |
| const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| |
| if (useVS) { |
| TRACE("Using vertex shader\n"); |
| IWineD3DVertexShaderImpl_CompileShader(This->stateBlock->vertexShader); |
| |
| priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId; |
| |
| /* Bind the vertex program */ |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); |
| checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); |
| |
| /* Enable OpenGL vertex programs */ |
| glEnable(GL_VERTEX_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); |
| TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id); |
| } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) { |
| priv->current_vprogram_id = 0; |
| glDisable(GL_VERTEX_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); |
| } |
| |
| if (usePS) { |
| struct ps_compile_args compile_args; |
| TRACE("Using pixel shader\n"); |
| find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args); |
| priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, |
| &compile_args); |
| |
| /* Bind the fragment program */ |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); |
| checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);"); |
| |
| if(!priv->use_arbfp_fixed_func) { |
| /* Enable OpenGL fragment programs */ |
| glEnable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); |
| } |
| TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id); |
| } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) { |
| /* Disable only if we're not using arbfp fixed function fragment processing. If this is used, |
| * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function |
| * replacement shader |
| */ |
| glDisable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); |
| priv->current_fprogram_id = 0; |
| } |
| } |
| |
| static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; |
| GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type]; |
| const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| |
| if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info); |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id)); |
| glEnable(GL_VERTEX_PROGRAM_ARB); |
| |
| if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram)); |
| glEnable(GL_FRAGMENT_PROGRAM_ARB); |
| } |
| |
| static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; |
| const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| |
| if (priv->current_vprogram_id) { |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); |
| checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); |
| |
| glEnable(GL_VERTEX_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); |
| |
| TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id); |
| } else { |
| glDisable(GL_VERTEX_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); |
| } |
| |
| if (priv->current_fprogram_id) { |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); |
| checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);"); |
| |
| glEnable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); |
| |
| TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id); |
| } else { |
| glDisable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); |
| } |
| } |
| |
| static void shader_arb_cleanup(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB); |
| if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB); |
| } |
| |
| static void shader_arb_destroy(IWineD3DBaseShader *iface) { |
| IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface; |
| const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info; |
| char pshader = shader_is_pshader_version(baseShader->baseShader.hex_version); |
| |
| if(pshader) { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface; |
| UINT i; |
| |
| ENTER_GL(); |
| for(i = 0; i < This->num_gl_shaders; i++) { |
| GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId)); |
| checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))"); |
| } |
| LEAVE_GL(); |
| HeapFree(GetProcessHeap(), 0, This->gl_shaders); |
| This->gl_shaders = NULL; |
| This->num_gl_shaders = 0; |
| } else { |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface; |
| |
| ENTER_GL(); |
| GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId)); |
| checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId))"); |
| ((IWineD3DVertexShaderImpl *) This)->prgId = 0; |
| LEAVE_GL(); |
| } |
| baseShader->baseShader.is_compiled = FALSE; |
| } |
| |
| static HRESULT shader_arb_alloc(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv)); |
| return WINED3D_OK; |
| } |
| |
| static void shader_arb_free(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; |
| int i; |
| |
| if(priv->depth_blt_vprogram_id) { |
| GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id)); |
| } |
| for (i = 0; i < tex_type_count; ++i) { |
| if (priv->depth_blt_fprogram_id[i]) { |
| GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i])); |
| } |
| } |
| |
| HeapFree(GetProcessHeap(), 0, This->shader_priv); |
| } |
| |
| static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) { |
| return TRUE; |
| } |
| |
| static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1, |
| const char *tmp2, const char *tmp3, const char *tmp4) { |
| /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */ |
| |
| /* Calculate the > 0.0031308 case */ |
| shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor); |
| shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor); |
| shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor); |
| shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1); |
| shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1); |
| /* Calculate the < case */ |
| shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor); |
| /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */ |
| shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor); |
| shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor); |
| /* Store the components > 0.0031308 in the destination */ |
| shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3); |
| /* Add the components that are < 0.0031308 */ |
| shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor); |
| /* [0.0;1.0] clamping. Not needed, this is done implicitly */ |
| } |
| |
| static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| const shader_reg_maps* reg_maps = &This->baseShader.reg_maps; |
| CONST DWORD *function = This->baseShader.function; |
| const char *fragcolor; |
| const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; |
| const local_constant *lconst; |
| GLuint retval; |
| |
| /* Create the hw ARB shader */ |
| shader_addline(buffer, "!!ARBfp1.0\n"); |
| |
| shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */ |
| shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */ |
| shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */ |
| shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */ |
| shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */ |
| shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n"); |
| shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n"); |
| shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n"); |
| |
| /* Base Declarations */ |
| shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION); |
| |
| /* We need two variables for fog blending */ |
| shader_addline(buffer, "TEMP TMP_FOG;\n"); |
| if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) { |
| shader_addline(buffer, "TEMP TMP_COLOR;\n"); |
| } |
| |
| /* Base Shader Body */ |
| shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); |
| |
| /* calculate fog and blend it |
| * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but |
| * -1/(e-s) and e/(e-s) respectively. |
| */ |
| shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n"); |
| |
| if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { |
| fragcolor = "R0"; |
| } else { |
| fragcolor = "TMP_COLOR"; |
| } |
| if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { |
| arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB"); |
| } |
| if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) { |
| shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor); |
| shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor); |
| } |
| |
| shader_addline(buffer, "END\n"); |
| |
| /* TODO: change to resource.glObjectHandle or something like that */ |
| GL_EXTCALL(glGenProgramsARB(1, &retval)); |
| |
| TRACE("Creating a hw pixel shader, prg=%d\n", retval); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval)); |
| |
| TRACE("Created hw pixel shader, prg=%d\n", retval); |
| /* Create the program and check for errors */ |
| GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, |
| buffer->bsize, buffer->buffer)); |
| |
| if (glGetError() == GL_INVALID_OPERATION) { |
| GLint errPos; |
| glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); |
| FIXME("HW PixelShader Error at position %d: %s\n", |
| errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); |
| retval = 0; |
| } |
| |
| /* Load immediate constants */ |
| if(!This->baseShader.load_local_constsF) { |
| LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { |
| const float *value = (const float *)lconst->value; |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value)); |
| checkGLcall("glProgramLocalParameter4fvARB"); |
| } |
| } |
| |
| return retval; |
| } |
| |
| static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) { |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; |
| const shader_reg_maps *reg_maps = &This->baseShader.reg_maps; |
| CONST DWORD *function = This->baseShader.function; |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device; |
| const WineD3D_GL_Info *gl_info = &device->adapter->gl_info; |
| const local_constant *lconst; |
| |
| /* Create the hw ARB shader */ |
| shader_addline(buffer, "!!ARBvp1.0\n"); |
| shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset); |
| |
| /* Mesa supports only 95 constants */ |
| if (GL_VEND(MESA) || GL_VEND(WINE)) |
| This->baseShader.limits.constant_float = |
| min(95, This->baseShader.limits.constant_float); |
| |
| shader_addline(buffer, "TEMP TMP;\n"); |
| |
| /* Base Declarations */ |
| shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION); |
| |
| /* We need a constant to fixup the final position */ |
| shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS); |
| |
| /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values |
| * for output parameters. D3D in theory does not do that either, but some applications depend on a |
| * proper initialization of the secondary color, and programs using the fixed function pipeline without |
| * a replacement shader depend on the texcoord.w being set properly. |
| * |
| * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This |
| * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So |
| * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex- |
| * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and |
| * this can eat a number of instructions, so skip it unless this cap is set as well |
| */ |
| if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) { |
| shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n"); |
| |
| if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) { |
| int i; |
| for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) { |
| if(This->baseShader.reg_maps.texcoord_mask[i] != 0 && |
| This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) { |
| shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i); |
| } |
| } |
| } |
| } |
| |
| /* Base Shader Body */ |
| shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); |
| |
| /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */ |
| if (!reg_maps->fog) |
| shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n"); |
| |
| /* Write the final position. |
| * |
| * OpenGL coordinates specify the center of the pixel while d3d coords specify |
| * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains |
| * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x |
| * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that. |
| */ |
| shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n"); |
| shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n"); |
| shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n"); |
| |
| /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c |
| * and the glsl equivalent |
| */ |
| shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n"); |
| |
| shader_addline(buffer, "MOV result.position, TMP_OUT;\n"); |
| |
| shader_addline(buffer, "END\n"); |
| |
| /* TODO: change to resource.glObjectHandle or something like that */ |
| GL_EXTCALL(glGenProgramsARB(1, &This->prgId)); |
| |
| TRACE("Creating a hw vertex shader, prg=%d\n", This->prgId); |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->prgId)); |
| |
| TRACE("Created hw vertex shader, prg=%d\n", This->prgId); |
| /* Create the program and check for errors */ |
| GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, |
| buffer->bsize, buffer->buffer)); |
| |
| if (glGetError() == GL_INVALID_OPERATION) { |
| GLint errPos; |
| glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); |
| FIXME("HW VertexShader Error at position %d: %s\n", |
| errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); |
| This->prgId = -1; |
| } |
| |
| /* Load immediate constants */ |
| if(!This->baseShader.load_local_constsF) { |
| LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { |
| const float *value = (const float *)lconst->value; |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value)); |
| } |
| } |
| } |
| |
| static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) |
| { |
| /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps, |
| * then overwrite the shader specific ones |
| */ |
| none_shader_backend.shader_get_caps(devtype, gl_info, pCaps); |
| |
| if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) { |
| pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1); |
| TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n"); |
| pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF); |
| } |
| |
| if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { |
| pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4); |
| pCaps->PixelShader1xMaxValue = 8.0; |
| TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); |
| } |
| } |
| |
| static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup) |
| { |
| if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) |
| { |
| TRACE("Checking support for color_fixup:\n"); |
| dump_color_fixup_desc(fixup); |
| } |
| |
| /* We support everything except YUV conversions. */ |
| if (!is_yuv_fixup(fixup)) |
| { |
| TRACE("[OK]\n"); |
| return TRUE; |
| } |
| |
| TRACE("[FAILED]\n"); |
| return FALSE; |
| } |
| |
| static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = |
| { |
| /* WINED3DSIH_ABS */ shader_hw_map2gl, |
| /* WINED3DSIH_ADD */ shader_hw_map2gl, |
| /* WINED3DSIH_BEM */ pshader_hw_bem, |
| /* WINED3DSIH_BREAK */ NULL, |
| /* WINED3DSIH_BREAKC */ NULL, |
| /* WINED3DSIH_BREAKP */ NULL, |
| /* WINED3DSIH_CALL */ NULL, |
| /* WINED3DSIH_CALLNZ */ NULL, |
| /* WINED3DSIH_CMP */ pshader_hw_cmp, |
| /* WINED3DSIH_CND */ pshader_hw_cnd, |
| /* WINED3DSIH_CRS */ shader_hw_map2gl, |
| /* WINED3DSIH_DCL */ NULL, |
| /* WINED3DSIH_DEF */ NULL, |
| /* WINED3DSIH_DEFB */ NULL, |
| /* WINED3DSIH_DEFI */ NULL, |
| /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add, |
| /* WINED3DSIH_DP3 */ shader_hw_map2gl, |
| /* WINED3DSIH_DP4 */ shader_hw_map2gl, |
| /* WINED3DSIH_DST */ shader_hw_map2gl, |
| /* WINED3DSIH_DSX */ NULL, |
| /* WINED3DSIH_DSY */ NULL, |
| /* WINED3DSIH_ELSE */ NULL, |
| /* WINED3DSIH_ENDIF */ NULL, |
| /* WINED3DSIH_ENDLOOP */ NULL, |
| /* WINED3DSIH_ENDREP */ NULL, |
| /* WINED3DSIH_EXP */ shader_hw_map2gl, |
| /* WINED3DSIH_EXPP */ shader_hw_map2gl, |
| /* WINED3DSIH_FRC */ shader_hw_map2gl, |
| /* WINED3DSIH_IF */ NULL, |
| /* WINED3DSIH_IFC */ NULL, |
| /* WINED3DSIH_LABEL */ NULL, |
| /* WINED3DSIH_LIT */ shader_hw_map2gl, |
| /* WINED3DSIH_LOG */ shader_hw_map2gl, |
| /* WINED3DSIH_LOGP */ shader_hw_map2gl, |
| /* WINED3DSIH_LOOP */ NULL, |
| /* WINED3DSIH_LRP */ shader_hw_map2gl, |
| /* WINED3DSIH_M3x2 */ shader_hw_mnxn, |
| /* WINED3DSIH_M3x3 */ shader_hw_mnxn, |
| /* WINED3DSIH_M3x4 */ shader_hw_mnxn, |
| /* WINED3DSIH_M4x3 */ shader_hw_mnxn, |
| /* WINED3DSIH_M4x4 */ shader_hw_mnxn, |
| /* WINED3DSIH_MAD */ shader_hw_map2gl, |
| /* WINED3DSIH_MAX */ shader_hw_map2gl, |
| /* WINED3DSIH_MIN */ shader_hw_map2gl, |
| /* WINED3DSIH_MOV */ shader_hw_mov, |
| /* WINED3DSIH_MOVA */ shader_hw_mov, |
| /* WINED3DSIH_MUL */ shader_hw_map2gl, |
| /* WINED3DSIH_NOP */ shader_hw_map2gl, |
| /* WINED3DSIH_NRM */ shader_hw_nrm, |
| /* WINED3DSIH_PHASE */ NULL, |
| /* WINED3DSIH_POW */ shader_hw_map2gl, |
| /* WINED3DSIH_RCP */ vshader_hw_rsq_rcp, |
| /* WINED3DSIH_REP */ NULL, |
| /* WINED3DSIH_RET */ NULL, |
| /* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp, |
| /* WINED3DSIH_SETP */ NULL, |
| /* WINED3DSIH_SGE */ shader_hw_map2gl, |
| /* WINED3DSIH_SGN */ NULL, |
| /* WINED3DSIH_SINCOS */ shader_hw_sincos, |
| /* WINED3DSIH_SLT */ shader_hw_map2gl, |
| /* WINED3DSIH_SUB */ shader_hw_map2gl, |
| /* WINED3DSIH_TEX */ pshader_hw_tex, |
| /* WINED3DSIH_TEXBEM */ pshader_hw_texbem, |
| /* WINED3DSIH_TEXBEML */ pshader_hw_texbem, |
| /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord, |
| /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth, |
| /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3, |
| /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex, |
| /* WINED3DSIH_TEXKILL */ pshader_hw_texkill, |
| /* WINED3DSIH_TEXLDD */ NULL, |
| /* WINED3DSIH_TEXLDL */ NULL, |
| /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth, |
| /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad, |
| /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex, |
| /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3, |
| /* WINED3DSIH_TEXM3x3DIFF */ NULL, |
| /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad, |
| /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec, |
| /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex, |
| /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec, |
| /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar, |
| /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb, |
| /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb, |
| }; |
| |
| const shader_backend_t arb_program_shader_backend = { |
| shader_arb_instruction_handler_table, |
| shader_arb_select, |
| shader_arb_select_depth_blt, |
| shader_arb_deselect_depth_blt, |
| shader_arb_load_constants, |
| shader_arb_cleanup, |
| shader_arb_color_correction, |
| shader_arb_destroy, |
| shader_arb_alloc, |
| shader_arb_free, |
| shader_arb_dirty_const, |
| shader_arb_generate_pshader, |
| shader_arb_generate_vshader, |
| shader_arb_get_caps, |
| shader_arb_color_fixup_supported, |
| }; |
| |
| /* ARB_fragment_program fixed function pipeline replacement definitions */ |
| #define ARB_FFP_CONST_TFACTOR 0 |
| #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1) |
| #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i) |
| #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i) |
| #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i) |
| |
| struct arbfp_ffp_desc |
| { |
| struct ffp_frag_desc parent; |
| GLuint shader; |
| unsigned int num_textures_used; |
| }; |
| |
| static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) { |
| if(enable) { |
| glEnable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)"); |
| } else { |
| glDisable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); |
| } |
| } |
| |
| static HRESULT arbfp_alloc(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; |
| struct shader_arb_priv *priv; |
| /* Share private data between the shader backend and the pipeline replacement, if both |
| * are the arb implementation. This is needed to figure out whether ARBfp should be disabled |
| * if no pixel shader is bound or not |
| */ |
| if(This->shader_backend == &arb_program_shader_backend) { |
| This->fragment_priv = This->shader_priv; |
| } else { |
| This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv)); |
| if(!This->fragment_priv) return E_OUTOFMEMORY; |
| } |
| priv = (struct shader_arb_priv *) This->fragment_priv; |
| priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare); |
| priv->use_arbfp_fixed_func = TRUE; |
| return WINED3D_OK; |
| } |
| |
| static void arbfp_free_ffpshader(void *value, void *gli) { |
| const WineD3D_GL_Info *gl_info = gli; |
| struct arbfp_ffp_desc *entry_arb = value; |
| |
| ENTER_GL(); |
| GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader)); |
| checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)"); |
| HeapFree(GetProcessHeap(), 0, entry_arb); |
| LEAVE_GL(); |
| } |
| |
| static void arbfp_free(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; |
| struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv; |
| |
| hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info); |
| priv->use_arbfp_fixed_func = FALSE; |
| |
| if(This->shader_backend != &arb_program_shader_backend) { |
| HeapFree(GetProcessHeap(), 0, This->fragment_priv); |
| } |
| } |
| |
| static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps) |
| { |
| caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE | |
| WINED3DTEXOPCAPS_SELECTARG1 | |
| WINED3DTEXOPCAPS_SELECTARG2 | |
| WINED3DTEXOPCAPS_MODULATE4X | |
| WINED3DTEXOPCAPS_MODULATE2X | |
| WINED3DTEXOPCAPS_MODULATE | |
| WINED3DTEXOPCAPS_ADDSIGNED2X | |
| WINED3DTEXOPCAPS_ADDSIGNED | |
| WINED3DTEXOPCAPS_ADD | |
| WINED3DTEXOPCAPS_SUBTRACT | |
| WINED3DTEXOPCAPS_ADDSMOOTH | |
| WINED3DTEXOPCAPS_BLENDCURRENTALPHA | |
| WINED3DTEXOPCAPS_BLENDFACTORALPHA | |
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | |
| WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | |
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | |
| WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | |
| WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | |
| WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA | |
| WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | |
| WINED3DTEXOPCAPS_DOTPRODUCT3 | |
| WINED3DTEXOPCAPS_MULTIPLYADD | |
| WINED3DTEXOPCAPS_LERP | |
| WINED3DTEXOPCAPS_BUMPENVMAP | |
| WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE; |
| |
| /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */ |
| |
| caps->MaxTextureBlendStages = 8; |
| caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8); |
| |
| caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP; |
| } |
| #undef GLINFO_LOCATION |
| |
| #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info |
| static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| float col[4]; |
| IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; |
| |
| /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite |
| * application provided constants |
| */ |
| if(device->shader_backend == &arb_program_shader_backend) { |
| if(use_ps(device)) return; |
| |
| device = stateblock->wineD3DDevice; |
| device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1; |
| device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1); |
| } |
| |
| D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col); |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)); |
| checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)"); |
| |
| } |
| |
| static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| float col[4]; |
| IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; |
| |
| /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite |
| * application provided constants |
| */ |
| if(device->shader_backend == &arb_program_shader_backend) { |
| if(use_ps(device)) return; |
| |
| device = stateblock->wineD3DDevice; |
| device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1; |
| device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1); |
| } |
| |
| if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) { |
| /* The specular color has no alpha */ |
| col[0] = 1.0; col[1] = 1.0; |
| col[2] = 1.0; col[3] = 0.0; |
| } else { |
| col[0] = 0.0; col[1] = 0.0; |
| col[2] = 0.0; col[3] = 0.0; |
| } |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)); |
| checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)"); |
| } |
| |
| static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; |
| IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; |
| float mat[2][2]; |
| |
| if(use_ps(device)) { |
| if(stage != 0 && |
| ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) { |
| /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled |
| * anyway |
| */ |
| if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) { |
| device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context); |
| } |
| } |
| |
| if(device->shader_backend == &arb_program_shader_backend) { |
| /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */ |
| return; |
| } |
| } else if(device->shader_backend == &arb_program_shader_backend) { |
| device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1; |
| device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1); |
| } |
| |
| mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]); |
| mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]); |
| mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]); |
| mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]); |
| |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])); |
| checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])"); |
| } |
| |
| static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; |
| IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; |
| float param[4]; |
| |
| if(use_ps(device)) { |
| if(stage != 0 && |
| ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) { |
| /* The pixel shader has to know the luminance offset. Do a constants update if it |
| * isn't scheduled anyway |
| */ |
| if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) { |
| device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context); |
| } |
| } |
| |
| if(device->shader_backend == &arb_program_shader_backend) { |
| /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */ |
| return; |
| } |
| } else if(device->shader_backend == &arb_program_shader_backend) { |
| device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1; |
| device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1); |
| } |
| |
| param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]); |
| param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]); |
| param[2] = 0.0; |
| param[3] = 0.0; |
| |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)); |
| checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)"); |
| } |
| |
| static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) { |
| const char *ret; |
| |
| if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */ |
| |
| switch(arg & WINED3DTA_SELECTMASK) { |
| case WINED3DTA_DIFFUSE: |
| ret = "fragment.color.primary"; break; |
| |
| case WINED3DTA_CURRENT: |
| if(stage == 0) ret = "fragment.color.primary"; |
| else ret = "ret"; |
| break; |
| |
| case WINED3DTA_TEXTURE: |
| switch(stage) { |
| case 0: ret = "tex0"; break; |
| case 1: ret = "tex1"; break; |
| case 2: ret = "tex2"; break; |
| case 3: ret = "tex3"; break; |
| case 4: ret = "tex4"; break; |
| case 5: ret = "tex5"; break; |
| case 6: ret = "tex6"; break; |
| case 7: ret = "tex7"; break; |
| default: ret = "unknown texture"; |
| } |
| break; |
| |
| case WINED3DTA_TFACTOR: |
| ret = "tfactor"; break; |
| |
| case WINED3DTA_SPECULAR: |
| ret = "fragment.color.secondary"; break; |
| |
| case WINED3DTA_TEMP: |
| ret = "tempreg"; break; |
| |
| case WINED3DTA_CONSTANT: |
| FIXME("Implement perstage constants\n"); |
| switch(stage) { |
| case 0: ret = "const0"; break; |
| case 1: ret = "const1"; break; |
| case 2: ret = "const2"; break; |
| case 3: ret = "const3"; break; |
| case 4: ret = "const4"; break; |
| case 5: ret = "const5"; break; |
| case 6: ret = "const6"; break; |
| case 7: ret = "const7"; break; |
| default: ret = "unknown constant"; |
| } |
| break; |
| |
| default: |
| return "unknown"; |
| } |
| |
| if(arg & WINED3DTA_COMPLEMENT) { |
| shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret); |
| if(argnum == 0) ret = "arg0"; |
| if(argnum == 1) ret = "arg1"; |
| if(argnum == 2) ret = "arg2"; |
| } |
| if(arg & WINED3DTA_ALPHAREPLICATE) { |
| shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret); |
| if(argnum == 0) ret = "arg0"; |
| if(argnum == 1) ret = "arg1"; |
| if(argnum == 2) ret = "arg2"; |
| } |
| return ret; |
| } |
| |
| static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha, |
| DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) { |
| const char *dstmask, *dstreg, *arg0, *arg1, *arg2; |
| unsigned int mul = 1; |
| BOOL mul_final_dest = FALSE; |
| |
| if(color && alpha) dstmask = ""; |
| else if(color) dstmask = ".rgb"; |
| else dstmask = ".a"; |
| |
| if(dst == tempreg) dstreg = "tempreg"; |
| else dstreg = "ret"; |
| |
| arg0 = get_argreg(buffer, 0, stage, dw_arg0); |
| arg1 = get_argreg(buffer, 1, stage, dw_arg1); |
| arg2 = get_argreg(buffer, 2, stage, dw_arg2); |
| |
| switch(op) { |
| case WINED3DTOP_DISABLE: |
| if(stage == 1) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask); |
| break; |
| |
| case WINED3DTOP_SELECTARG2: |
| arg1 = arg2; |
| case WINED3DTOP_SELECTARG1: |
| shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1); |
| break; |
| |
| case WINED3DTOP_MODULATE4X: |
| mul = 2; |
| case WINED3DTOP_MODULATE2X: |
| mul *= 2; |
| if(strcmp(dstreg, "result.color") == 0) { |
| dstreg = "ret"; |
| mul_final_dest = TRUE; |
| } |
| case WINED3DTOP_MODULATE: |
| shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); |
| break; |
| |
| case WINED3DTOP_ADDSIGNED2X: |
| mul = 2; |
| if(strcmp(dstreg, "result.color") == 0) { |
| dstreg = "ret"; |
| mul_final_dest = TRUE; |
| } |
| case WINED3DTOP_ADDSIGNED: |
| shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2); |
| arg2 = "arg2"; |
| case WINED3DTOP_ADD: |
| shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); |
| break; |
| |
| case WINED3DTOP_SUBTRACT: |
| shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); |
| break; |
| |
| case WINED3DTOP_ADDSMOOTH: |
| shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1); |
| shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1); |
| break; |
| |
| case WINED3DTOP_BLENDCURRENTALPHA: |
| arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT); |
| shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); |
| break; |
| case WINED3DTOP_BLENDFACTORALPHA: |
| arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR); |
| shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); |
| break; |
| case WINED3DTOP_BLENDTEXTUREALPHA: |
| arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE); |
| shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); |
| break; |
| case WINED3DTOP_BLENDDIFFUSEALPHA: |
| arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE); |
| shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); |
| break; |
| |
| case WINED3DTOP_BLENDTEXTUREALPHAPM: |
| arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE); |
| shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0); |
| shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1); |
| break; |
| |
| /* D3DTOP_PREMODULATE ???? */ |
| |
| case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR: |
| shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1); |
| shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1); |
| break; |
| case WINED3DTOP_MODULATEALPHA_ADDCOLOR: |
| shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1); |
| break; |
| case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA: |
| shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1); |
| shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1); |
| break; |
| case WINED3DTOP_MODULATECOLOR_ADDALPHA: |
| shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1); |
| break; |
| |
| case WINED3DTOP_DOTPRODUCT3: |
| mul = 4; |
| if(strcmp(dstreg, "result.color") == 0) { |
| dstreg = "ret"; |
| mul_final_dest = TRUE; |
| } |
| shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1); |
| shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2); |
| shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask); |
| break; |
| |
| case WINED3DTOP_MULTIPLYADD: |
| shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0); |
| break; |
| |
| case WINED3DTOP_LERP: |
| /* The msdn is not quite right here */ |
| shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); |
| break; |
| |
| case WINED3DTOP_BUMPENVMAP: |
| case WINED3DTOP_BUMPENVMAPLUMINANCE: |
| /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */ |
| break; |
| |
| default: |
| FIXME("Unhandled texture op %08x\n", op); |
| } |
| |
| if(mul == 2) { |
| shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg); |
| } else if(mul == 4) { |
| shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg); |
| } |
| } |
| |
| /* The stateblock is passed for GLINFO_LOCATION */ |
| static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock) |
| { |
| unsigned int stage; |
| SHADER_BUFFER buffer; |
| BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; |
| BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; |
| BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; |
| const char *textype; |
| const char *instr, *sat; |
| char colorcor_dst[8]; |
| GLuint ret; |
| DWORD arg0, arg1, arg2; |
| BOOL tempreg_used = FALSE, tfactor_used = FALSE; |
| BOOL op_equal; |
| const char *final_combiner_src = "ret"; |
| |
| /* Find out which textures are read */ |
| for(stage = 0; stage < MAX_TEXTURES; stage++) { |
| if(settings->op[stage].cop == WINED3DTOP_DISABLE) break; |
| arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK; |
| arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK; |
| arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK; |
| if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; |
| if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; |
| if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; |
| |
| if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE; |
| if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE; |
| if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) { |
| bump_used[stage] = TRUE; |
| tex_read[stage] = TRUE; |
| } |
| if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) { |
| bump_used[stage] = TRUE; |
| tex_read[stage] = TRUE; |
| luminance_used[stage] = TRUE; |
| } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) { |
| tfactor_used = TRUE; |
| } |
| |
| if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) { |
| tfactor_used = TRUE; |
| } |
| |
| if(settings->op[stage].dst == tempreg) tempreg_used = TRUE; |
| if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) { |
| tempreg_used = TRUE; |
| } |
| |
| if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue; |
| arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK; |
| arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK; |
| arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK; |
| if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; |
| if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; |
| if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE; |
| |
| if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) { |
| tempreg_used = TRUE; |
| } |
| if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) { |
| tfactor_used = TRUE; |
| } |
| } |
| |
| /* Shader header */ |
| shader_buffer_init(&buffer); |
| |
| shader_addline(&buffer, "!!ARBfp1.0\n"); |
| |
| switch(settings->fog) { |
| case FOG_OFF: break; |
| case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break; |
| case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break; |
| case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break; |
| default: FIXME("Unexpected fog setting %d\n", settings->fog); |
| } |
| |
| shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n"); |
| shader_addline(&buffer, "TEMP TMP;\n"); |
| shader_addline(&buffer, "TEMP ret;\n"); |
| if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n"); |
| shader_addline(&buffer, "TEMP arg0;\n"); |
| shader_addline(&buffer, "TEMP arg1;\n"); |
| shader_addline(&buffer, "TEMP arg2;\n"); |
| for(stage = 0; stage < MAX_TEXTURES; stage++) { |
| if(!tex_read[stage]) continue; |
| shader_addline(&buffer, "TEMP tex%u;\n", stage); |
| if(!bump_used[stage]) continue; |
| shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage)); |
| if(!luminance_used[stage]) continue; |
| shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage)); |
| } |
| if(tfactor_used) { |
| shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR); |
| } |
| shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE); |
| |
| if(settings->sRGB_write) { |
| shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n", |
| srgb_mul_low, srgb_mul_low, srgb_mul_low); |
| shader_addline(&buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n", |
| srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); |
| shader_addline(&buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n", |
| srgb_pow, srgb_pow, srgb_pow); |
| shader_addline(&buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n", |
| srgb_mul_high, srgb_mul_high, srgb_mul_high); |
| shader_addline(&buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n", |
| srgb_sub_high, srgb_sub_high, srgb_sub_high); |
| } |
| |
| /* Generate texture sampling instructions) */ |
| for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) { |
| if(!tex_read[stage]) continue; |
| |
| switch(settings->op[stage].tex_type) { |
| case tex_1d: textype = "1D"; break; |
| case tex_2d: textype = "2D"; break; |
| case tex_3d: textype = "3D"; break; |
| case tex_cube: textype = "CUBE"; break; |
| case tex_rect: textype = "RECT"; break; |
| default: textype = "unexpected_textype"; break; |
| } |
| |
| if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP || |
| settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) { |
| sat = ""; |
| } else { |
| sat = "_SAT"; |
| } |
| |
| if(settings->op[stage].projected == proj_none) { |
| instr = "TEX"; |
| } else if(settings->op[stage].projected == proj_count4 || |
| settings->op[stage].projected == proj_count3) { |
| instr = "TXP"; |
| } else { |
| FIXME("Unexpected projection mode %d\n", settings->op[stage].projected); |
| instr = "TXP"; |
| } |
| |
| if(stage > 0 && |
| (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP || |
| settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) { |
| shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1); |
| shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1); |
| shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1); |
| shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1); |
| |
| /* with projective textures, texbem only divides the static texture coord, not the displacement, |
| * so multiply the displacement with the dividing parameter before passing it to TXP |
| */ |
| if (settings->op[stage].projected != proj_none) { |
| if(settings->op[stage].projected == proj_count4) { |
| shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].a;\n", stage); |
| shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage); |
| } else { |
| shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage); |
| shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage); |
| } |
| } else { |
| shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage); |
| } |
| |
| shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n", |
| instr, sat, stage, stage, textype); |
| if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) { |
| shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n", |
| stage - 1, stage - 1, stage - 1); |
| shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage); |
| } |
| } else if(settings->op[stage].projected == proj_count3) { |
| shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage); |
| shader_addline(&buffer, "MOV ret.a, ret.b;\n"); |
| shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n", |
| instr, sat, stage, stage, textype); |
| } else { |
| shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n", |
| instr, sat, stage, stage, stage, textype); |
| } |
| |
| sprintf(colorcor_dst, "tex%u", stage); |
| gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y", |
| settings->op[stage].color_fixup); |
| } |
| |
| /* Generate the main shader */ |
| for(stage = 0; stage < MAX_TEXTURES; stage++) { |
| if(settings->op[stage].cop == WINED3DTOP_DISABLE) { |
| if(stage == 0) { |
| final_combiner_src = "fragment.color.primary"; |
| } |
| break; |
| } |
| |
| if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 && |
| settings->op[stage].aop == WINED3DTOP_SELECTARG1) { |
| op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1; |
| } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 && |
| settings->op[stage].aop == WINED3DTOP_SELECTARG2) { |
| op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2; |
| } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 && |
| settings->op[stage].aop == WINED3DTOP_SELECTARG1) { |
| op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1; |
| } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 && |
| settings->op[stage].aop == WINED3DTOP_SELECTARG2) { |
| op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2; |
| } else { |
| op_equal = settings->op[stage].aop == settings->op[stage].cop && |
| settings->op[stage].carg0 == settings->op[stage].aarg0 && |
| settings->op[stage].carg1 == settings->op[stage].aarg1 && |
| settings->op[stage].carg2 == settings->op[stage].aarg2; |
| } |
| |
| if(settings->op[stage].aop == WINED3DTOP_DISABLE) { |
| gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst, |
| settings->op[stage].cop, settings->op[stage].carg0, |
| settings->op[stage].carg1, settings->op[stage].carg2); |
| if(stage == 0) { |
| shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n"); |
| } |
| } else if(op_equal) { |
| gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst, |
| settings->op[stage].cop, settings->op[stage].carg0, |
| settings->op[stage].carg1, settings->op[stage].carg2); |
| } else { |
| gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst, |
| settings->op[stage].cop, settings->op[stage].carg0, |
| settings->op[stage].carg1, settings->op[stage].carg2); |
| gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst, |
| settings->op[stage].aop, settings->op[stage].aarg0, |
| settings->op[stage].aarg1, settings->op[stage].aarg2); |
| } |
| } |
| |
| if(settings->sRGB_write) { |
| shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src); |
| arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg"); |
| shader_addline(&buffer, "MOV result.color.a, ret.a;\n"); |
| } else { |
| shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src); |
| } |
| |
| /* Footer */ |
| shader_addline(&buffer, "END\n"); |
| |
| /* Generate the shader */ |
| GL_EXTCALL(glGenProgramsARB(1, &ret)); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret)); |
| GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer)); |
| |
| if (glGetError() == GL_INVALID_OPERATION) { |
| GLint pos; |
| glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); |
| FIXME("Fragment program error at position %d: %s\n", pos, |
| debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); |
| } |
| shader_buffer_free(&buffer); |
| return ret; |
| } |
| |
| static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; |
| struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv; |
| BOOL use_pshader = use_ps(device); |
| BOOL use_vshader = use_vs(device); |
| struct ffp_frag_settings settings; |
| const struct arbfp_ffp_desc *desc; |
| unsigned int i; |
| |
| if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) { |
| if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) { |
| /* Reload fixed function constants since they collide with the pixel shader constants */ |
| for(i = 0; i < MAX_TEXTURES; i++) { |
| set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context); |
| } |
| state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context); |
| state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context); |
| } |
| return; |
| } |
| |
| if(!use_pshader) { |
| /* Find or create a shader implementing the fixed function pipeline settings, then activate it */ |
| gen_ffp_frag_op(stateblock, &settings, FALSE); |
| desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings); |
| if(!desc) { |
| struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc)); |
| if (!new_desc) |
| { |
| ERR("Out of memory\n"); |
| return; |
| } |
| new_desc->num_textures_used = 0; |
| for(i = 0; i < GL_LIMITS(texture_stages); i++) { |
| if(settings.op[i].cop == WINED3DTOP_DISABLE) break; |
| new_desc->num_textures_used = i; |
| } |
| |
| memcpy(&new_desc->parent.settings, &settings, sizeof(settings)); |
| new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock); |
| add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent); |
| TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc); |
| desc = new_desc; |
| } |
| |
| /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the |
| * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will |
| * deactivate it. |
| */ |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)); |
| checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)"); |
| priv->current_fprogram_id = desc->shader; |
| |
| if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) { |
| /* Reload fixed function constants since they collide with the pixel shader constants */ |
| for(i = 0; i < MAX_TEXTURES; i++) { |
| set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context); |
| } |
| state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context); |
| state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context); |
| } |
| } |
| |
| /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend. |
| * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace- |
| * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation |
| * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use |
| * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here |
| * |
| * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders |
| * to be compiled before activating them(needs some cleanups in the shader backend interface) |
| */ |
| if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) { |
| device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader); |
| |
| if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) { |
| device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context); |
| } |
| } |
| if(use_pshader) { |
| device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context); |
| } |
| } |
| |
| /* We can't link the fog states to the fragment state directly since the vertex pipeline links them |
| * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined |
| * state table, so we need to handle that with a forwarding function. The other invisible side effect |
| * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the |
| * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here |
| */ |
| static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(!isStateDirty(context, STATE_PIXELSHADER)) { |
| fragment_prog_arbfp(state, stateblock, context); |
| } |
| } |
| |
| static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(!isStateDirty(context, STATE_PIXELSHADER)) { |
| fragment_prog_arbfp(state, stateblock, context); |
| } |
| } |
| |
| #undef GLINFO_LOCATION |
| |
| static const struct StateEntryTemplate arbfp_fragmentstate_template[] = { |
| {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, 0 }, |
| { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 }, |
| { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 }, |
| { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 }, |
| { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 }, |
| { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 }, |
| { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 }, |
| { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 }, |
| { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 }, |
| { STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 }, |
| { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 }, |
| { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, 0 }, |
| { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, 0 }, |
| {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, |
| {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, |
| {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, |
| {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, |
| {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, |
| {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, |
| {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, |
| {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 }, |
| { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, 0 }, |
| {0 /* Terminate */, { 0, 0 }, 0 }, |
| }; |
| |
| const struct fragment_pipeline arbfp_fragment_pipeline = { |
| arbfp_enable, |
| arbfp_get_caps, |
| arbfp_alloc, |
| arbfp_free, |
| shader_arb_color_fixup_supported, |
| arbfp_fragmentstate_template, |
| TRUE /* We can disable projected textures */ |
| }; |
| |
| #define GLINFO_LOCATION device->adapter->gl_info |
| |
| struct arbfp_blit_priv { |
| GLenum yuy2_rect_shader, yuy2_2d_shader; |
| GLenum uyvy_rect_shader, uyvy_2d_shader; |
| GLenum yv12_rect_shader, yv12_2d_shader; |
| }; |
| |
| static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface; |
| device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv)); |
| if(!device->blit_priv) { |
| ERR("Out of memory\n"); |
| return E_OUTOFMEMORY; |
| } |
| return WINED3D_OK; |
| } |
| static void arbfp_blit_free(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface; |
| struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv; |
| |
| ENTER_GL(); |
| GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader)); |
| GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader)); |
| GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader)); |
| GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader)); |
| GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader)); |
| GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader)); |
| checkGLcall("Delete yuv programs\n"); |
| LEAVE_GL(); |
| } |
| |
| static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance) |
| { |
| char chroma; |
| const char *tex, *texinstr; |
| |
| if (yuv_fixup == YUV_FIXUP_UYVY) { |
| chroma = 'r'; |
| *luminance = 'a'; |
| } else { |
| chroma = 'a'; |
| *luminance = 'r'; |
| } |
| switch(textype) { |
| case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break; |
| case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break; |
| default: |
| /* This is more tricky than just replacing the texture type - we have to navigate |
| * properly in the texture to find the correct chroma values |
| */ |
| FIXME("Implement yuv correction for non-2d, non-rect textures\n"); |
| return FALSE; |
| } |
| |
| /* First we have to read the chroma values. This means we need at least two pixels(no filtering), |
| * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the |
| * filtering when we sample the texture. |
| * |
| * These are the rules for reading the chroma: |
| * |
| * Even pixel: Cr |
| * Even pixel: U |
| * Odd pixel: V |
| * |
| * So we have to get the sampling x position in non-normalized coordinates in integers |
| */ |
| if(textype != GL_TEXTURE_RECTANGLE_ARB) { |
| shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n"); |
| shader_addline(buffer, "MOV texcrd.a, size.x;\n"); |
| } else { |
| shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); |
| } |
| /* We must not allow filtering between pixel x and x+1, this would mix U and V |
| * Vertical filtering is ok. However, bear in mind that the pixel center is at |
| * 0.5, so add 0.5. |
| */ |
| shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n"); |
| shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n"); |
| |
| /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the |
| * even and odd pixels respectively |
| */ |
| shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n"); |
| shader_addline(buffer, "FRC texcrd2, texcrd2;\n"); |
| |
| /* Sample Pixel 1 */ |
| shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex); |
| |
| /* Put the value into either of the chroma values */ |
| shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma); |
| shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma); |
| |
| /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample |
| * the pixel right to the current one. Otherwise, sample the left pixel. |
| * Bias and scale the SLT result to -1;1 and add it to the texcrd.x. |
| */ |
| shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n"); |
| shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n"); |
| shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex); |
| |
| /* Put the value into the other chroma */ |
| shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma); |
| shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma); |
| |
| /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of |
| * the current one and lerp the two U and V values |
| */ |
| |
| /* This gives the correctly filtered luminance value */ |
| shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex); |
| |
| return TRUE; |
| } |
| |
| static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance) |
| { |
| const char *tex; |
| |
| switch(textype) { |
| case GL_TEXTURE_2D: tex = "2D"; break; |
| case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break; |
| default: |
| FIXME("Implement yv12 correction for non-2d, non-rect textures\n"); |
| return FALSE; |
| } |
| |
| /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2) |
| * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective |
| * bitdepth is 12 bits per pixel. Since the U and V planes have only half the |
| * pitch of the luminance plane, the packing into the gl texture is a bit |
| * unfortunate. If the whole texture is interpreted as luminance data it looks |
| * approximately like this: |
| * |
| * +----------------------------------+---- |
| * | | |
| * | | |
| * | | |
| * | | |
| * | | 2 |
| * | LUMINANCE | - |
| * | | 3 |
| * | | |
| * | | |
| * | | |
| * | | |
| * +----------------+-----------------+---- |
| * | | | |
| * | U even rows | U odd rows | |
| * | | | 1 |
| * +----------------+------------------ - |
| * | | | 3 |
| * | V even rows | V odd rows | |
| * | | | |
| * +----------------+-----------------+---- |
| * | | | |
| * | 0.5 | 0.5 | |
| * |
| * So it appears as if there are 4 chroma images, but in fact the odd rows |
| * in the chroma images are in the same row as the even ones. So its is |
| * kinda tricky to read |
| * |
| * When reading from rectangle textures, keep in mind that the input y coordinates |
| * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height |
| */ |
| shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n", |
| 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0); |
| |
| shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); |
| /* the chroma planes have only half the width */ |
| shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n"); |
| |
| /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias |
| * the coordinate. Also read the right side of the image when reading odd lines |
| * |
| * Don't forget to clamp the y values in into the range, otherwise we'll get filtering |
| * bleeding |
| */ |
| if(textype == GL_TEXTURE_2D) { |
| |
| shader_addline(buffer, "RCP chroma.w, size.y;\n"); |
| |
| shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n"); |
| |
| shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n"); |
| shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n"); |
| |
| /* Read odd lines from the right side(add size * 0.5 to the x coordinate */ |
| shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */ |
| shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n"); |
| shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n"); |
| |
| /* clamp, keep the half pixel origin in mind */ |
| shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n"); |
| shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n"); |
| shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n"); |
| shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); |
| } else { |
| /* Read from [size - size+size/4] */ |
| shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n"); |
| shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n"); |
| |
| /* Read odd lines from the right side(add size * 0.5 to the x coordinate */ |
| shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */ |
| shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n"); |
| shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n"); |
| shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n"); |
| shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n"); |
| |
| /* Make sure to read exactly from the pixel center */ |
| shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n"); |
| shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n"); |
| |
| /* Clamp */ |
| shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n"); |
| shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n"); |
| shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); |
| shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n"); |
| shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n"); |
| } |
| /* Read the texture, put the result into the output register */ |
| shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex); |
| shader_addline(buffer, "MOV chroma.r, temp.a;\n"); |
| |
| /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th |
| * No need to clamp because we're just reusing the already clamped value from above |
| */ |
| if(textype == GL_TEXTURE_2D) { |
| shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n"); |
| } else { |
| shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n"); |
| } |
| shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex); |
| shader_addline(buffer, "MOV chroma.g, temp.a;\n"); |
| |
| /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate. |
| * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance |
| * values due to filtering |
| */ |
| shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); |
| if(textype == GL_TEXTURE_2D) { |
| /* Multiply the y coordinate by 2/3 and clamp it */ |
| shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n"); |
| shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n"); |
| shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); |
| shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex); |
| } else { |
| /* Reading from texture_rectangles is pretty straightforward, just use the unmodified |
| * texture coordinate. It is still a good idea to clamp it though, since the opengl texture |
| * is bigger |
| */ |
| shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n"); |
| shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n"); |
| shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex); |
| } |
| *luminance = 'a'; |
| |
| return TRUE; |
| } |
| |
| static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype) |
| { |
| GLenum shader; |
| SHADER_BUFFER buffer; |
| char luminance_component; |
| struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv; |
| |
| /* Shader header */ |
| shader_buffer_init(&buffer); |
| |
| ENTER_GL(); |
| GL_EXTCALL(glGenProgramsARB(1, &shader)); |
| checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))"); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)); |
| checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)"); |
| LEAVE_GL(); |
| if(!shader) { |
| shader_buffer_free(&buffer); |
| return 0; |
| } |
| |
| /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel, |
| * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and |
| * two chroma(U and V) values. Each macropixel has two luminance values, one for |
| * each single pixel it contains, and one U and one V value shared between both |
| * pixels. |
| * |
| * The data is loaded into an A8L8 texture. With YUY2, the luminance component |
| * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus |
| * take the format into account when generating the read swizzles |
| * |
| * Reading the Y value is straightforward - just sample the texture. The hardware |
| * takes care of filtering in the horizontal and vertical direction. |
| * |
| * Reading the U and V values is harder. We have to avoid filtering horizontally, |
| * because that would mix the U and V values of one pixel or two adjacent pixels. |
| * Thus floor the texture coordinate and add 0.5 to get an unfiltered read, |
| * regardless of the filtering setting. Vertical filtering works automatically |
| * though - the U and V values of two rows are mixed nicely. |
| * |
| * Appart of avoiding filtering issues, the code has to know which value it just |
| * read, and where it can find the other one. To determine this, it checks if |
| * it sampled an even or odd pixel, and shifts the 2nd read accordingly. |
| * |
| * Handling horizontal filtering of U and V values requires reading a 2nd pair |
| * of pixels, extracting U and V and mixing them. This is not implemented yet. |
| * |
| * An alternative implementation idea is to load the texture as A8R8G8B8 texture, |
| * with width / 2. This way one read gives all 3 values, finding U and V is easy |
| * in an unfiltered situation. Finding the luminance on the other hand requires |
| * finding out if it is an odd or even pixel. The real drawback of this approach |
| * is filtering. This would have to be emulated completely in the shader, reading |
| * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and |
| * vertically. Beyond that it would require adjustments to the texture handling |
| * code to deal with the width scaling |
| */ |
| shader_addline(&buffer, "!!ARBfp1.0\n"); |
| shader_addline(&buffer, "TEMP luminance;\n"); |
| shader_addline(&buffer, "TEMP temp;\n"); |
| shader_addline(&buffer, "TEMP chroma;\n"); |
| shader_addline(&buffer, "TEMP texcrd;\n"); |
| shader_addline(&buffer, "TEMP texcrd2;\n"); |
| shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n"); |
| shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n"); |
| shader_addline(&buffer, "PARAM size = program.local[0];\n"); |
| |
| switch (yuv_fixup) |
| { |
| case YUV_FIXUP_UYVY: |
| case YUV_FIXUP_YUY2: |
| if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component)) |
| { |
| shader_buffer_free(&buffer); |
| return 0; |
| } |
| break; |
| |
| case YUV_FIXUP_YV12: |
| if (!gen_yv12_read(&buffer, textype, &luminance_component)) |
| { |
| shader_buffer_free(&buffer); |
| return 0; |
| } |
| break; |
| |
| default: |
| FIXME("Unsupported YUV fixup %#x\n", yuv_fixup); |
| shader_buffer_free(&buffer); |
| return 0; |
| } |
| |
| /* Calculate the final result. Formula is taken from |
| * http://www.fourcc.org/fccyvrgb.php. Note that the chroma |
| * ranges from -0.5 to 0.5 |
| */ |
| shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n"); |
| |
| shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component); |
| shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component); |
| shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n"); |
| shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component); |
| shader_addline(&buffer, "END\n"); |
| |
| ENTER_GL(); |
| GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer)); |
| |
| if (glGetError() == GL_INVALID_OPERATION) { |
| GLint pos; |
| glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); |
| FIXME("Fragment program error at position %d: %s\n", pos, |
| debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); |
| } |
| shader_buffer_free(&buffer); |
| LEAVE_GL(); |
| |
| switch (yuv_fixup) |
| { |
| case YUV_FIXUP_YUY2: |
| if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader; |
| else priv->yuy2_2d_shader = shader; |
| break; |
| |
| case YUV_FIXUP_UYVY: |
| if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader; |
| else priv->uyvy_2d_shader = shader; |
| break; |
| |
| case YUV_FIXUP_YV12: |
| if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader; |
| else priv->yv12_2d_shader = shader; |
| break; |
| } |
| |
| return shader; |
| } |
| |
| static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) { |
| GLenum shader; |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface; |
| float size[4] = {width, height, 1, 1}; |
| struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv; |
| const struct GlPixelFormatDesc *glDesc; |
| enum yuv_fixup yuv_fixup; |
| |
| getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc); |
| |
| if (!is_yuv_fixup(glDesc->color_fixup)) |
| { |
| TRACE("Fixup:\n"); |
| dump_color_fixup_desc(glDesc->color_fixup); |
| /* Don't bother setting up a shader for unconverted formats */ |
| ENTER_GL(); |
| glEnable(textype); |
| checkGLcall("glEnable(textype)"); |
| LEAVE_GL(); |
| return WINED3D_OK; |
| } |
| |
| yuv_fixup = get_yuv_fixup(glDesc->color_fixup); |
| |
| switch(yuv_fixup) |
| { |
| case YUV_FIXUP_YUY2: |
| shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader; |
| break; |
| |
| case YUV_FIXUP_UYVY: |
| shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader; |
| break; |
| |
| case YUV_FIXUP_YV12: |
| shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader; |
| break; |
| |
| default: |
| FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup); |
| ENTER_GL(); |
| glEnable(textype); |
| checkGLcall("glEnable(textype)"); |
| LEAVE_GL(); |
| return E_NOTIMPL; |
| } |
| |
| if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype); |
| |
| ENTER_GL(); |
| glEnable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)"); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)); |
| checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)"); |
| GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size)); |
| checkGLcall("glProgramLocalParameter4fvARB"); |
| LEAVE_GL(); |
| |
| return WINED3D_OK; |
| } |
| |
| static void arbfp_blit_unset(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface; |
| |
| ENTER_GL(); |
| glDisable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable(GL_TEXTURE_2D)"); |
| if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { |
| glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); |
| } |
| if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) { |
| glDisable(GL_TEXTURE_RECTANGLE_ARB); |
| checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); |
| } |
| LEAVE_GL(); |
| } |
| |
| static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup) |
| { |
| enum yuv_fixup yuv_fixup; |
| |
| if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) |
| { |
| TRACE("Checking support for fixup:\n"); |
| dump_color_fixup_desc(fixup); |
| } |
| |
| if (is_identity_fixup(fixup)) |
| { |
| TRACE("[OK]\n"); |
| return TRUE; |
| } |
| |
| /* We only support YUV conversions. */ |
| if (!is_yuv_fixup(fixup)) |
| { |
| TRACE("[FAILED]\n"); |
| return FALSE; |
| } |
| |
| yuv_fixup = get_yuv_fixup(fixup); |
| switch(yuv_fixup) |
| { |
| case YUV_FIXUP_YUY2: |
| case YUV_FIXUP_UYVY: |
| case YUV_FIXUP_YV12: |
| TRACE("[OK]\n"); |
| return TRUE; |
| |
| default: |
| FIXME("Unsupported YUV fixup %#x\n", yuv_fixup); |
| TRACE("[FAILED]\n"); |
| return FALSE; |
| } |
| } |
| |
| const struct blit_shader arbfp_blit = { |
| arbfp_blit_alloc, |
| arbfp_blit_free, |
| arbfp_blit_set, |
| arbfp_blit_unset, |
| arbfp_blit_color_fixup_supported, |
| }; |
| |
| #undef GLINFO_LOCATION |