|  | /* | 
|  | * 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 | 
|  | * Copyright 2009 Henri Verbeet for CodeWeavers | 
|  | * | 
|  | * This library is free software; you can redistribute it and/or | 
|  | * modify it under the terms of the GNU Lesser General Public | 
|  | * License as published by the Free Software Foundation; either | 
|  | * version 2.1 of the License, or (at your option) any later version. | 
|  | * | 
|  | * This library is distributed in the hope that it will be useful, | 
|  | * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
|  | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU | 
|  | * Lesser General Public License for more details. | 
|  | * | 
|  | * You should have received a copy of the GNU Lesser General Public | 
|  | * License along with this library; if not, write to the Free Software | 
|  | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA | 
|  | */ | 
|  |  | 
|  | #include "config.h" | 
|  |  | 
|  | #include <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); | 
|  |  | 
|  | /* Extract a line. Note that this modifies the source string. */ | 
|  | static char *get_line(char **ptr) | 
|  | { | 
|  | char *p, *q; | 
|  |  | 
|  | p = *ptr; | 
|  | if (!(q = strstr(p, "\n"))) | 
|  | { | 
|  | if (!*p) return NULL; | 
|  | *ptr += strlen(p); | 
|  | return p; | 
|  | } | 
|  | *q = '\0'; | 
|  | *ptr = q + 1; | 
|  |  | 
|  | return p; | 
|  | } | 
|  |  | 
|  | static void shader_arb_dump_program_source(const char *source) | 
|  | { | 
|  | ULONG source_size; | 
|  | char *ptr, *line, *tmp; | 
|  |  | 
|  | source_size = strlen(source) + 1; | 
|  | tmp = HeapAlloc(GetProcessHeap(), 0, source_size); | 
|  | if (!tmp) | 
|  | { | 
|  | ERR("Failed to allocate %u bytes for shader source.\n", source_size); | 
|  | return; | 
|  | } | 
|  | memcpy(tmp, source, source_size); | 
|  |  | 
|  | ptr = tmp; | 
|  | while ((line = get_line(&ptr))) FIXME("    %s\n", line); | 
|  | FIXME("\n"); | 
|  |  | 
|  | HeapFree(GetProcessHeap(), 0, tmp); | 
|  | } | 
|  |  | 
|  | enum arb_helper_value | 
|  | { | 
|  | ARB_ZERO, | 
|  | ARB_ONE, | 
|  | ARB_TWO, | 
|  | ARB_0001, | 
|  | ARB_EPS, | 
|  |  | 
|  | ARB_VS_REL_OFFSET | 
|  | }; | 
|  |  | 
|  | static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value) | 
|  | { | 
|  | if (shader == WINED3D_SHADER_TYPE_GEOMETRY) | 
|  | { | 
|  | ERR("Geometry shaders are unsupported\n"); | 
|  | return "bad"; | 
|  | } | 
|  |  | 
|  | if (shader == WINED3D_SHADER_TYPE_PIXEL) | 
|  | { | 
|  | switch (value) | 
|  | { | 
|  | case ARB_ZERO: return "ps_helper_const.x"; | 
|  | case ARB_ONE: return "ps_helper_const.y"; | 
|  | case ARB_TWO: return "coefmul.x"; | 
|  | case ARB_0001: return "ps_helper_const.xxxy"; | 
|  | case ARB_EPS: return "ps_helper_const.z"; | 
|  | default: break; | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | switch (value) | 
|  | { | 
|  | case ARB_ZERO: return "helper_const.x"; | 
|  | case ARB_ONE: return "helper_const.y"; | 
|  | case ARB_TWO: return "helper_const.z"; | 
|  | case ARB_EPS: return "helper_const.w"; | 
|  | case ARB_0001: return "helper_const.xxxy"; | 
|  | case ARB_VS_REL_OFFSET: return "rel_addr_const.y"; | 
|  | } | 
|  | } | 
|  | FIXME("Unmanaged %s shader helper constant requested: %u\n", | 
|  | shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value); | 
|  | switch (value) | 
|  | { | 
|  | case ARB_ZERO: return "0.0"; | 
|  | case ARB_ONE: return "1.0"; | 
|  | case ARB_TWO: return "2.0"; | 
|  | case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}"; | 
|  | case ARB_EPS: return "1e-8"; | 
|  | default: return "bad"; | 
|  | } | 
|  | } | 
|  |  | 
|  | static inline BOOL ffp_clip_emul(const struct wined3d_state *state) | 
|  | { | 
|  | return state->lowest_disabled_stage < 7; | 
|  | } | 
|  |  | 
|  | /* ARB_program_shader private data */ | 
|  |  | 
|  | struct control_frame | 
|  | { | 
|  | struct                          list entry; | 
|  | enum | 
|  | { | 
|  | IF, | 
|  | IFC, | 
|  | LOOP, | 
|  | REP | 
|  | } type; | 
|  | BOOL                            muting; | 
|  | BOOL                            outer_loop; | 
|  | union | 
|  | { | 
|  | unsigned int                loop; | 
|  | unsigned int                ifc; | 
|  | } no; | 
|  | struct wined3d_shader_loop_control loop_control; | 
|  | BOOL                            had_else; | 
|  | }; | 
|  |  | 
|  | struct arb_ps_np2fixup_info | 
|  | { | 
|  | struct ps_np2fixup_info         super; | 
|  | /* For ARB we need a offset value: | 
|  | * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a | 
|  | * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone" | 
|  | * array we need an offset to the index inside the program local parameter array. */ | 
|  | UINT                            offset; | 
|  | }; | 
|  |  | 
|  | struct arb_ps_compile_args | 
|  | { | 
|  | struct ps_compile_args          super; | 
|  | WORD                            bools; | 
|  | WORD                            clip;  /* only a boolean, use a WORD for alignment */ | 
|  | unsigned char                   loop_ctrl[MAX_CONST_I][3]; | 
|  | }; | 
|  |  | 
|  | struct stb_const_desc | 
|  | { | 
|  | unsigned char           texunit; | 
|  | UINT                    const_num; | 
|  | }; | 
|  |  | 
|  | struct arb_ps_compiled_shader | 
|  | { | 
|  | struct arb_ps_compile_args      args; | 
|  | struct arb_ps_np2fixup_info     np2fixup_info; | 
|  | struct stb_const_desc           bumpenvmatconst[MAX_TEXTURES]; | 
|  | struct stb_const_desc           luminanceconst[MAX_TEXTURES]; | 
|  | UINT                            int_consts[MAX_CONST_I]; | 
|  | GLuint                          prgId; | 
|  | UINT                            ycorrection; | 
|  | unsigned char                   numbumpenvmatconsts; | 
|  | char                            num_int_consts; | 
|  | }; | 
|  |  | 
|  | struct arb_vs_compile_args | 
|  | { | 
|  | struct vs_compile_args          super; | 
|  | union | 
|  | { | 
|  | struct | 
|  | { | 
|  | WORD                    bools; | 
|  | unsigned char           clip_texcoord; | 
|  | unsigned char           clipplane_mask; | 
|  | }                           boolclip; | 
|  | DWORD                       boolclip_compare; | 
|  | } clip; | 
|  | DWORD                           ps_signature; | 
|  | union | 
|  | { | 
|  | unsigned char               samplers[4]; | 
|  | DWORD                       samplers_compare; | 
|  | } vertex; | 
|  | unsigned char                   loop_ctrl[MAX_CONST_I][3]; | 
|  | }; | 
|  |  | 
|  | struct arb_vs_compiled_shader | 
|  | { | 
|  | struct arb_vs_compile_args      args; | 
|  | GLuint                          prgId; | 
|  | UINT                            int_consts[MAX_CONST_I]; | 
|  | char                            num_int_consts; | 
|  | char                            need_color_unclamp; | 
|  | UINT                            pos_fixup; | 
|  | }; | 
|  |  | 
|  | struct recorded_instruction | 
|  | { | 
|  | struct wined3d_shader_instruction ins; | 
|  | struct list entry; | 
|  | }; | 
|  |  | 
|  | struct shader_arb_ctx_priv | 
|  | { | 
|  | char addr_reg[20]; | 
|  | enum | 
|  | { | 
|  | /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */ | 
|  | ARB, | 
|  | /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */ | 
|  | NV2, | 
|  | /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */ | 
|  | NV3 | 
|  | } target_version; | 
|  |  | 
|  | const struct arb_vs_compile_args    *cur_vs_args; | 
|  | const struct arb_ps_compile_args    *cur_ps_args; | 
|  | const struct arb_ps_compiled_shader *compiled_fprog; | 
|  | const struct arb_vs_compiled_shader *compiled_vprog; | 
|  | struct arb_ps_np2fixup_info         *cur_np2fixup_info; | 
|  | struct list                         control_frames; | 
|  | struct list                         record; | 
|  | BOOL                                recording; | 
|  | BOOL                                muted; | 
|  | unsigned int                        num_loops, loop_depth, num_ifcs; | 
|  | int                                 aL; | 
|  |  | 
|  | unsigned int                        vs_clipplanes; | 
|  | BOOL                                footer_written; | 
|  | BOOL                                in_main_func; | 
|  |  | 
|  | /* For 3.0 vertex shaders */ | 
|  | const char                          *vs_output[MAX_REG_OUTPUT]; | 
|  | /* For 2.x and earlier vertex shaders */ | 
|  | const char                          *texcrd_output[8], *color_output[2], *fog_output; | 
|  |  | 
|  | /* 3.0 pshader input for compatibility with fixed function */ | 
|  | const char                          *ps_input[MAX_REG_INPUT]; | 
|  | }; | 
|  |  | 
|  | struct ps_signature | 
|  | { | 
|  | struct wined3d_shader_signature_element *sig; | 
|  | DWORD                               idx; | 
|  | struct wine_rb_entry                entry; | 
|  | }; | 
|  |  | 
|  | struct arb_pshader_private { | 
|  | struct arb_ps_compiled_shader   *gl_shaders; | 
|  | UINT                            num_gl_shaders, shader_array_size; | 
|  | DWORD                           input_signature_idx; | 
|  | DWORD                           clipplane_emulation; | 
|  | BOOL                            clamp_consts; | 
|  | }; | 
|  |  | 
|  | struct arb_vshader_private { | 
|  | struct arb_vs_compiled_shader   *gl_shaders; | 
|  | UINT                            num_gl_shaders, shader_array_size; | 
|  | UINT rel_offset; | 
|  | }; | 
|  |  | 
|  | struct shader_arb_priv | 
|  | { | 
|  | GLuint                  current_vprogram_id; | 
|  | GLuint                  current_fprogram_id; | 
|  | const struct arb_ps_compiled_shader *compiled_fprog; | 
|  | const struct arb_vs_compiled_shader *compiled_vprog; | 
|  | GLuint                  depth_blt_vprogram_id; | 
|  | GLuint                  depth_blt_fprogram_id_full[tex_type_count]; | 
|  | GLuint                  depth_blt_fprogram_id_masked[tex_type_count]; | 
|  | BOOL                    use_arbfp_fixed_func; | 
|  | struct wine_rb_tree     fragment_shaders; | 
|  | BOOL                    last_ps_const_clamped; | 
|  | BOOL                    last_vs_color_unclamp; | 
|  |  | 
|  | struct wine_rb_tree     signature_tree; | 
|  | DWORD ps_sig_number; | 
|  | }; | 
|  |  | 
|  | /* GL locking for state handlers is done by the caller. */ | 
|  | static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data, | 
|  | const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info) | 
|  | { | 
|  | if (shader_data->rel_offset) return TRUE; | 
|  | if (!reg_maps->usesmova) return FALSE; | 
|  | return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]; | 
|  | } | 
|  |  | 
|  | /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */ | 
|  | static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info) | 
|  | { | 
|  | return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION] | 
|  | && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN); | 
|  | } | 
|  |  | 
|  | static BOOL need_helper_const(const struct arb_vshader_private *shader_data, | 
|  | const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info) | 
|  | { | 
|  | if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE; | 
|  | if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */ | 
|  | if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */ | 
|  | if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */ | 
|  | if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */ | 
|  | if (reg_maps->usesnrm) return TRUE; /* 0.0 */ | 
|  | if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */ | 
|  | return FALSE; | 
|  | } | 
|  |  | 
|  | static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data, | 
|  | const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info) | 
|  | { | 
|  | unsigned int ret = 1; | 
|  | /* We use one PARAM for the pos fixup, and in some cases one to load | 
|  | * some immediate values into the shader. */ | 
|  | if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret; | 
|  | if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret; | 
|  | return ret; | 
|  | } | 
|  |  | 
|  | /* Loads floating point constants into the currently set ARB_vertex/fragment_program. | 
|  | * When constant_list == NULL, it will load all the constants. | 
|  | * | 
|  | * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders) | 
|  | *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders) | 
|  | */ | 
|  | /* GL locking is done by the caller */ | 
|  | static unsigned int shader_arb_load_constantsF(struct wined3d_shader *shader, const struct 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_constants)) | 
|  | { | 
|  | 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]); | 
|  | } | 
|  | } | 
|  |  | 
|  | i = 0; | 
|  |  | 
|  | /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */ | 
|  | if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1) | 
|  | { | 
|  | float lcl_const[4]; | 
|  | /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher | 
|  | * shaders, the first 8 constants are marked dirty for reload | 
|  | */ | 
|  | for(; i < min(8, max_constants); i++) { | 
|  | if(!dirty_consts[i]) continue; | 
|  | dirty_consts[i] = 0; | 
|  |  | 
|  | j = 4 * i; | 
|  | if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f; | 
|  | else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f; | 
|  | else lcl_const[0] = constants[j + 0]; | 
|  |  | 
|  | if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f; | 
|  | else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f; | 
|  | else lcl_const[1] = constants[j + 1]; | 
|  |  | 
|  | if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f; | 
|  | else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f; | 
|  | else lcl_const[2] = constants[j + 2]; | 
|  |  | 
|  | if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f; | 
|  | else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f; | 
|  | else lcl_const[3] = constants[j + 3]; | 
|  |  | 
|  | GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const)); | 
|  | } | 
|  |  | 
|  | /* If further constants are dirty, reload them without clamping. | 
|  | * | 
|  | * The alternative is not to touch them, but then we cannot reset the dirty constant count | 
|  | * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code | 
|  | * above would always re-check the first 8 constants since max_constant remains at the init | 
|  | * value | 
|  | */ | 
|  | } | 
|  |  | 
|  | if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS]) | 
|  | { | 
|  | /* TODO: Benchmark if we're better of with finding the dirty constants ourselves, | 
|  | * or just reloading *all* constants at once | 
|  | * | 
|  | GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4))); | 
|  | */ | 
|  | for(; i < max_constants; i++) { | 
|  | if(!dirty_consts[i]) continue; | 
|  |  | 
|  | /* Find the next block of dirty constants */ | 
|  | dirty_consts[i] = 0; | 
|  | j = i; | 
|  | for(i++; (i < max_constants) && dirty_consts[i]; i++) { | 
|  | dirty_consts[i] = 0; | 
|  | } | 
|  |  | 
|  | GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4))); | 
|  | } | 
|  | } else { | 
|  | for(; 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 (shader->load_local_constsF) | 
|  | { | 
|  | if (TRACE_ON(d3d_shader)) | 
|  | { | 
|  | LIST_FOR_EACH_ENTRY(lconst, &shader->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, &shader->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 texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs. | 
|  | */ | 
|  | static void shader_arb_load_np2fixup_constants(void *shader_priv, | 
|  | const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) | 
|  | { | 
|  | const struct shader_arb_priv * priv = shader_priv; | 
|  |  | 
|  | /* NP2 texcoord fixup is (currently) only done for pixelshaders. */ | 
|  | if (!use_ps(state)) return; | 
|  |  | 
|  | if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) { | 
|  | const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info; | 
|  | UINT i; | 
|  | WORD active = fixup->super.active; | 
|  | GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS]; | 
|  |  | 
|  | for (i = 0; active; active >>= 1, ++i) | 
|  | { | 
|  | const struct wined3d_texture *tex = state->textures[i]; | 
|  | const unsigned char idx = fixup->super.idx[i]; | 
|  | GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4]; | 
|  |  | 
|  | if (!(active & 1)) continue; | 
|  |  | 
|  | if (!tex) { | 
|  | FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n"); | 
|  | continue; | 
|  | } | 
|  |  | 
|  | if (idx % 2) | 
|  | { | 
|  | tex_dim[2] = tex->pow2_matrix[0]; | 
|  | tex_dim[3] = tex->pow2_matrix[5]; | 
|  | } | 
|  | else | 
|  | { | 
|  | tex_dim[0] = tex->pow2_matrix[0]; | 
|  | tex_dim[1] = tex->pow2_matrix[5]; | 
|  | } | 
|  | } | 
|  |  | 
|  | for (i = 0; i < fixup->super.num_consts; ++i) { | 
|  | GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, | 
|  | fixup->offset + i, &np2fixup_constants[i * 4])); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | /* GL locking is done by the caller. */ | 
|  | static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader, | 
|  | const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height) | 
|  | { | 
|  | const struct wined3d_gl_info *gl_info = context->gl_info; | 
|  | unsigned char i; | 
|  |  | 
|  | for(i = 0; i < gl_shader->numbumpenvmatconsts; i++) | 
|  | { | 
|  | int texunit = gl_shader->bumpenvmatconst[i].texunit; | 
|  |  | 
|  | /* The state manager takes care that this function is always called if the bump env matrix changes */ | 
|  | const float *data = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVMAT00]; | 
|  | GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, | 
|  | gl_shader->bumpenvmatconst[i].const_num, data)); | 
|  |  | 
|  | if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED) | 
|  | { | 
|  | /* 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 *)&state->texture_states[texunit][WINED3DTSS_BUMPENVLSCALE]; | 
|  | GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, | 
|  | gl_shader->luminanceconst[i].const_num, scale)); | 
|  | } | 
|  | } | 
|  | checkGLcall("Load bumpmap consts"); | 
|  |  | 
|  | if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED) | 
|  | { | 
|  | /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen). | 
|  | * ycorrection.y: -1.0(onscreen), 1.0(offscreen) | 
|  | * ycorrection.z: 1.0 | 
|  | * ycorrection.w: 0.0 | 
|  | */ | 
|  | float val[4]; | 
|  | val[0] = context->render_offscreen ? 0.0f : (float) rt_height; | 
|  | val[1] = context->render_offscreen ? 1.0f : -1.0f; | 
|  | val[2] = 1.0f; | 
|  | val[3] = 0.0f; | 
|  | GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val)); | 
|  | checkGLcall("y correction loading"); | 
|  | } | 
|  |  | 
|  | if (!gl_shader->num_int_consts) return; | 
|  |  | 
|  | for(i = 0; i < MAX_CONST_I; i++) | 
|  | { | 
|  | if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED) | 
|  | { | 
|  | float val[4]; | 
|  | val[0] = (float)state->ps_consts_i[4 * i]; | 
|  | val[1] = (float)state->ps_consts_i[4 * i + 1]; | 
|  | val[2] = (float)state->ps_consts_i[4 * i + 2]; | 
|  | val[3] = -1.0f; | 
|  |  | 
|  | GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val)); | 
|  | } | 
|  | } | 
|  | checkGLcall("Load ps int consts"); | 
|  | } | 
|  |  | 
|  | /* GL locking is done by the caller. */ | 
|  | static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader, | 
|  | const struct wined3d_context *context, const struct wined3d_state *state) | 
|  | { | 
|  | const struct wined3d_gl_info *gl_info = context->gl_info; | 
|  | float position_fixup[4]; | 
|  | unsigned char i; | 
|  |  | 
|  | /* Upload the position fixup */ | 
|  | shader_get_position_fixup(context, state, position_fixup); | 
|  | GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup)); | 
|  |  | 
|  | if (!gl_shader->num_int_consts) return; | 
|  |  | 
|  | for(i = 0; i < MAX_CONST_I; i++) | 
|  | { | 
|  | if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED) | 
|  | { | 
|  | float val[4]; | 
|  | val[0] = (float)state->vs_consts_i[4 * i]; | 
|  | val[1] = (float)state->vs_consts_i[4 * i + 1]; | 
|  | val[2] = (float)state->vs_consts_i[4 * i + 2]; | 
|  | val[3] = -1.0f; | 
|  |  | 
|  | GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val)); | 
|  | } | 
|  | } | 
|  | checkGLcall("Load vs int consts"); | 
|  | } | 
|  |  | 
|  | /** | 
|  | * 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 | 
|  | */ | 
|  | /* GL locking is done by the caller (state handler) */ | 
|  | static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader) | 
|  | { | 
|  | struct wined3d_device *device = context->swapchain->device; | 
|  | const struct wined3d_state *state = &device->stateBlock->state; | 
|  | const struct wined3d_gl_info *gl_info = context->gl_info; | 
|  | struct shader_arb_priv *priv = device->shader_priv; | 
|  |  | 
|  | if (useVertexShader) | 
|  | { | 
|  | struct wined3d_shader *vshader = state->vertex_shader; | 
|  | const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog; | 
|  |  | 
|  | /* Load DirectX 9 float constants for vertex shader */ | 
|  | device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB, | 
|  | device->highest_dirty_vs_const, state->vs_consts_f, context->vshader_const_dirty); | 
|  | shader_arb_vs_local_constants(gl_shader, context, state); | 
|  | } | 
|  |  | 
|  | if (usePixelShader) | 
|  | { | 
|  | struct wined3d_shader *pshader = state->pixel_shader; | 
|  | const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog; | 
|  | UINT rt_height = state->fb->render_targets[0]->resource.height; | 
|  |  | 
|  | /* Load DirectX 9 float constants for pixel shader */ | 
|  | device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB, | 
|  | device->highest_dirty_ps_const, state->ps_consts_f, context->pshader_const_dirty); | 
|  | shader_arb_ps_local_constants(gl_shader, context, state, rt_height); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) | 
|  | { | 
|  | struct wined3d_context *context = context_get_current(); | 
|  |  | 
|  | /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active | 
|  | * context. On a context switch the old context will be fully dirtified */ | 
|  | if (!context || context->swapchain->device != device) return; | 
|  |  | 
|  | memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count); | 
|  | device->highest_dirty_vs_const = max(device->highest_dirty_vs_const, start + count); | 
|  | } | 
|  |  | 
|  | static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) | 
|  | { | 
|  | struct wined3d_context *context = context_get_current(); | 
|  |  | 
|  | /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active | 
|  | * context. On a context switch the old context will be fully dirtified */ | 
|  | if (!context || context->swapchain->device != device) return; | 
|  |  | 
|  | memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count); | 
|  | device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, start + count); | 
|  | } | 
|  |  | 
|  | static DWORD *local_const_mapping(const struct wined3d_shader *shader) | 
|  | { | 
|  | DWORD *ret; | 
|  | DWORD idx = 0; | 
|  | const local_constant *lconst; | 
|  |  | 
|  | if (shader->load_local_constsF || list_empty(&shader->constantsF)) | 
|  | return NULL; | 
|  |  | 
|  | ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float); | 
|  | if (!ret) | 
|  | { | 
|  | ERR("Out of memory\n"); | 
|  | return NULL; | 
|  | } | 
|  |  | 
|  | LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry) | 
|  | { | 
|  | ret[lconst->idx] = idx++; | 
|  | } | 
|  | return ret; | 
|  | } | 
|  |  | 
|  | /* Generate the variable & register declarations for the ARB_vertex_program output target */ | 
|  | static DWORD shader_generate_arb_declarations(struct wined3d_shader *shader, | 
|  | const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer, | 
|  | const struct wined3d_gl_info *gl_info, DWORD *lconst_map, | 
|  | DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx) | 
|  | { | 
|  | DWORD i, next_local = 0; | 
|  | char pshader = shader_is_pshader_version(reg_maps->shader_version.type); | 
|  | unsigned max_constantsF; | 
|  | const local_constant *lconst; | 
|  | DWORD map; | 
|  |  | 
|  | /* In pixel shaders, all private constants are program local, we don't need anything | 
|  | * from program.env. Thus we can advertise the full set of constants in pixel shaders. | 
|  | * If we need a private constant the GL implementation will squeeze it in somewhere | 
|  | * | 
|  | * With vertex shaders we need the posFixup and on some GL implementations 4 helper | 
|  | * immediate values. The posFixup is loaded using program.env for now, so always | 
|  | * subtract one from the number of constants. If the shader uses indirect addressing, | 
|  | * account for the helper const too because we have to declare all availabke d3d constants | 
|  | * and don't know which are actually used. | 
|  | */ | 
|  | if (pshader) | 
|  | { | 
|  | max_constantsF = gl_info->limits.arb_ps_native_constants; | 
|  | /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */ | 
|  | if (max_constantsF < 24) | 
|  | max_constantsF = gl_info->limits.arb_ps_float_constants; | 
|  | } | 
|  | else | 
|  | { | 
|  | const struct arb_vshader_private *shader_data = shader->backend_data; | 
|  | max_constantsF = gl_info->limits.arb_vs_native_constants; | 
|  | /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. | 
|  | * Also prevents max_constantsF from becoming less than 0 and | 
|  | * wrapping . */ | 
|  | if (max_constantsF < 96) | 
|  | max_constantsF = gl_info->limits.arb_vs_float_constants; | 
|  |  | 
|  | if (reg_maps->usesrelconstF) | 
|  | { | 
|  | DWORD highest_constf = 0, clip_limit; | 
|  |  | 
|  | max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info); | 
|  | max_constantsF -= count_bits(reg_maps->integer_constants); | 
|  |  | 
|  | for (i = 0; i < shader->limits.constant_float; ++i) | 
|  | { | 
|  | DWORD idx = i >> 5; | 
|  | DWORD shift = i & 0x1f; | 
|  | if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i; | 
|  | } | 
|  |  | 
|  | if(use_nv_clip(gl_info) && ctx->target_version >= NV2) | 
|  | { | 
|  | if(ctx->cur_vs_args->super.clip_enabled) | 
|  | clip_limit = gl_info->limits.clipplanes; | 
|  | else | 
|  | clip_limit = 0; | 
|  | } | 
|  | else | 
|  | { | 
|  | unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask; | 
|  | clip_limit = min(count_bits(mask), 4); | 
|  | } | 
|  | *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1); | 
|  | max_constantsF -= *num_clipplanes; | 
|  | if(*num_clipplanes < clip_limit) | 
|  | { | 
|  | WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes); | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes; | 
|  | else *num_clipplanes = min(gl_info->limits.clipplanes, 4); | 
|  | } | 
|  | } | 
|  |  | 
|  | for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i) | 
|  | { | 
|  | if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i); | 
|  | } | 
|  |  | 
|  | for (i = 0, map = reg_maps->address; map; map >>= 1, ++i) | 
|  | { | 
|  | if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i); | 
|  | } | 
|  |  | 
|  | if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) | 
|  | { | 
|  | for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i) | 
|  | { | 
|  | if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i); | 
|  | } | 
|  | } | 
|  |  | 
|  | /* Load local constants using the program-local space, | 
|  | * this avoids reloading them each time the shader is used | 
|  | */ | 
|  | if (lconst_map) | 
|  | { | 
|  | LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry) | 
|  | { | 
|  | shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx, | 
|  | lconst_map[lconst->idx]); | 
|  | next_local = max(next_local, lconst_map[lconst->idx] + 1); | 
|  | } | 
|  | } | 
|  |  | 
|  | /* After subtracting privately used constants from the hardware limit(they are loaded as | 
|  | * local constants), make sure the shader doesn't violate the env constant limit | 
|  | */ | 
|  | if(pshader) | 
|  | { | 
|  | max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants); | 
|  | } | 
|  | else | 
|  | { | 
|  | max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants); | 
|  | } | 
|  |  | 
|  | /* Avoid declaring more constants than needed */ | 
|  | max_constantsF = min(max_constantsF, shader->limits.constant_float); | 
|  |  | 
|  | /* we use the array-based constants array if the local constants are marked for loading, | 
|  | * because then we use indirect addressing, or when the local constant list is empty, | 
|  | * because then we don't know if we're using indirect addressing or not. If we're hardcoding | 
|  | * local constants do not declare the loaded constants as an array because ARB compilers usually | 
|  | * do not optimize unused constants away | 
|  | */ | 
|  | if (reg_maps->usesrelconstF) | 
|  | { | 
|  | /* Need to PARAM the environment parameters (constants) so we can use relative addressing */ | 
|  | shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n", | 
|  | max_constantsF, max_constantsF - 1); | 
|  | } else { | 
|  | for(i = 0; i < max_constantsF; i++) { | 
|  | DWORD idx, mask; | 
|  | idx = i >> 5; | 
|  | mask = 1 << (i & 0x1f); | 
|  | if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask)) | 
|  | { | 
|  | shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | return next_local; | 
|  | } | 
|  |  | 
|  | static const char * const shift_tab[] = { | 
|  | "dummy",     /*  0 (none) */ | 
|  | "coefmul.x", /*  1 (x2)   */ | 
|  | "coefmul.y", /*  2 (x4)   */ | 
|  | "coefmul.z", /*  3 (x8)   */ | 
|  | "coefmul.w", /*  4 (x16)  */ | 
|  | "dummy",     /*  5 (x32)  */ | 
|  | "dummy",     /*  6 (x64)  */ | 
|  | "dummy",     /*  7 (x128) */ | 
|  | "dummy",     /*  8 (d256) */ | 
|  | "dummy",     /*  9 (d128) */ | 
|  | "dummy",     /* 10 (d64)  */ | 
|  | "dummy",     /* 11 (d32)  */ | 
|  | "coefdiv.w", /* 12 (d16)  */ | 
|  | "coefdiv.z", /* 13 (d8)   */ | 
|  | "coefdiv.y", /* 14 (d4)   */ | 
|  | "coefdiv.x"  /* 15 (d2)   */ | 
|  | }; | 
|  |  | 
|  | static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins, | 
|  | const struct wined3d_shader_dst_param *dst, char *write_mask) | 
|  | { | 
|  | char *ptr = write_mask; | 
|  |  | 
|  | if (dst->write_mask != WINED3DSP_WRITEMASK_ALL) | 
|  | { | 
|  | *ptr++ = '.'; | 
|  | if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x'; | 
|  | if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y'; | 
|  | if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; | 
|  | if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w'; | 
|  | } | 
|  |  | 
|  | *ptr = '\0'; | 
|  | } | 
|  |  | 
|  | static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str) | 
|  | { | 
|  | /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra", | 
|  | * but addressed as "rgba". To fix this we need to swap the register's x | 
|  | * and z components. */ | 
|  | const char *swizzle_chars = fixup ? "zyxw" : "xyzw"; | 
|  | char *ptr = swizzle_str; | 
|  |  | 
|  | /* swizzle bits fields: wwzzyyxx */ | 
|  | DWORD swizzle = param->swizzle; | 
|  | DWORD swizzle_x = swizzle & 0x03; | 
|  | DWORD swizzle_y = (swizzle >> 2) & 0x03; | 
|  | DWORD swizzle_z = (swizzle >> 4) & 0x03; | 
|  | DWORD swizzle_w = (swizzle >> 6) & 0x03; | 
|  |  | 
|  | /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to | 
|  | * generate a swizzle string. Unless we need to our own swizzling. */ | 
|  | if (swizzle != WINED3DSP_NOSWIZZLE || fixup) | 
|  | { | 
|  | *ptr++ = '.'; | 
|  | if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) { | 
|  | *ptr++ = swizzle_chars[swizzle_x]; | 
|  | } else { | 
|  | *ptr++ = swizzle_chars[swizzle_x]; | 
|  | *ptr++ = swizzle_chars[swizzle_y]; | 
|  | *ptr++ = swizzle_chars[swizzle_z]; | 
|  | *ptr++ = swizzle_chars[swizzle_w]; | 
|  | } | 
|  | } | 
|  |  | 
|  | *ptr = '\0'; | 
|  | } | 
|  |  | 
|  | static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  |  | 
|  | if (!strcmp(priv->addr_reg, src)) return; | 
|  |  | 
|  | strcpy(priv->addr_reg, src); | 
|  | shader_addline(buffer, "ARL A0.x, %s;\n", src); | 
|  | } | 
|  |  | 
|  | static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins, | 
|  | const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr); | 
|  |  | 
|  | static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins, | 
|  | const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color) | 
|  | { | 
|  | /* oPos, oFog and oPts in D3D */ | 
|  | static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"}; | 
|  | const struct wined3d_shader *shader = ins->ctx->shader; | 
|  | const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; | 
|  | BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type); | 
|  | struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; | 
|  |  | 
|  | *is_color = FALSE; | 
|  |  | 
|  | switch (reg->type) | 
|  | { | 
|  | case WINED3DSPR_TEMP: | 
|  | sprintf(register_name, "R%u", reg->idx); | 
|  | break; | 
|  |  | 
|  | case WINED3DSPR_INPUT: | 
|  | if (pshader) | 
|  | { | 
|  | if (reg_maps->shader_version.major < 3) | 
|  | { | 
|  | if (!reg->idx) strcpy(register_name, "fragment.color.primary"); | 
|  | else strcpy(register_name, "fragment.color.secondary"); | 
|  | } | 
|  | else | 
|  | { | 
|  | if(reg->rel_addr) | 
|  | { | 
|  | char rel_reg[50]; | 
|  | shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg); | 
|  |  | 
|  | if (!strcmp(rel_reg, "**aL_emul**")) | 
|  | { | 
|  | DWORD idx = ctx->aL + reg->idx; | 
|  | if(idx < MAX_REG_INPUT) | 
|  | { | 
|  | strcpy(register_name, ctx->ps_input[idx]); | 
|  | } | 
|  | else | 
|  | { | 
|  | ERR("Pixel shader input register out of bounds: %u\n", idx); | 
|  | sprintf(register_name, "out_of_bounds_%u", idx); | 
|  | } | 
|  | } | 
|  | else if (reg_maps->input_registers & 0x0300) | 
|  | { | 
|  | /* There are two ways basically: | 
|  | * | 
|  | * 1) Use the unrolling code that is used for loop emulation and unroll the loop. | 
|  | *    That means trouble if the loop also contains a breakc or if the control values | 
|  | *    aren't local constants. | 
|  | * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the | 
|  | *    source dynamically. The trouble is that we cannot simply read aL.y because it | 
|  | *    is an ADDRESS register. We could however push it, load .zw with a value and use | 
|  | *    ADAC to load the condition code register and pop it again afterwards | 
|  | */ | 
|  | FIXME("Relative input register addressing with more than 8 registers\n"); | 
|  |  | 
|  | /* This is better than nothing for now */ | 
|  | sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx); | 
|  | } | 
|  | else if(ctx->cur_ps_args->super.vp_mode != vertexshader) | 
|  | { | 
|  | /* This is problematic because we'd have to consult the ctx->ps_input strings | 
|  | * for where to find the varying. Some may be "0.0", others can be texcoords or | 
|  | * colors. This needs either a pipeline replacement to make the vertex shader feed | 
|  | * proper varyings, or loop unrolling | 
|  | * | 
|  | * For now use the texcoords and hope for the best | 
|  | */ | 
|  | FIXME("Non-vertex shader varying input with indirect addressing\n"); | 
|  | sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx); | 
|  | } | 
|  | else | 
|  | { | 
|  | /* D3D supports indirect addressing only with aL in loop registers. The loop instruction | 
|  | * pulls GL_NV_fragment_program2 in | 
|  | */ | 
|  | sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx); | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | if(reg->idx < MAX_REG_INPUT) | 
|  | { | 
|  | strcpy(register_name, ctx->ps_input[reg->idx]); | 
|  | } | 
|  | else | 
|  | { | 
|  | ERR("Pixel shader input register out of bounds: %u\n", reg->idx); | 
|  | sprintf(register_name, "out_of_bounds_%u", reg->idx); | 
|  | } | 
|  | } | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE; | 
|  | sprintf(register_name, "vertex.attrib[%u]", reg->idx); | 
|  | } | 
|  | break; | 
|  |  | 
|  | case WINED3DSPR_CONST: | 
|  | if (!pshader && reg->rel_addr) | 
|  | { | 
|  | const struct arb_vshader_private *shader_data = shader->backend_data; | 
|  | UINT rel_offset = shader_data->rel_offset; | 
|  | BOOL aL = FALSE; | 
|  | char rel_reg[50]; | 
|  | if (reg_maps->shader_version.major < 2) | 
|  | { | 
|  | sprintf(rel_reg, "A0.x"); | 
|  | } else { | 
|  | shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg); | 
|  | if(ctx->target_version == ARB) { | 
|  | if (!strcmp(rel_reg, "**aL_emul**")) | 
|  | { | 
|  | aL = TRUE; | 
|  | } else { | 
|  | shader_arb_request_a0(ins, rel_reg); | 
|  | sprintf(rel_reg, "A0.x"); | 
|  | } | 
|  | } | 
|  | } | 
|  | if(aL) | 
|  | sprintf(register_name, "C[%u]", ctx->aL + reg->idx); | 
|  | else if (reg->idx >= rel_offset) | 
|  | sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset); | 
|  | else | 
|  | sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx); | 
|  | } | 
|  | else | 
|  | { | 
|  | if (reg_maps->usesrelconstF) | 
|  | sprintf(register_name, "C[%u]", reg->idx); | 
|  | else | 
|  | sprintf(register_name, "C%u", reg->idx); | 
|  | } | 
|  | break; | 
|  |  | 
|  | case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ | 
|  | if (pshader) | 
|  | { | 
|  | if (reg_maps->shader_version.major == 1 | 
|  | && reg_maps->shader_version.minor <= 3) | 
|  | { | 
|  | /* In ps <= 1.3, Tx is a temporary register as destination to all instructions, | 
|  | * and as source to most instructions. For some instructions it is the texcoord | 
|  | * input. Those instructions know about the special use | 
|  | */ | 
|  | sprintf(register_name, "T%u", reg->idx); | 
|  | } else { | 
|  | /* in ps 1.4 and 2.x Tx is always a (read-only) varying */ | 
|  | sprintf(register_name, "fragment.texcoord[%u]", reg->idx); | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2) | 
|  | { | 
|  | sprintf(register_name, "A%u", reg->idx); | 
|  | } | 
|  | else | 
|  | { | 
|  | sprintf(register_name, "A%u_SHADOW", reg->idx); | 
|  | } | 
|  | } | 
|  | break; | 
|  |  | 
|  | case WINED3DSPR_COLOROUT: | 
|  | if (ctx->cur_ps_args->super.srgb_correction && !reg->idx) | 
|  | { | 
|  | strcpy(register_name, "TMP_COLOR"); | 
|  | } | 
|  | else | 
|  | { | 
|  | if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n"); | 
|  | if (reg_maps->rt_mask > 1) | 
|  | { | 
|  | sprintf(register_name, "result.color[%u]", reg->idx); | 
|  | } | 
|  | else | 
|  | { | 
|  | strcpy(register_name, "result.color"); | 
|  | } | 
|  | } | 
|  | break; | 
|  |  | 
|  | case WINED3DSPR_RASTOUT: | 
|  | if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output); | 
|  | else sprintf(register_name, "%s", rastout_reg_names[reg->idx]); | 
|  | break; | 
|  |  | 
|  | case WINED3DSPR_DEPTHOUT: | 
|  | strcpy(register_name, "result.depth"); | 
|  | break; | 
|  |  | 
|  | case WINED3DSPR_ATTROUT: | 
|  | /* case WINED3DSPR_OUTPUT: */ | 
|  | if (pshader) sprintf(register_name, "oD[%u]", reg->idx); | 
|  | else strcpy(register_name, ctx->color_output[reg->idx]); | 
|  | break; | 
|  |  | 
|  | case WINED3DSPR_TEXCRDOUT: | 
|  | if (pshader) | 
|  | { | 
|  | sprintf(register_name, "oT[%u]", reg->idx); | 
|  | } | 
|  | else | 
|  | { | 
|  | if (reg_maps->shader_version.major < 3) | 
|  | { | 
|  | strcpy(register_name, ctx->texcrd_output[reg->idx]); | 
|  | } | 
|  | else | 
|  | { | 
|  | strcpy(register_name, ctx->vs_output[reg->idx]); | 
|  | } | 
|  | } | 
|  | break; | 
|  |  | 
|  | case WINED3DSPR_LOOP: | 
|  | if(ctx->target_version >= NV2) | 
|  | { | 
|  | /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */ | 
|  | if(pshader) sprintf(register_name, "A0.x"); | 
|  | else sprintf(register_name, "aL.y"); | 
|  | } | 
|  | else | 
|  | { | 
|  | /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value | 
|  | * would be valid, but if aL is used for indexing(its only use), there's likely an offset, | 
|  | * thus the result would be something like C[15 + 30], which is not valid in the ARB program | 
|  | * grammar. So return a marker for the emulated aL and intercept it in constant and varying | 
|  | * indexing | 
|  | */ | 
|  | sprintf(register_name, "**aL_emul**"); | 
|  | } | 
|  |  | 
|  | break; | 
|  |  | 
|  | case WINED3DSPR_CONSTINT: | 
|  | sprintf(register_name, "I%u", reg->idx); | 
|  | break; | 
|  |  | 
|  | case WINED3DSPR_MISCTYPE: | 
|  | if (!reg->idx) | 
|  | { | 
|  | sprintf(register_name, "vpos"); | 
|  | } | 
|  | else if(reg->idx == 1) | 
|  | { | 
|  | sprintf(register_name, "fragment.facing.x"); | 
|  | } | 
|  | else | 
|  | { | 
|  | FIXME("Unknown MISCTYPE register index %u\n", reg->idx); | 
|  | } | 
|  | break; | 
|  |  | 
|  | default: | 
|  | FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx); | 
|  | sprintf(register_name, "unrecognized_register[%u]", reg->idx); | 
|  | break; | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins, | 
|  | const struct wined3d_shader_dst_param *wined3d_dst, char *str) | 
|  | { | 
|  | char register_name[255]; | 
|  | char write_mask[6]; | 
|  | BOOL is_color; | 
|  |  | 
|  | shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color); | 
|  | strcpy(str, register_name); | 
|  |  | 
|  | shader_arb_get_write_mask(ins, wined3d_dst, write_mask); | 
|  | strcat(str, write_mask); | 
|  | } | 
|  |  | 
|  | static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source) | 
|  | { | 
|  | switch(channel_source) | 
|  | { | 
|  | case CHANNEL_SOURCE_ZERO: return "0"; | 
|  | case CHANNEL_SOURCE_ONE: return "1"; | 
|  | case CHANNEL_SOURCE_X: return "x"; | 
|  | case CHANNEL_SOURCE_Y: return "y"; | 
|  | case CHANNEL_SOURCE_Z: return "z"; | 
|  | case CHANNEL_SOURCE_W: return "w"; | 
|  | default: | 
|  | FIXME("Unhandled channel source %#x\n", channel_source); | 
|  | return "undefined"; | 
|  | } | 
|  | } | 
|  |  | 
|  | static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg, | 
|  | DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup) | 
|  | { | 
|  | DWORD mask; | 
|  |  | 
|  | if (is_complex_fixup(fixup)) | 
|  | { | 
|  | enum complex_fixup complex_fixup = get_complex_fixup(fixup); | 
|  | FIXME("Complex fixup (%#x) not supported\n", complex_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 const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | DWORD mod; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | if (!ins->dst_count) return ""; | 
|  |  | 
|  | mod = ins->dst[0].modifiers; | 
|  |  | 
|  | /* Silently ignore PARTIALPRECISION if its not supported */ | 
|  | if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION; | 
|  |  | 
|  | if(mod & WINED3DSPDM_MSAMPCENTROID) | 
|  | { | 
|  | FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n"); | 
|  | mod &= ~WINED3DSPDM_MSAMPCENTROID; | 
|  | } | 
|  |  | 
|  | switch(mod) | 
|  | { | 
|  | case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION: | 
|  | return "H_SAT"; | 
|  |  | 
|  | case WINED3DSPDM_SATURATE: | 
|  | return "_SAT"; | 
|  |  | 
|  | case WINED3DSPDM_PARTIALPRECISION: | 
|  | return "H"; | 
|  |  | 
|  | case 0: | 
|  | return ""; | 
|  |  | 
|  | default: | 
|  | FIXME("Unknown modifiers 0x%08x\n", mod); | 
|  | return ""; | 
|  | } | 
|  | } | 
|  |  | 
|  | #define TEX_PROJ        0x1 | 
|  | #define TEX_BIAS        0x2 | 
|  | #define TEX_LOD         0x4 | 
|  | #define TEX_DERIV       0x10 | 
|  |  | 
|  | static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx, | 
|  | const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx]; | 
|  | const struct wined3d_shader *shader = ins->ctx->shader; | 
|  | const struct wined3d_texture *texture; | 
|  | const char *tex_type; | 
|  | BOOL np2_fixup = FALSE; | 
|  | struct wined3d_device *device = shader->device; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | const char *mod; | 
|  | BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  |  | 
|  | /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */ | 
|  | if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS; | 
|  |  | 
|  | switch(sampler_type) { | 
|  | case WINED3DSTT_1D: | 
|  | tex_type = "1D"; | 
|  | break; | 
|  |  | 
|  | case WINED3DSTT_2D: | 
|  | texture = device->stateBlock->state.textures[sampler_idx]; | 
|  | if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB) | 
|  | { | 
|  | tex_type = "RECT"; | 
|  | } else { | 
|  | tex_type = "2D"; | 
|  | } | 
|  | if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) | 
|  | { | 
|  | if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx)) | 
|  | { | 
|  | if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n"); | 
|  | else np2_fixup = TRUE; | 
|  | } | 
|  | } | 
|  | 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 = ""; | 
|  | } | 
|  |  | 
|  | /* TEX, TXL, TXD and TXP do not support the "H" modifier, | 
|  | * so don't use shader_arb_get_modifier | 
|  | */ | 
|  | if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT"; | 
|  | else mod = ""; | 
|  |  | 
|  | /* Fragment samplers always have indentity mapping */ | 
|  | if(sampler_idx >= MAX_FRAGMENT_SAMPLERS) | 
|  | { | 
|  | sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS]; | 
|  | } | 
|  |  | 
|  | if (flags & TEX_DERIV) | 
|  | { | 
|  | if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n"); | 
|  | if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n"); | 
|  | shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, | 
|  | dsx, dsy,sampler_idx, tex_type); | 
|  | } | 
|  | else if(flags & TEX_LOD) | 
|  | { | 
|  | if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n"); | 
|  | if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n"); | 
|  | shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, | 
|  | sampler_idx, tex_type); | 
|  | } | 
|  | else if (flags & TEX_BIAS) | 
|  | { | 
|  | /* Shouldn't be possible, but let's check for it */ | 
|  | if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n"); | 
|  | /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */ | 
|  | shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type); | 
|  | } | 
|  | else if (flags & TEX_PROJ) | 
|  | { | 
|  | shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type); | 
|  | } | 
|  | else | 
|  | { | 
|  | if (np2_fixup) | 
|  | { | 
|  | const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx]; | 
|  | shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1, | 
|  | (idx % 2) ? "zwxy" : "xyzw", coord_reg); | 
|  |  | 
|  | shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type); | 
|  | } | 
|  | else | 
|  | shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type); | 
|  | } | 
|  |  | 
|  | if (pshader) | 
|  | { | 
|  | gen_color_correction(buffer, dst_str, ins->dst[0].write_mask, | 
|  | arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE), | 
|  | arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO), | 
|  | priv->cur_ps_args->super.color_fixup[sampler_idx]); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins, | 
|  | const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr) | 
|  | { | 
|  | /* Generate a line that does the input modifier computation and return the input register to use */ | 
|  | BOOL is_color = FALSE; | 
|  | char regstr[256]; | 
|  | char swzstr[20]; | 
|  | int insert_line; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; | 
|  | const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); | 
|  | const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO); | 
|  |  | 
|  | /* Assume a new line will be added */ | 
|  | insert_line = 1; | 
|  |  | 
|  | /* Get register name */ | 
|  | shader_arb_get_register_name(ins, &src->reg, regstr, &is_color); | 
|  | shader_arb_get_swizzle(src, is_color, swzstr); | 
|  |  | 
|  | switch (src->modifiers) | 
|  | { | 
|  | case WINED3DSPSM_NONE: | 
|  | sprintf(outregstr, "%s%s", regstr, swzstr); | 
|  | insert_line = 0; | 
|  | break; | 
|  | case WINED3DSPSM_NEG: | 
|  | sprintf(outregstr, "-%s%s", regstr, swzstr); | 
|  | insert_line = 0; | 
|  | break; | 
|  | case WINED3DSPSM_BIAS: | 
|  | shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr); | 
|  | break; | 
|  | case WINED3DSPSM_BIASNEG: | 
|  | shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr); | 
|  | break; | 
|  | case WINED3DSPSM_SIGN: | 
|  | shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one); | 
|  | break; | 
|  | case WINED3DSPSM_SIGNNEG: | 
|  | shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one); | 
|  | break; | 
|  | case WINED3DSPSM_COMP: | 
|  | shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr); | 
|  | break; | 
|  | case WINED3DSPSM_X2: | 
|  | shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr); | 
|  | break; | 
|  | case WINED3DSPSM_X2NEG: | 
|  | shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr); | 
|  | break; | 
|  | case WINED3DSPSM_DZ: | 
|  | shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr); | 
|  | shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); | 
|  | break; | 
|  | case WINED3DSPSM_DW: | 
|  | shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr); | 
|  | shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); | 
|  | break; | 
|  | case WINED3DSPSM_ABS: | 
|  | if(ctx->target_version >= NV2) { | 
|  | sprintf(outregstr, "|%s%s|", regstr, swzstr); | 
|  | insert_line = 0; | 
|  | } else { | 
|  | shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr); | 
|  | } | 
|  | break; | 
|  | case WINED3DSPSM_ABSNEG: | 
|  | if(ctx->target_version >= NV2) { | 
|  | sprintf(outregstr, "-|%s%s|", regstr, swzstr); | 
|  | } else { | 
|  | shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr); | 
|  | sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr); | 
|  | } | 
|  | insert_line = 0; | 
|  | break; | 
|  | default: | 
|  | sprintf(outregstr, "%s%s", regstr, swzstr); | 
|  | insert_line = 0; | 
|  | } | 
|  |  | 
|  | /* Return modified or original register, with swizzle */ | 
|  | if (insert_line) | 
|  | sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr); | 
|  | } | 
|  |  | 
|  | static void pshader_hw_bem(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_name[50]; | 
|  | char src_name[2][50]; | 
|  | DWORD sampler_code = dst->reg.idx; | 
|  |  | 
|  | shader_arb_get_dst_param(ins, dst, dst_name); | 
|  |  | 
|  | /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed | 
|  | * | 
|  | * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid | 
|  | * with bem. So delay loading the first parameter until after the perturbation calculation which needs two | 
|  | * temps is done. | 
|  | */ | 
|  | shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); | 
|  | shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code); | 
|  | shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]); | 
|  | shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code); | 
|  | shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]); | 
|  |  | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]); | 
|  | shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]); | 
|  | } | 
|  |  | 
|  | static DWORD negate_modifiers(DWORD mod, char *extra_char) | 
|  | { | 
|  | *extra_char = ' '; | 
|  | switch(mod) | 
|  | { | 
|  | case WINED3DSPSM_NONE:      return WINED3DSPSM_NEG; | 
|  | case WINED3DSPSM_NEG:       return WINED3DSPSM_NONE; | 
|  | case WINED3DSPSM_BIAS:      return WINED3DSPSM_BIASNEG; | 
|  | case WINED3DSPSM_BIASNEG:   return WINED3DSPSM_BIAS; | 
|  | case WINED3DSPSM_SIGN:      return WINED3DSPSM_SIGNNEG; | 
|  | case WINED3DSPSM_SIGNNEG:   return WINED3DSPSM_SIGN; | 
|  | case WINED3DSPSM_COMP:      *extra_char = '-'; return WINED3DSPSM_COMP; | 
|  | case WINED3DSPSM_X2:        return WINED3DSPSM_X2NEG; | 
|  | case WINED3DSPSM_X2NEG:     return WINED3DSPSM_X2; | 
|  | case WINED3DSPSM_DZ:        *extra_char = '-'; return WINED3DSPSM_DZ; | 
|  | case WINED3DSPSM_DW:        *extra_char = '-'; return WINED3DSPSM_DW; | 
|  | case WINED3DSPSM_ABS:       return WINED3DSPSM_ABSNEG; | 
|  | case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS; | 
|  | } | 
|  | FIXME("Unknown modifier %u\n", mod); | 
|  | return mod; | 
|  | } | 
|  |  | 
|  | static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_name[50]; | 
|  | char src_name[3][50]; | 
|  | DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, | 
|  | ins->ctx->reg_maps->shader_version.minor); | 
|  |  | 
|  | shader_arb_get_dst_param(ins, dst, dst_name); | 
|  | shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); | 
|  |  | 
|  | /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */ | 
|  | if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue) | 
|  | { | 
|  | shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]); | 
|  | } | 
|  | else | 
|  | { | 
|  | struct wined3d_shader_src_param src0_copy = ins->src[0]; | 
|  | char extra_neg; | 
|  |  | 
|  | /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */ | 
|  | src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg); | 
|  |  | 
|  | shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]); | 
|  | shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]); | 
|  | shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]); | 
|  | shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins), | 
|  | dst_name, src_name[1], src_name[2]); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_name[50]; | 
|  | char src_name[3][50]; | 
|  |  | 
|  | shader_arb_get_dst_param(ins, dst, dst_name); | 
|  |  | 
|  | /* Generate input register names (with modifiers) */ | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]); | 
|  | shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); | 
|  | shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]); | 
|  |  | 
|  | shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), | 
|  | dst_name, src_name[0], src_name[2], src_name[1]); | 
|  | } | 
|  |  | 
|  | /** Process the WINED3DSIO_DP2ADD instruction in ARB. | 
|  | * dst = dot2(src0, src1) + src2 */ | 
|  | static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_name[50]; | 
|  | char src_name[3][50]; | 
|  | struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; | 
|  |  | 
|  | shader_arb_get_dst_param(ins, dst, dst_name); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]); | 
|  | shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]); | 
|  |  | 
|  | if(ctx->target_version >= NV3) | 
|  | { | 
|  | /* GL_NV_fragment_program2 has a 1:1 matching instruction */ | 
|  | shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); | 
|  | shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), | 
|  | dst_name, src_name[0], src_name[1], src_name[2]); | 
|  | } | 
|  | else if(ctx->target_version >= NV2) | 
|  | { | 
|  | /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y | 
|  | * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w | 
|  | * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y | 
|  | * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w | 
|  | * | 
|  | * Make sure that src1.zw = src1.xy, then we get a classic dp2add | 
|  | * | 
|  | * .xyxy and other swizzles that we could get with this are not valid in | 
|  | * plain ARBfp, but luckily the NV extension grammar lifts this limitation. | 
|  | */ | 
|  | struct wined3d_shader_src_param tmp_param = ins->src[1]; | 
|  | DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */ | 
|  | tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */ | 
|  |  | 
|  | shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]); | 
|  |  | 
|  | shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), | 
|  | dst_name, src_name[2], src_name[0], src_name[1]); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); | 
|  | /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2] | 
|  | * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite | 
|  | */ | 
|  | shader_addline(buffer, "MOV TA, %s;\n", src_name[0]); | 
|  | shader_addline(buffer, "MOV TA.z, 0.0;\n"); | 
|  | shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]); | 
|  | shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]); | 
|  | } | 
|  | } | 
|  |  | 
|  | /* Map the opcode 1-to-1 to the GL code */ | 
|  | static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | const char *instruction; | 
|  | char arguments[256], dst_str[50]; | 
|  | unsigned int i; | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  |  | 
|  | switch (ins->handler_idx) | 
|  | { | 
|  | case WINED3DSIH_ABS: instruction = "ABS"; break; | 
|  | case WINED3DSIH_ADD: instruction = "ADD"; break; | 
|  | case WINED3DSIH_CRS: instruction = "XPD"; break; | 
|  | case WINED3DSIH_DP3: instruction = "DP3"; break; | 
|  | case WINED3DSIH_DP4: instruction = "DP4"; break; | 
|  | case WINED3DSIH_DST: instruction = "DST"; break; | 
|  | case WINED3DSIH_FRC: instruction = "FRC"; break; | 
|  | case WINED3DSIH_LIT: instruction = "LIT"; break; | 
|  | case WINED3DSIH_LRP: instruction = "LRP"; break; | 
|  | case WINED3DSIH_MAD: instruction = "MAD"; break; | 
|  | case WINED3DSIH_MAX: instruction = "MAX"; break; | 
|  | case WINED3DSIH_MIN: instruction = "MIN"; break; | 
|  | case WINED3DSIH_MOV: instruction = "MOV"; break; | 
|  | case WINED3DSIH_MUL: instruction = "MUL"; break; | 
|  | case WINED3DSIH_SGE: instruction = "SGE"; break; | 
|  | case WINED3DSIH_SLT: instruction = "SLT"; break; | 
|  | case WINED3DSIH_SUB: instruction = "SUB"; break; | 
|  | case WINED3DSIH_MOVA:instruction = "ARR"; break; | 
|  | case WINED3DSIH_DSX: instruction = "DDX"; break; | 
|  | default: instruction = ""; | 
|  | FIXME("Unhandled opcode %#x\n", ins->handler_idx); | 
|  | break; | 
|  | } | 
|  |  | 
|  | /* Note that shader_arb_add_dst_param() adds spaces. */ | 
|  | arguments[0] = '\0'; | 
|  | shader_arb_get_dst_param(ins, dst, dst_str); | 
|  | for (i = 0; i < ins->src_count; ++i) | 
|  | { | 
|  | char operand[100]; | 
|  | strcat(arguments, ", "); | 
|  | shader_arb_get_src_param(ins, &ins->src[i], i, operand); | 
|  | strcat(arguments, operand); | 
|  | } | 
|  | shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments); | 
|  | } | 
|  |  | 
|  | static void shader_hw_nop(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | shader_addline(buffer, "NOP;\n"); | 
|  | } | 
|  |  | 
|  | static void shader_hw_mov(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | const struct wined3d_shader *shader = ins->ctx->shader; | 
|  | const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; | 
|  | BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type); | 
|  | struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; | 
|  | const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO); | 
|  | const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE); | 
|  | const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO); | 
|  |  | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char src0_param[256]; | 
|  |  | 
|  | if (ins->handler_idx == WINED3DSIH_MOVA) | 
|  | { | 
|  | const struct arb_vshader_private *shader_data = shader->backend_data; | 
|  | char write_mask[6]; | 
|  | const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET); | 
|  |  | 
|  | if(ctx->target_version >= NV2) { | 
|  | shader_hw_map2gl(ins); | 
|  | return; | 
|  | } | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param); | 
|  | shader_arb_get_write_mask(ins, &ins->dst[0], write_mask); | 
|  |  | 
|  | /* This implements the mova formula used in GLSL. The first two instructions | 
|  | * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0 | 
|  | * in this case: | 
|  | * mova A0.x, 0.0 | 
|  | * | 
|  | * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor | 
|  | * | 
|  | * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into | 
|  | * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign. | 
|  | */ | 
|  | shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero); | 
|  | shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one); | 
|  |  | 
|  | shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param); | 
|  | shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask); | 
|  | shader_addline(buffer, "FLR TA%s, TA;\n", write_mask); | 
|  | if (shader_data->rel_offset) | 
|  | { | 
|  | shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset); | 
|  | } | 
|  | shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask); | 
|  |  | 
|  | ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0'; | 
|  | } | 
|  | else if (reg_maps->shader_version.major == 1 | 
|  | && !shader_is_pshader_version(reg_maps->shader_version.type) | 
|  | && ins->dst[0].reg.type == WINED3DSPR_ADDR) | 
|  | { | 
|  | const struct arb_vshader_private *shader_data = shader->backend_data; | 
|  | src0_param[0] = '\0'; | 
|  |  | 
|  | if (shader_data->rel_offset) | 
|  | { | 
|  | const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param); | 
|  | shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset); | 
|  | shader_addline(buffer, "ARL A0.x, TA.x;\n"); | 
|  | } | 
|  | else | 
|  | { | 
|  | /* Apple's ARB_vertex_program implementation does not accept an ARL source argument | 
|  | * with more than one component. Thus replicate the first source argument over all | 
|  | * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */ | 
|  | struct wined3d_shader_src_param tmp_src = ins->src[0]; | 
|  | tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55; | 
|  | shader_arb_get_src_param(ins, &tmp_src, 0, src0_param); | 
|  | shader_addline(buffer, "ARL A0.x, %s;\n", src0_param); | 
|  | } | 
|  | } | 
|  | else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader) | 
|  | { | 
|  | if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov) | 
|  | { | 
|  | shader_addline(buffer, "#mov handled in srgb write code\n"); | 
|  | return; | 
|  | } | 
|  | shader_hw_map2gl(ins); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_hw_map2gl(ins); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char reg_dest[40]; | 
|  |  | 
|  | /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented, | 
|  | * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit) | 
|  | */ | 
|  | shader_arb_get_dst_param(ins, dst, reg_dest); | 
|  |  | 
|  | if (ins->ctx->reg_maps->shader_version.major >= 2) | 
|  | { | 
|  | const char *kilsrc = "TA"; | 
|  | BOOL is_color; | 
|  |  | 
|  | shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color); | 
|  | if(dst->write_mask == WINED3DSP_WRITEMASK_ALL) | 
|  | { | 
|  | kilsrc = reg_dest; | 
|  | } | 
|  | else | 
|  | { | 
|  | /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example | 
|  | * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set | 
|  | * masked out components to 0(won't kill) | 
|  | */ | 
|  | char x = '0', y = '0', z = '0', w = '0'; | 
|  | if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x'; | 
|  | if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y'; | 
|  | if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z'; | 
|  | if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w'; | 
|  | shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w); | 
|  | } | 
|  | shader_addline(buffer, "KIL %s;\n", kilsrc); | 
|  | } else { | 
|  | /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component, | 
|  | * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL | 
|  | * | 
|  | * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same, | 
|  | * or pass in any temporary register(in shader phase 2) | 
|  | */ | 
|  | if(ins->ctx->reg_maps->shader_version.minor <= 3) { | 
|  | sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx); | 
|  | } else { | 
|  | shader_arb_get_dst_param(ins, dst, reg_dest); | 
|  | } | 
|  | shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest); | 
|  | shader_addline(buffer, "KIL TA;\n"); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void pshader_hw_tex(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, | 
|  | ins->ctx->reg_maps->shader_version.minor); | 
|  | struct wined3d_shader_src_param src; | 
|  |  | 
|  | char reg_dest[40]; | 
|  | char reg_coord[40]; | 
|  | DWORD reg_sampler_code; | 
|  | WORD myflags = 0; | 
|  |  | 
|  | /* All versions have a destination register */ | 
|  | shader_arb_get_dst_param(ins, dst, reg_dest); | 
|  |  | 
|  | /* 1.0-1.4: Use destination register number as texture code. | 
|  | 2.0+: Use provided sampler number as texure code. */ | 
|  | if (shader_version < WINED3D_SHADER_VERSION(2,0)) | 
|  | reg_sampler_code = dst->reg.idx; | 
|  | else | 
|  | reg_sampler_code = ins->src[1].reg.idx; | 
|  |  | 
|  | /* 1.0-1.3: Use the texcoord varying. | 
|  | 1.4+: Use provided coordinate source register. */ | 
|  | if (shader_version < WINED3D_SHADER_VERSION(1,4)) | 
|  | sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code); | 
|  | else { | 
|  | /* TEX is the only instruction that can handle DW and DZ natively */ | 
|  | src = ins->src[0]; | 
|  | if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE; | 
|  | if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE; | 
|  | shader_arb_get_src_param(ins, &src, 0, reg_coord); | 
|  | } | 
|  |  | 
|  | /* projection flag: | 
|  | * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS | 
|  | * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0] | 
|  | * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode | 
|  | */ | 
|  | if (shader_version < WINED3D_SHADER_VERSION(1,4)) | 
|  | { | 
|  | DWORD flags = 0; | 
|  | if (reg_sampler_code < MAX_TEXTURES) | 
|  | flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; | 
|  | if (flags & WINED3D_PSARGS_PROJECTED) | 
|  | myflags |= TEX_PROJ; | 
|  | } | 
|  | else if (shader_version < WINED3D_SHADER_VERSION(2,0)) | 
|  | { | 
|  | DWORD src_mod = ins->src[0].modifiers; | 
|  | if (src_mod == WINED3DSPSM_DZ) { | 
|  | /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only | 
|  | * varying register, so we need a temp reg | 
|  | */ | 
|  | shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord); | 
|  | strcpy(reg_coord, "TA"); | 
|  | myflags |= TEX_PROJ; | 
|  | } else if(src_mod == WINED3DSPSM_DW) { | 
|  | myflags |= TEX_PROJ; | 
|  | } | 
|  | } else { | 
|  | if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ; | 
|  | if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS; | 
|  | } | 
|  | shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL); | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, | 
|  | ins->ctx->reg_maps->shader_version.minor); | 
|  | char dst_str[50]; | 
|  |  | 
|  | if (shader_version < WINED3D_SHADER_VERSION(1,4)) | 
|  | { | 
|  | DWORD reg = dst->reg.idx; | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); | 
|  | shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg); | 
|  | } else { | 
|  | char reg_src[40]; | 
|  |  | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src); | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); | 
|  | shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | DWORD flags = 0; | 
|  |  | 
|  | DWORD reg1 = ins->dst[0].reg.idx; | 
|  | char dst_str[50]; | 
|  | char src_str[50]; | 
|  |  | 
|  | /* Note that texreg2ar treats Tx as a temporary register, not as a varying */ | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_str); | 
|  | /* Move .x first in case src_str is "TA" */ | 
|  | shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str); | 
|  | shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str); | 
|  | if (reg1 < MAX_TEXTURES) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; | 
|  | } | 
|  | shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  |  | 
|  | DWORD reg1 = ins->dst[0].reg.idx; | 
|  | char dst_str[50]; | 
|  | char src_str[50]; | 
|  |  | 
|  | /* Note that texreg2gb treats Tx as a temporary register, not as a varying */ | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_str); | 
|  | shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str); | 
|  | shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str); | 
|  | shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL); | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | DWORD reg1 = ins->dst[0].reg.idx; | 
|  | char dst_str[50]; | 
|  | char src_str[50]; | 
|  |  | 
|  | /* Note that texreg2rg treats Tx as a temporary register, not as a varying */ | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_str); | 
|  | shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL); | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char reg_coord[40], dst_reg[50], src_reg[50]; | 
|  | DWORD reg_dest_code; | 
|  |  | 
|  | /* All versions have a destination register. The Tx where the texture coordinates come | 
|  | * from is the varying incarnation of the texture register | 
|  | */ | 
|  | reg_dest_code = dst->reg.idx; | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg); | 
|  | sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code); | 
|  |  | 
|  | /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed | 
|  | * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register | 
|  | * | 
|  | * GL_NV_fragment_program_option could handle this in one instruction via X2D: | 
|  | * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw | 
|  | * | 
|  | * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that | 
|  | * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV | 
|  | * extension. | 
|  | */ | 
|  | shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code); | 
|  | shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg); | 
|  | shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code); | 
|  | shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg); | 
|  |  | 
|  | /* with projective textures, texbem only divides the static texture coord, not the displacement, | 
|  | * so we can't let the GL handle this. | 
|  | */ | 
|  | if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT) | 
|  | & WINED3D_PSARGS_PROJECTED) | 
|  | { | 
|  | shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord); | 
|  | shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord); | 
|  | shader_addline(buffer, "ADD TA.xy, TA, TB;\n"); | 
|  | } else { | 
|  | shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord); | 
|  | } | 
|  |  | 
|  | shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL); | 
|  |  | 
|  | if (ins->handler_idx == WINED3DSIH_TEXBEML) | 
|  | { | 
|  | /* No src swizzles are allowed, so this is ok */ | 
|  | shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n", | 
|  | src_reg, reg_dest_code, reg_dest_code); | 
|  | shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | DWORD reg = ins->dst[0].reg.idx; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char src0_name[50], dst_name[50]; | 
|  | BOOL is_color; | 
|  | struct wined3d_shader_register tmp_reg = ins->dst[0].reg; | 
|  |  | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); | 
|  | /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized | 
|  | * T<reg+1> register. Use this register to store the calculated vector | 
|  | */ | 
|  | tmp_reg.idx = reg + 1; | 
|  | shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color); | 
|  | shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name); | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | DWORD flags; | 
|  | DWORD reg = ins->dst[0].reg.idx; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_str[50]; | 
|  | char src0_name[50]; | 
|  | char dst_reg[50]; | 
|  | BOOL is_color; | 
|  |  | 
|  | /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */ | 
|  | shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color); | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); | 
|  | shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name); | 
|  | flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; | 
|  | shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL); | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; | 
|  | DWORD reg = ins->dst[0].reg.idx; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char src0_name[50], dst_name[50]; | 
|  | struct wined3d_shader_register tmp_reg = ins->dst[0].reg; | 
|  | BOOL is_color; | 
|  |  | 
|  | /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with | 
|  | * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination | 
|  | * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared') | 
|  | */ | 
|  | tmp_reg.idx = reg + 2 - tex_mx->current_row; | 
|  | shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color); | 
|  |  | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); | 
|  | shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n", | 
|  | dst_name, 'x' + tex_mx->current_row, reg, src0_name); | 
|  | tex_mx->texcoord_w[tex_mx->current_row++] = reg; | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; | 
|  | DWORD flags; | 
|  | DWORD reg = ins->dst[0].reg.idx; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_str[50]; | 
|  | char src0_name[50], dst_name[50]; | 
|  | BOOL is_color; | 
|  |  | 
|  | shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); | 
|  | shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name); | 
|  |  | 
|  | /* Sample the texture using the calculated coordinates */ | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); | 
|  | flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; | 
|  | shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL); | 
|  | tex_mx->current_row = 0; | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; | 
|  | DWORD flags; | 
|  | DWORD reg = ins->dst[0].reg.idx; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_str[50]; | 
|  | char src0_name[50]; | 
|  | char dst_reg[50]; | 
|  | BOOL is_color; | 
|  |  | 
|  | /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all | 
|  | * components for temporary data storage | 
|  | */ | 
|  | shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); | 
|  | shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name); | 
|  |  | 
|  | /* Construct the eye-ray vector from w coordinates */ | 
|  | shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]); | 
|  | shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]); | 
|  | shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg); | 
|  |  | 
|  | /* Calculate reflection vector | 
|  | */ | 
|  | shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg); | 
|  | /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */ | 
|  | shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg); | 
|  | shader_addline(buffer, "RCP TB.w, TB.w;\n"); | 
|  | shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg); | 
|  | shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg); | 
|  | shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg); | 
|  |  | 
|  | /* Sample the texture using the calculated coordinates */ | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); | 
|  | flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; | 
|  | shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL); | 
|  | tex_mx->current_row = 0; | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; | 
|  | DWORD flags; | 
|  | DWORD reg = ins->dst[0].reg.idx; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_str[50]; | 
|  | char src0_name[50]; | 
|  | char src1_name[50]; | 
|  | char dst_reg[50]; | 
|  | BOOL is_color; | 
|  |  | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name); | 
|  | shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color); | 
|  | /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */ | 
|  | shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name); | 
|  |  | 
|  | /* Calculate reflection vector. | 
|  | * | 
|  | *                   dot(N, E) | 
|  | * dst_reg.xyz = 2 * --------- * N - E | 
|  | *                   dot(N, N) | 
|  | * | 
|  | * Which normalizes the normal vector | 
|  | */ | 
|  | shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name); | 
|  | shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg); | 
|  | shader_addline(buffer, "RCP TC.w, TC.w;\n"); | 
|  | shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg); | 
|  | shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg); | 
|  | shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name); | 
|  |  | 
|  | /* Sample the texture using the calculated coordinates */ | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); | 
|  | flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; | 
|  | shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL); | 
|  | tex_mx->current_row = 0; | 
|  | } | 
|  |  | 
|  | static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_name[50]; | 
|  | const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); | 
|  | const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); | 
|  |  | 
|  | /* texdepth has an implicit destination, the fragment depth value. It's only parameter, | 
|  | * which is essentially an input, is the destination register because it is the first | 
|  | * parameter. According to the msdn, this must be register r5, but let's keep it more flexible | 
|  | * here(writemasks/swizzles are not valid on texdepth) | 
|  | */ | 
|  | shader_arb_get_dst_param(ins, dst, dst_name); | 
|  |  | 
|  | /* According to the msdn, the source register(must be r5) is unusable after | 
|  | * the texdepth instruction, so we're free to modify it | 
|  | */ | 
|  | shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one); | 
|  |  | 
|  | /* How to deal with the special case dst_name.g == 0? if r != 0, then | 
|  | * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct | 
|  | * result. But if r = 0.0, then 0 * inf = 0, which is incorrect. | 
|  | */ | 
|  | shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name); | 
|  | shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name); | 
|  | shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one); | 
|  | shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero); | 
|  | } | 
|  |  | 
|  | /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB: | 
|  | * Take a 3-component dot product of the TexCoord[dstreg] and src, | 
|  | * then perform a 1D texture lookup from stage dstregnum, place into dst. */ | 
|  | static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | DWORD sampler_idx = ins->dst[0].reg.idx; | 
|  | char src0[50]; | 
|  | char dst_str[50]; | 
|  |  | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0); | 
|  | shader_addline(buffer, "MOV TB, 0.0;\n"); | 
|  | shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0); | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); | 
|  | shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL); | 
|  | } | 
|  |  | 
|  | /** Process the WINED3DSIO_TEXDP3 instruction in ARB: | 
|  | * Take a 3-component dot product of the TexCoord[dstreg] and src. */ | 
|  | static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | char src0[50]; | 
|  | char dst_str[50]; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  |  | 
|  | /* Handle output register */ | 
|  | shader_arb_get_dst_param(ins, dst, dst_str); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0); | 
|  | shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0); | 
|  | } | 
|  |  | 
|  | /** Process the WINED3DSIO_TEXM3X3 instruction in ARB | 
|  | * Perform the 3rd row of a 3x3 matrix multiply */ | 
|  | static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_str[50], dst_name[50]; | 
|  | char src0[50]; | 
|  | BOOL is_color; | 
|  |  | 
|  | shader_arb_get_dst_param(ins, dst, dst_str); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0); | 
|  | shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color); | 
|  | shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0); | 
|  | shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name); | 
|  | } | 
|  |  | 
|  | /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB: | 
|  | * Last row of a 3x2 matrix multiply, use the result to calculate the depth: | 
|  | * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated) | 
|  | * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y | 
|  | */ | 
|  | static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | char src0[50], dst_name[50]; | 
|  | BOOL is_color; | 
|  | const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); | 
|  | const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); | 
|  |  | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src0); | 
|  | shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color); | 
|  | shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0); | 
|  |  | 
|  | /* How to deal with the special case dst_name.g == 0? if r != 0, then | 
|  | * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct | 
|  | * result. But if r = 0.0, then 0 * inf = 0, which is incorrect. | 
|  | */ | 
|  | shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name); | 
|  | shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name); | 
|  | shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one); | 
|  | shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero); | 
|  | } | 
|  |  | 
|  | /** Handles transforming all WINED3DSIO_M?x? opcodes for | 
|  | Vertex/Pixel shaders to ARB_vertex_program codes */ | 
|  | static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | int i; | 
|  | int nComponents = 0; | 
|  | struct wined3d_shader_dst_param tmp_dst = {{0}}; | 
|  | struct wined3d_shader_src_param tmp_src[2] = {{{0}}}; | 
|  | struct wined3d_shader_instruction tmp_ins; | 
|  |  | 
|  | memset(&tmp_ins, 0, sizeof(tmp_ins)); | 
|  |  | 
|  | /* Set constants for the temporary argument */ | 
|  | tmp_ins.ctx = ins->ctx; | 
|  | tmp_ins.dst_count = 1; | 
|  | tmp_ins.dst = &tmp_dst; | 
|  | tmp_ins.src_count = 2; | 
|  | tmp_ins.src = tmp_src; | 
|  |  | 
|  | switch(ins->handler_idx) | 
|  | { | 
|  | case WINED3DSIH_M4x4: | 
|  | nComponents = 4; | 
|  | tmp_ins.handler_idx = WINED3DSIH_DP4; | 
|  | break; | 
|  | case WINED3DSIH_M4x3: | 
|  | nComponents = 3; | 
|  | tmp_ins.handler_idx = WINED3DSIH_DP4; | 
|  | break; | 
|  | case WINED3DSIH_M3x4: | 
|  | nComponents = 4; | 
|  | tmp_ins.handler_idx = WINED3DSIH_DP3; | 
|  | break; | 
|  | case WINED3DSIH_M3x3: | 
|  | nComponents = 3; | 
|  | tmp_ins.handler_idx = WINED3DSIH_DP3; | 
|  | break; | 
|  | case WINED3DSIH_M3x2: | 
|  | nComponents = 2; | 
|  | tmp_ins.handler_idx = WINED3DSIH_DP3; | 
|  | break; | 
|  | default: | 
|  | FIXME("Unhandled opcode %#x\n", ins->handler_idx); | 
|  | break; | 
|  | } | 
|  |  | 
|  | tmp_dst = ins->dst[0]; | 
|  | tmp_src[0] = ins->src[0]; | 
|  | tmp_src[1] = ins->src[1]; | 
|  | for (i = 0; i < nComponents; i++) { | 
|  | tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i; | 
|  | shader_hw_map2gl(&tmp_ins); | 
|  | ++tmp_src[1].reg.idx; | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_rcp(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  |  | 
|  | char dst[50]; | 
|  | char src[50]; | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */ | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src); | 
|  | if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE) | 
|  | { | 
|  | /* Dx sdk says .x is used if no swizzle is given, but our test shows that | 
|  | * .w is used | 
|  | */ | 
|  | strcat(src, ".w"); | 
|  | } | 
|  |  | 
|  | shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src); | 
|  | } | 
|  |  | 
|  | static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | const char *instruction; | 
|  |  | 
|  | char dst[50]; | 
|  | char src[50]; | 
|  |  | 
|  | switch(ins->handler_idx) | 
|  | { | 
|  | case WINED3DSIH_RSQ:  instruction = "RSQ"; break; | 
|  | case WINED3DSIH_RCP:  instruction = "RCP"; break; | 
|  | case WINED3DSIH_EXP:  instruction = "EX2"; break; | 
|  | case WINED3DSIH_EXPP: instruction = "EXP"; break; | 
|  | default: instruction = ""; | 
|  | FIXME("Unhandled opcode %#x\n", ins->handler_idx); | 
|  | break; | 
|  | } | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */ | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src); | 
|  | if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE) | 
|  | { | 
|  | /* Dx sdk says .x is used if no swizzle is given, but our test shows that | 
|  | * .w is used | 
|  | */ | 
|  | strcat(src, ".w"); | 
|  | } | 
|  |  | 
|  | shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src); | 
|  | } | 
|  |  | 
|  | static void shader_hw_nrm(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_name[50]; | 
|  | char src_name[50]; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  | const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_name); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name); | 
|  |  | 
|  | /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as | 
|  | * otherwise NRM or RSQ would return NaN */ | 
|  | if(pshader && priv->target_version >= NV3) | 
|  | { | 
|  | /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too | 
|  | * | 
|  | * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL | 
|  | */ | 
|  | shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name); | 
|  | shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name); | 
|  | shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero); | 
|  | } | 
|  | else if(priv->target_version >= NV2) | 
|  | { | 
|  | shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name); | 
|  | shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n"); | 
|  | shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name, | 
|  | src_name); | 
|  | } | 
|  | else | 
|  | { | 
|  | const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); | 
|  |  | 
|  | shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name); | 
|  | /* Pass any non-zero value to RSQ if the input vector has a length of zero. The | 
|  | * RSQ result doesn't matter, as long as multiplying it by 0 returns 0. | 
|  | */ | 
|  | shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero); | 
|  | shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one); | 
|  |  | 
|  | shader_addline(buffer, "RSQ TA.x, TA.x;\n"); | 
|  | /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/ | 
|  | shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name, | 
|  | src_name); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_lrp(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_name[50]; | 
|  | char src_name[3][50]; | 
|  |  | 
|  | /* ARB_fragment_program has a convenient LRP instruction */ | 
|  | if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) { | 
|  | shader_hw_map2gl(ins); | 
|  | return; | 
|  | } | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_name); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]); | 
|  | shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]); | 
|  | shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]); | 
|  |  | 
|  | shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]); | 
|  | shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins), | 
|  | dst_name, src_name[0], src_name[2]); | 
|  | } | 
|  |  | 
|  | static void shader_hw_sincos(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which | 
|  | * must contain fixed constants. So we need a separate function to filter those constants and | 
|  | * can't use map2gl | 
|  | */ | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | const struct wined3d_shader_dst_param *dst = &ins->dst[0]; | 
|  | char dst_name[50]; | 
|  | char src_name0[50], src_name1[50], src_name2[50]; | 
|  | BOOL is_color; | 
|  |  | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0); | 
|  | if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) { | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_name); | 
|  | /* No modifiers are supported on SCS */ | 
|  | shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0); | 
|  |  | 
|  | if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) | 
|  | { | 
|  | shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color); | 
|  | shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0); | 
|  | } | 
|  | } else if(priv->target_version >= NV2) { | 
|  | shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color); | 
|  |  | 
|  | /* Sincos writemask must be .x, .y or .xy */ | 
|  | if(dst->write_mask & WINED3DSP_WRITEMASK_0) | 
|  | shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0); | 
|  | if(dst->write_mask & WINED3DSP_WRITEMASK_1) | 
|  | shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0); | 
|  | } else { | 
|  | /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8 | 
|  | * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2. | 
|  | * | 
|  | * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ... | 
|  | * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ... | 
|  | * | 
|  | * The constants we get are: | 
|  | * | 
|  | *  +1   +1,     -1     -1     +1      +1      -1       -1 | 
|  | *      ---- ,  ---- , ---- , ----- , ----- , ----- , ------ | 
|  | *      1!*2    2!*4   3!*8   4!*16   5!*32   6!*64   7!*128 | 
|  | * | 
|  | * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2): | 
|  | * | 
|  | * (x/2)^2 = x^2 / 4 | 
|  | * (x/2)^3 = x^3 / 8 | 
|  | * (x/2)^4 = x^4 / 16 | 
|  | * (x/2)^5 = x^5 / 32 | 
|  | * etc | 
|  | * | 
|  | * To get the final result: | 
|  | * sin(x) = 2 * sin(x/2) * cos(x/2) | 
|  | * cos(x) = cos(x/2)^2 - sin(x/2)^2 | 
|  | * (from sin(x+y) and cos(x+y) rules) | 
|  | * | 
|  | * As per MSDN, dst.z is undefined after the operation, and so is | 
|  | * dst.x and dst.y if they're masked out by the writemask. Ie | 
|  | * sincos dst.y, src1, c0, c1 | 
|  | * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler | 
|  | * vsa.exe also stops with an error if the dest register is the same register as the source | 
|  | * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also | 
|  | * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0). | 
|  | */ | 
|  | shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1); | 
|  | shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2); | 
|  | shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color); | 
|  |  | 
|  | shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0);  /* x ^ 2 */ | 
|  | shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0);           /* x ^ 3 */ | 
|  | shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0);           /* x ^ 4 */ | 
|  | shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0);           /* x ^ 5 */ | 
|  | shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0);           /* x ^ 6 */ | 
|  | shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0);           /* x ^ 7 */ | 
|  |  | 
|  | /* sin(x/2) | 
|  | * | 
|  | * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to | 
|  | * properly merge that with MULs in the code above? | 
|  | * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe | 
|  | * we can merge the sine and cosine MAD rows to calculate them together. | 
|  | */ | 
|  | shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */ | 
|  | shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */ | 
|  | shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */ | 
|  | shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */ | 
|  |  | 
|  | /* cos(x/2) */ | 
|  | shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */ | 
|  | shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */ | 
|  | shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */ | 
|  |  | 
|  | if(dst->write_mask & WINED3DSP_WRITEMASK_0) { | 
|  | /* cos x */ | 
|  | shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n"); | 
|  | shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name); | 
|  | } | 
|  | if(dst->write_mask & WINED3DSP_WRITEMASK_1) { | 
|  | /* sin x */ | 
|  | shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name); | 
|  | shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_sgn(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char dst_name[50]; | 
|  | char src_name[50]; | 
|  | struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data; | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst_name); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_name); | 
|  |  | 
|  | /* SGN is only valid in vertex shaders */ | 
|  | if(ctx->target_version >= NV2) { | 
|  | shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name); | 
|  | return; | 
|  | } | 
|  |  | 
|  | /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false. | 
|  | * if SRC < 0.0,  SRC < -SRC = TRUE. If neither is true, src = 0.0 | 
|  | */ | 
|  | if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) { | 
|  | shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name); | 
|  | } else { | 
|  | /* src contains TA? Write to the dest first. This won't overwrite our destination. | 
|  | * Then use TA, and calculate the final result | 
|  | * | 
|  | * Not reading from TA? Store the first result in TA to avoid overwriting the | 
|  | * destination if src reg = dst reg | 
|  | */ | 
|  | if(strstr(src_name, "TA")) | 
|  | { | 
|  | shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name); | 
|  | shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name); | 
|  | shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name); | 
|  | shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name); | 
|  | shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_dsy(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char src[50]; | 
|  | char dst[50]; | 
|  | char dst_name[50]; | 
|  | BOOL is_color; | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src); | 
|  | shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color); | 
|  |  | 
|  | shader_addline(buffer, "DDY %s, %s;\n", dst, src); | 
|  | shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name); | 
|  | } | 
|  |  | 
|  | static DWORD abs_modifier(DWORD mod, BOOL *need_abs) | 
|  | { | 
|  | *need_abs = FALSE; | 
|  |  | 
|  | switch(mod) | 
|  | { | 
|  | case WINED3DSPSM_NONE:      return WINED3DSPSM_ABS; | 
|  | case WINED3DSPSM_NEG:       return WINED3DSPSM_ABS; | 
|  | case WINED3DSPSM_BIAS:      *need_abs = TRUE; return WINED3DSPSM_BIAS; | 
|  | case WINED3DSPSM_BIASNEG:   *need_abs = TRUE; return WINED3DSPSM_BIASNEG; | 
|  | case WINED3DSPSM_SIGN:      *need_abs = TRUE; return WINED3DSPSM_SIGN; | 
|  | case WINED3DSPSM_SIGNNEG:   *need_abs = TRUE; return WINED3DSPSM_SIGNNEG; | 
|  | case WINED3DSPSM_COMP:      *need_abs = TRUE; return WINED3DSPSM_COMP; | 
|  | case WINED3DSPSM_X2:        *need_abs = TRUE; return WINED3DSPSM_X2; | 
|  | case WINED3DSPSM_X2NEG:     *need_abs = TRUE; return WINED3DSPSM_X2NEG; | 
|  | case WINED3DSPSM_DZ:        *need_abs = TRUE; return WINED3DSPSM_DZ; | 
|  | case WINED3DSPSM_DW:        *need_abs = TRUE; return WINED3DSPSM_DW; | 
|  | case WINED3DSPSM_ABS:       return WINED3DSPSM_ABS; | 
|  | case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS; | 
|  | } | 
|  | FIXME("Unknown modifier %u\n", mod); | 
|  | return mod; | 
|  | } | 
|  |  | 
|  | static void shader_hw_log(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char src0[50], dst[50]; | 
|  | struct wined3d_shader_src_param src0_copy = ins->src[0]; | 
|  | BOOL need_abs = FALSE; | 
|  | const char *instr; | 
|  |  | 
|  | switch(ins->handler_idx) | 
|  | { | 
|  | case WINED3DSIH_LOG:  instr = "LG2"; break; | 
|  | case WINED3DSIH_LOGP: instr = "LOG"; break; | 
|  | default: | 
|  | ERR("Unexpected instruction %d\n", ins->handler_idx); | 
|  | return; | 
|  | } | 
|  |  | 
|  | /* LOG and LOGP operate on the absolute value of the input */ | 
|  | src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs); | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst); | 
|  | shader_arb_get_src_param(ins, &src0_copy, 0, src0); | 
|  |  | 
|  | if(need_abs) | 
|  | { | 
|  | shader_addline(buffer, "ABS TA, %s;\n", src0); | 
|  | shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_pow(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char src0[50], src1[50], dst[50]; | 
|  | struct wined3d_shader_src_param src0_copy = ins->src[0]; | 
|  | BOOL need_abs = FALSE; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE); | 
|  |  | 
|  | /* POW operates on the absolute value of the input */ | 
|  | src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs); | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], dst); | 
|  | shader_arb_get_src_param(ins, &src0_copy, 0, src0); | 
|  | shader_arb_get_src_param(ins, &ins->src[1], 1, src1); | 
|  |  | 
|  | if (need_abs) | 
|  | shader_addline(buffer, "ABS TA.x, %s;\n", src0); | 
|  | else | 
|  | shader_addline(buffer, "MOV TA.x, %s;\n", src0); | 
|  |  | 
|  | if (priv->target_version >= NV2) | 
|  | { | 
|  | shader_addline(buffer, "MOVC TA.y, %s;\n", src1); | 
|  | shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst); | 
|  | shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one); | 
|  | } | 
|  | else | 
|  | { | 
|  | const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO); | 
|  | const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS); | 
|  |  | 
|  | shader_addline(buffer, "ABS TA.y, %s;\n", src1); | 
|  | shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero); | 
|  | /* Possibly add flt_eps to avoid getting float special values */ | 
|  | shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1); | 
|  | shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins)); | 
|  | shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n"); | 
|  | shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_loop(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char src_name[50]; | 
|  | BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  |  | 
|  | /* src0 is aL */ | 
|  | shader_arb_get_src_param(ins, &ins->src[1], 0, src_name); | 
|  |  | 
|  | if(vshader) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  |  | 
|  | if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n"); | 
|  | /* The constant loader makes sure to load -1 into iX.w */ | 
|  | shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name); | 
|  | shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop); | 
|  | shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "LOOP %s;\n", src_name); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_rep(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | char src_name[50]; | 
|  | BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  |  | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_name); | 
|  |  | 
|  | /* The constant loader makes sure to load -1 into iX.w */ | 
|  | if(vshader) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  |  | 
|  | if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n"); | 
|  |  | 
|  | shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name); | 
|  | shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop); | 
|  | shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "REP %s;\n", src_name); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_endloop(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  |  | 
|  | if(vshader) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  |  | 
|  | shader_addline(buffer, "ARAC aL.xy, aL;\n"); | 
|  | shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop); | 
|  | shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop); | 
|  |  | 
|  | if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n"); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "ENDLOOP;\n"); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_endrep(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  |  | 
|  | if(vshader) | 
|  | { | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  |  | 
|  | shader_addline(buffer, "ARAC aL.xy, aL;\n"); | 
|  | shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop); | 
|  | shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop); | 
|  |  | 
|  | if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n"); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "ENDREP;\n"); | 
|  | } | 
|  | } | 
|  |  | 
|  | static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv) | 
|  | { | 
|  | struct control_frame *control_frame; | 
|  |  | 
|  | LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry) | 
|  | { | 
|  | if(control_frame->type == LOOP || control_frame->type == REP) return control_frame; | 
|  | } | 
|  | ERR("Could not find loop for break\n"); | 
|  | return NULL; | 
|  | } | 
|  |  | 
|  | static void shader_hw_break(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data); | 
|  | BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  |  | 
|  | if(vshader) | 
|  | { | 
|  | shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "BRK;\n"); | 
|  | } | 
|  | } | 
|  |  | 
|  | static const char *get_compare(COMPARISON_TYPE flags) | 
|  | { | 
|  | switch (flags) | 
|  | { | 
|  | case COMPARISON_GT: return "GT"; | 
|  | case COMPARISON_EQ: return "EQ"; | 
|  | case COMPARISON_GE: return "GE"; | 
|  | case COMPARISON_LT: return "LT"; | 
|  | case COMPARISON_NE: return "NE"; | 
|  | case COMPARISON_LE: return "LE"; | 
|  | default: | 
|  | FIXME("Unrecognized comparison value: %u\n", flags); | 
|  | return "(\?\?)"; | 
|  | } | 
|  | } | 
|  |  | 
|  | static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags) | 
|  | { | 
|  | switch (flags) | 
|  | { | 
|  | case COMPARISON_GT: return COMPARISON_LE; | 
|  | case COMPARISON_EQ: return COMPARISON_NE; | 
|  | case COMPARISON_GE: return COMPARISON_LT; | 
|  | case COMPARISON_LT: return COMPARISON_GE; | 
|  | case COMPARISON_NE: return COMPARISON_EQ; | 
|  | case COMPARISON_LE: return COMPARISON_GT; | 
|  | default: | 
|  | FIXME("Unrecognized comparison value: %u\n", flags); | 
|  | return -1; | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_breakc(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  | const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data); | 
|  | char src_name0[50]; | 
|  | char src_name1[50]; | 
|  | const char *comp = get_compare(ins->flags); | 
|  |  | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0); | 
|  | shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1); | 
|  |  | 
|  | if(vshader) | 
|  | { | 
|  | /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw | 
|  | * away the subtraction result | 
|  | */ | 
|  | shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); | 
|  | shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); | 
|  | shader_addline(buffer, "BRK (%s.x);\n", comp); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_ifc(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  | const char *comp; | 
|  | char src_name0[50]; | 
|  | char src_name1[50]; | 
|  | BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  |  | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0); | 
|  | shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1); | 
|  |  | 
|  | if(vshader) | 
|  | { | 
|  | /* Invert the flag. We jump to the else label if the condition is NOT true */ | 
|  | comp = get_compare(invert_compare(ins->flags)); | 
|  | shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); | 
|  | shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp); | 
|  | } | 
|  | else | 
|  | { | 
|  | comp = get_compare(ins->flags); | 
|  | shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1); | 
|  | shader_addline(buffer, "IF %s.x;\n", comp); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_else(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  | BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  |  | 
|  | if(vshader) | 
|  | { | 
|  | shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc); | 
|  | shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc); | 
|  | control_frame->had_else = TRUE; | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "ELSE;\n"); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_endif(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  | BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  |  | 
|  | if(vshader) | 
|  | { | 
|  | if(control_frame->had_else) | 
|  | { | 
|  | shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "#No else branch. else is endif\n"); | 
|  | shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc); | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "ENDIF;\n"); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_hw_texldd(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | DWORD sampler_idx = ins->src[1].reg.idx; | 
|  | char reg_dest[40]; | 
|  | char reg_src[3][40]; | 
|  | WORD flags = TEX_DERIV; | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]); | 
|  | shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]); | 
|  | shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]); | 
|  |  | 
|  | if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ; | 
|  | if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS; | 
|  |  | 
|  | shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]); | 
|  | } | 
|  |  | 
|  | static void shader_hw_texldl(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | DWORD sampler_idx = ins->src[1].reg.idx; | 
|  | char reg_dest[40]; | 
|  | char reg_coord[40]; | 
|  | WORD flags = TEX_LOD; | 
|  |  | 
|  | shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest); | 
|  | shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord); | 
|  |  | 
|  | if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ; | 
|  | if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS; | 
|  |  | 
|  | shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL); | 
|  | } | 
|  |  | 
|  | static void shader_hw_label(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  |  | 
|  | priv->in_main_func = FALSE; | 
|  | /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled | 
|  | * subroutine, don't generate a label that will make GL complain | 
|  | */ | 
|  | if(priv->target_version == ARB) return; | 
|  |  | 
|  | shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx); | 
|  | } | 
|  |  | 
|  | static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx, | 
|  | const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args, | 
|  | const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info, | 
|  | struct wined3d_shader_buffer *buffer) | 
|  | { | 
|  | unsigned int i; | 
|  |  | 
|  | /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used | 
|  | * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE), | 
|  | * the fog frag coord is thrown away. If the fog frag coord is used, but not written by | 
|  | * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0) | 
|  | */ | 
|  | if (args->super.fog_src == VS_FOG_Z) | 
|  | shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n"); | 
|  | else if (!reg_maps->fog) | 
|  | /* posFixup.x is always 1.0, so we can safely use it */ | 
|  | shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n"); | 
|  |  | 
|  | /* Clipplanes are always stored without y inversion */ | 
|  | if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2) | 
|  | { | 
|  | if (args->super.clip_enabled) | 
|  | { | 
|  | for (i = 0; i < priv_ctx->vs_clipplanes; i++) | 
|  | { | 
|  | shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i); | 
|  | } | 
|  | } | 
|  | } | 
|  | else if (args->clip.boolclip.clip_texcoord) | 
|  | { | 
|  | unsigned int cur_clip = 0; | 
|  | char component[4] = {'x', 'y', 'z', 'w'}; | 
|  | const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO); | 
|  |  | 
|  | for (i = 0; i < gl_info->limits.clipplanes; ++i) | 
|  | { | 
|  | if (args->clip.boolclip.clipplane_mask & (1 << i)) | 
|  | { | 
|  | shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n", | 
|  | component[cur_clip++], i); | 
|  | } | 
|  | } | 
|  | switch (cur_clip) | 
|  | { | 
|  | case 0: | 
|  | shader_addline(buffer, "MOV TA, %s;\n", zero); | 
|  | break; | 
|  | case 1: | 
|  | shader_addline(buffer, "MOV TA.yzw, %s;\n", zero); | 
|  | break; | 
|  | case 2: | 
|  | shader_addline(buffer, "MOV TA.zw, %s;\n", zero); | 
|  | break; | 
|  | case 3: | 
|  | shader_addline(buffer, "MOV TA.w, %s;\n", zero); | 
|  | break; | 
|  | } | 
|  | shader_addline(buffer, "MOV result.texcoord[%u], TA;\n", | 
|  | args->clip.boolclip.clip_texcoord - 1); | 
|  | } | 
|  |  | 
|  | /* Write the final position. | 
|  | * | 
|  | * OpenGL coordinates specify the center of the pixel while d3d coords specify | 
|  | * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains | 
|  | * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x | 
|  | * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that. | 
|  | */ | 
|  | shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n"); | 
|  | shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n"); | 
|  | shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n"); | 
|  |  | 
|  | /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c | 
|  | * and the glsl equivalent | 
|  | */ | 
|  | if (need_helper_const(shader_data, reg_maps, gl_info)) | 
|  | { | 
|  | const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO); | 
|  | shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n"); | 
|  | shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n"); | 
|  | } | 
|  |  | 
|  | shader_addline(buffer, "MOV result.position, TMP_OUT;\n"); | 
|  |  | 
|  | priv_ctx->footer_written = TRUE; | 
|  | } | 
|  |  | 
|  | static void shader_hw_ret(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | const struct wined3d_shader *shader = ins->ctx->shader; | 
|  | BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type); | 
|  |  | 
|  | if(priv->target_version == ARB) return; | 
|  |  | 
|  | if(vshader) | 
|  | { | 
|  | if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data, | 
|  | priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer); | 
|  | } | 
|  |  | 
|  | shader_addline(buffer, "RET;\n"); | 
|  | } | 
|  |  | 
|  | static void shader_hw_call(const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx); | 
|  | } | 
|  |  | 
|  | /* GL locking is done by the caller */ | 
|  | static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info) | 
|  | { | 
|  | GLuint program_id = 0; | 
|  | GLint pos; | 
|  |  | 
|  | 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)); | 
|  | checkGLcall("glProgramStringARB()"); | 
|  |  | 
|  | glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); | 
|  | if (pos != -1) | 
|  | { | 
|  | FIXME("Vertex program error at position %d: %s\n\n", pos, | 
|  | debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); | 
|  | shader_arb_dump_program_source(blt_vprogram); | 
|  | } | 
|  | else | 
|  | { | 
|  | GLint native; | 
|  |  | 
|  | GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native)); | 
|  | checkGLcall("glGetProgramivARB()"); | 
|  | if (!native) WARN("Program exceeds native resource limits.\n"); | 
|  | } | 
|  |  | 
|  | return program_id; | 
|  | } | 
|  |  | 
|  | /* GL locking is done by the caller */ | 
|  | static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, | 
|  | enum tex_types tex_type, BOOL masked) | 
|  | { | 
|  | GLuint program_id = 0; | 
|  | const char *fprogram; | 
|  | GLint pos; | 
|  |  | 
|  | static const char * const blt_fprograms_full[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", | 
|  | }; | 
|  |  | 
|  | static const char * const blt_fprograms_masked[tex_type_count] = | 
|  | { | 
|  | /* tex_1d */ | 
|  | NULL, | 
|  | /* tex_2d */ | 
|  | "!!ARBfp1.0\n" | 
|  | "PARAM mask = program.local[0];\n" | 
|  | "TEMP R0;\n" | 
|  | "SLT R0.xy, fragment.position, mask.zwzw;\n" | 
|  | "MUL R0.x, R0.x, R0.y;\n" | 
|  | "KIL -R0.x;\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" | 
|  | "PARAM mask = program.local[0];\n" | 
|  | "TEMP R0;\n" | 
|  | "SLT R0.xy, fragment.position, mask.zwzw;\n" | 
|  | "MUL R0.x, R0.x, R0.y;\n" | 
|  | "KIL -R0.x;\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" | 
|  | "PARAM mask = program.local[0];\n" | 
|  | "TEMP R0;\n" | 
|  | "SLT R0.xy, fragment.position, mask.zwzw;\n" | 
|  | "MUL R0.x, R0.x, R0.y;\n" | 
|  | "KIL -R0.x;\n" | 
|  | "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n" | 
|  | "MOV result.depth.z, R0.x;\n" | 
|  | "END\n", | 
|  | }; | 
|  |  | 
|  | fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type]; | 
|  | if (!fprogram) | 
|  | { | 
|  | FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type); | 
|  | tex_type = tex_2d; | 
|  | fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type]; | 
|  | } | 
|  |  | 
|  | 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(fprogram), fprogram)); | 
|  | checkGLcall("glProgramStringARB()"); | 
|  |  | 
|  | glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); | 
|  | if (pos != -1) | 
|  | { | 
|  | FIXME("Fragment program error at position %d: %s\n\n", pos, | 
|  | debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); | 
|  | shader_arb_dump_program_source(fprogram); | 
|  | } | 
|  | else | 
|  | { | 
|  | GLint native; | 
|  |  | 
|  | GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native)); | 
|  | checkGLcall("glGetProgramivARB()"); | 
|  | if (!native) WARN("Program exceeds native resource limits.\n"); | 
|  | } | 
|  |  | 
|  | return program_id; | 
|  | } | 
|  |  | 
|  | static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor, | 
|  | const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) | 
|  | { | 
|  | /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */ | 
|  |  | 
|  | if(condcode) | 
|  | { | 
|  | /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */ | 
|  | shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor); | 
|  | /* Calculate the > 0.0031308 case */ | 
|  | shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor); | 
|  | shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor); | 
|  | shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor); | 
|  | shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor); | 
|  | shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor); | 
|  | /* Calculate the < case */ | 
|  | shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor); | 
|  | } | 
|  | else | 
|  | { | 
|  | /* Calculate the > 0.0031308 case */ | 
|  | shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor); | 
|  | shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor); | 
|  | shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor); | 
|  | shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1); | 
|  | shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1); | 
|  | /* Calculate the < case */ | 
|  | shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor); | 
|  | /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */ | 
|  | shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor); | 
|  | shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor); | 
|  | /* Store the components > 0.0031308 in the destination */ | 
|  | shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3); | 
|  | /* Add the components that are < 0.0031308 */ | 
|  | shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor); | 
|  | /* Move everything into result.color at once. Nvidia hardware cannot handle partial | 
|  | * result.color writes(.rgb first, then .a), or handle overwriting already written | 
|  | * components. The assembler uses a temporary register in this case, which is usually | 
|  | * not allocated from one of our registers that were used earlier. | 
|  | */ | 
|  | } | 
|  | /* [0.0;1.0] clamping. Not needed, this is done implicitly */ | 
|  | } | 
|  |  | 
|  | static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx) | 
|  | { | 
|  | const local_constant *constant; | 
|  |  | 
|  | LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry) | 
|  | { | 
|  | if (constant->idx == idx) | 
|  | { | 
|  | return constant->value; | 
|  | } | 
|  | } | 
|  | return NULL; | 
|  | } | 
|  |  | 
|  | static void init_ps_input(const struct wined3d_shader *shader, | 
|  | const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv) | 
|  | { | 
|  | static const char * const texcoords[8] = | 
|  | { | 
|  | "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]", | 
|  | "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]" | 
|  | }; | 
|  | unsigned int i; | 
|  | const struct wined3d_shader_signature_element *sig = shader->input_signature; | 
|  | const char *semantic_name; | 
|  | DWORD semantic_idx; | 
|  |  | 
|  | switch(args->super.vp_mode) | 
|  | { | 
|  | case pretransformed: | 
|  | case fixedfunction: | 
|  | /* The pixelshader has to collect the varyings on its own. In any case properly load | 
|  | * color0 and color1. In the case of pretransformed vertices also load texcoords. Set | 
|  | * other attribs to 0.0. | 
|  | * | 
|  | * For fixedfunction this behavior is correct, according to the tests. For pretransformed | 
|  | * we'd either need a replacement shader that can load other attribs like BINORMAL, or | 
|  | * load the texcoord attrib pointers to match the pixel shader signature | 
|  | */ | 
|  | for(i = 0; i < MAX_REG_INPUT; i++) | 
|  | { | 
|  | semantic_name = sig[i].semantic_name; | 
|  | semantic_idx = sig[i].semantic_idx; | 
|  | if (!semantic_name) continue; | 
|  |  | 
|  | if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR)) | 
|  | { | 
|  | if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary"; | 
|  | else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary"; | 
|  | else priv->ps_input[i] = "0.0"; | 
|  | } | 
|  | else if(args->super.vp_mode == fixedfunction) | 
|  | { | 
|  | priv->ps_input[i] = "0.0"; | 
|  | } | 
|  | else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD)) | 
|  | { | 
|  | if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx]; | 
|  | else priv->ps_input[i] = "0.0"; | 
|  | } | 
|  | else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG)) | 
|  | { | 
|  | if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord"; | 
|  | else priv->ps_input[i] = "0.0"; | 
|  | } | 
|  | else | 
|  | { | 
|  | priv->ps_input[i] = "0.0"; | 
|  | } | 
|  |  | 
|  | TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]); | 
|  | } | 
|  | break; | 
|  |  | 
|  | case vertexshader: | 
|  | /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in | 
|  | * fragment.color | 
|  | */ | 
|  | for(i = 0; i < 8; i++) | 
|  | { | 
|  | priv->ps_input[i] = texcoords[i]; | 
|  | } | 
|  | priv->ps_input[8] = "fragment.color.primary"; | 
|  | priv->ps_input[9] = "fragment.color.secondary"; | 
|  | break; | 
|  | } | 
|  | } | 
|  |  | 
|  | /* GL locking is done by the caller */ | 
|  | static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader, | 
|  | const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer, | 
|  | const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled) | 
|  | { | 
|  | const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; | 
|  | const DWORD *function = shader->function; | 
|  | const local_constant *lconst; | 
|  | GLuint retval; | 
|  | char fragcolor[16]; | 
|  | DWORD *lconst_map = local_const_mapping(shader), next_local; | 
|  | struct shader_arb_ctx_priv priv_ctx; | 
|  | BOOL dcl_td = FALSE; | 
|  | BOOL want_nv_prog = FALSE; | 
|  | struct arb_pshader_private *shader_priv = shader->backend_data; | 
|  | GLint errPos; | 
|  | DWORD map; | 
|  |  | 
|  | char srgbtmp[4][4]; | 
|  | unsigned int i, found = 0; | 
|  |  | 
|  | for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i) | 
|  | { | 
|  | if (!(map & 1) | 
|  | || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg) | 
|  | || (reg_maps->shader_version.major < 2 && !i)) | 
|  | continue; | 
|  |  | 
|  | sprintf(srgbtmp[found], "R%u", i); | 
|  | ++found; | 
|  | if (found == 4) break; | 
|  | } | 
|  |  | 
|  | switch(found) { | 
|  | case 0: | 
|  | sprintf(srgbtmp[0], "TA"); | 
|  | sprintf(srgbtmp[1], "TB"); | 
|  | sprintf(srgbtmp[2], "TC"); | 
|  | sprintf(srgbtmp[3], "TD"); | 
|  | dcl_td = TRUE; | 
|  | break; | 
|  | case 1: | 
|  | sprintf(srgbtmp[1], "TA"); | 
|  | sprintf(srgbtmp[2], "TB"); | 
|  | sprintf(srgbtmp[3], "TC"); | 
|  | break; | 
|  | case 2: | 
|  | sprintf(srgbtmp[2], "TA"); | 
|  | sprintf(srgbtmp[3], "TB"); | 
|  | break; | 
|  | case 3: | 
|  | sprintf(srgbtmp[3], "TA"); | 
|  | break; | 
|  | case 4: | 
|  | break; | 
|  | } | 
|  |  | 
|  | /*  Create the hw ARB shader */ | 
|  | memset(&priv_ctx, 0, sizeof(priv_ctx)); | 
|  | priv_ctx.cur_ps_args = args; | 
|  | priv_ctx.compiled_fprog = compiled; | 
|  | priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info; | 
|  | init_ps_input(shader, args, &priv_ctx); | 
|  | list_init(&priv_ctx.control_frames); | 
|  |  | 
|  | /* Avoid enabling NV_fragment_program* if we do not need it. | 
|  | * | 
|  | * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register, | 
|  | * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation | 
|  | * is faster than what we gain from using higher native instructions. There are some things though | 
|  | * that cannot be emulated. In that case enable the extensions. | 
|  | * If the extension is enabled, instruction handlers that support both ways will use it. | 
|  | * | 
|  | * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program. | 
|  | * So enable the best we can get. | 
|  | */ | 
|  | if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd || | 
|  | reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall) | 
|  | { | 
|  | want_nv_prog = TRUE; | 
|  | } | 
|  |  | 
|  | shader_addline(buffer, "!!ARBfp1.0\n"); | 
|  | if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2]) | 
|  | { | 
|  | shader_addline(buffer, "OPTION NV_fragment_program2;\n"); | 
|  | priv_ctx.target_version = NV3; | 
|  | } | 
|  | else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]) | 
|  | { | 
|  | shader_addline(buffer, "OPTION NV_fragment_program;\n"); | 
|  | priv_ctx.target_version = NV2; | 
|  | } else { | 
|  | if(want_nv_prog) | 
|  | { | 
|  | /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some | 
|  | * limits properly | 
|  | */ | 
|  | ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n"); | 
|  | ERR("Try GLSL\n"); | 
|  | } | 
|  | priv_ctx.target_version = ARB; | 
|  | } | 
|  |  | 
|  | if (reg_maps->rt_mask > 1) | 
|  | { | 
|  | shader_addline(buffer, "OPTION ARB_draw_buffers;\n"); | 
|  | } | 
|  |  | 
|  | if (reg_maps->shader_version.major < 3) | 
|  | { | 
|  | switch(args->super.fog) { | 
|  | case FOG_OFF: | 
|  | break; | 
|  | case FOG_LINEAR: | 
|  | shader_addline(buffer, "OPTION ARB_fog_linear;\n"); | 
|  | break; | 
|  | case FOG_EXP: | 
|  | shader_addline(buffer, "OPTION ARB_fog_exp;\n"); | 
|  | break; | 
|  | case FOG_EXP2: | 
|  | shader_addline(buffer, "OPTION ARB_fog_exp2;\n"); | 
|  | break; | 
|  | } | 
|  | } | 
|  |  | 
|  | /* For now always declare the temps. At least the Nvidia assembler optimizes completely | 
|  | * unused temps away(but occupies them for the whole shader if they're used once). Always | 
|  | * declaring them avoids tricky bookkeeping work | 
|  | */ | 
|  | shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */ | 
|  | shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */ | 
|  | shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */ | 
|  | if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */ | 
|  | shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n"); | 
|  | shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n"); | 
|  | shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps); | 
|  |  | 
|  | if (reg_maps->shader_version.major < 2) | 
|  | { | 
|  | strcpy(fragcolor, "R0"); | 
|  | } | 
|  | else | 
|  | { | 
|  | if (args->super.srgb_correction) | 
|  | { | 
|  | if (shader->u.ps.color0_mov) | 
|  | { | 
|  | sprintf(fragcolor, "R%u", shader->u.ps.color0_reg); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "TEMP TMP_COLOR;\n"); | 
|  | strcpy(fragcolor, "TMP_COLOR"); | 
|  | } | 
|  | } else { | 
|  | strcpy(fragcolor, "result.color"); | 
|  | } | 
|  | } | 
|  |  | 
|  | if(args->super.srgb_correction) { | 
|  | shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n", | 
|  | srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high); | 
|  | shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n", | 
|  | srgb_sub_high, 0.0, 0.0, 0.0); | 
|  | } | 
|  |  | 
|  | /* Base Declarations */ | 
|  | next_local = shader_generate_arb_declarations(shader, reg_maps, | 
|  | buffer, gl_info, lconst_map, NULL, &priv_ctx); | 
|  |  | 
|  | for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i) | 
|  | { | 
|  | unsigned char bump_const; | 
|  |  | 
|  | if (!(map & 1)) continue; | 
|  |  | 
|  | bump_const = compiled->numbumpenvmatconsts; | 
|  | compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED; | 
|  | compiled->bumpenvmatconst[bump_const].texunit = i; | 
|  | compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED; | 
|  | compiled->luminanceconst[bump_const].texunit = i; | 
|  |  | 
|  | /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported | 
|  | * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading | 
|  | * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped | 
|  | * textures due to conditional NP2 restrictions) | 
|  | * | 
|  | * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of | 
|  | * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants, | 
|  | * their location is shader dependent anyway and they cannot be loaded globally. | 
|  | */ | 
|  | compiled->bumpenvmatconst[bump_const].const_num = next_local++; | 
|  | shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n", | 
|  | i, compiled->bumpenvmatconst[bump_const].const_num); | 
|  | compiled->numbumpenvmatconsts = bump_const + 1; | 
|  |  | 
|  | if (!(reg_maps->luminanceparams & (1 << i))) continue; | 
|  |  | 
|  | compiled->luminanceconst[bump_const].const_num = next_local++; | 
|  | shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n", | 
|  | i, compiled->luminanceconst[bump_const].const_num); | 
|  | } | 
|  |  | 
|  | for(i = 0; i < MAX_CONST_I; i++) | 
|  | { | 
|  | compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED; | 
|  | if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2) | 
|  | { | 
|  | const DWORD *control_values = find_loop_control_values(shader, i); | 
|  |  | 
|  | if(control_values) | 
|  | { | 
|  | shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i, | 
|  | control_values[0], control_values[1], control_values[2]); | 
|  | } | 
|  | else | 
|  | { | 
|  | compiled->int_consts[i] = next_local; | 
|  | compiled->num_int_consts++; | 
|  | shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | if(reg_maps->vpos || reg_maps->usesdsy) | 
|  | { | 
|  | compiled->ycorrection = next_local; | 
|  | shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++); | 
|  |  | 
|  | if(reg_maps->vpos) | 
|  | { | 
|  | shader_addline(buffer, "TEMP vpos;\n"); | 
|  | /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen). | 
|  | * ycorrection.y: -1.0(onscreen), 1.0(offscreen) | 
|  | * ycorrection.z: 1.0 | 
|  | * ycorrection.w: 0.0 | 
|  | */ | 
|  | shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n"); | 
|  | shader_addline(buffer, "FLR vpos.xy, vpos;\n"); | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | compiled->ycorrection = WINED3D_CONST_NUM_UNUSED; | 
|  | } | 
|  |  | 
|  | /* Load constants to fixup NP2 texcoords if there are still free constants left: | 
|  | * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume | 
|  | * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to | 
|  | * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not | 
|  | * applied / activated. This will probably result in wrong rendering of the texture, but will save us from | 
|  | * shader compilation errors and the subsequent errors when drawing with this shader. */ | 
|  | if (priv_ctx.cur_ps_args->super.np2_fixup) { | 
|  | unsigned char cur_fixup_sampler = 0; | 
|  |  | 
|  | struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info; | 
|  | const WORD map = priv_ctx.cur_ps_args->super.np2_fixup; | 
|  | const UINT max_lconsts = gl_info->limits.arb_ps_local_constants; | 
|  |  | 
|  | fixup->offset = next_local; | 
|  | fixup->super.active = 0; | 
|  |  | 
|  | for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { | 
|  | if (!(map & (1 << i))) continue; | 
|  |  | 
|  | if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) { | 
|  | fixup->super.active |= (1 << i); | 
|  | fixup->super.idx[i] = cur_fixup_sampler++; | 
|  | } else { | 
|  | FIXME("No free constant found to load NP2 fixup data into shader. " | 
|  | "Sampling from this texture will probably look wrong.\n"); | 
|  | break; | 
|  | } | 
|  | } | 
|  |  | 
|  | fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1; | 
|  | if (fixup->super.num_consts) { | 
|  | shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n", | 
|  | fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1); | 
|  | } | 
|  | } | 
|  |  | 
|  | if (shader_priv->clipplane_emulation != ~0U && args->clip) | 
|  | { | 
|  | shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation); | 
|  | } | 
|  |  | 
|  | /* Base Shader Body */ | 
|  | shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx); | 
|  |  | 
|  | if(args->super.srgb_correction) { | 
|  | arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3], | 
|  | priv_ctx.target_version >= NV2); | 
|  | } | 
|  |  | 
|  | if(strcmp(fragcolor, "result.color")) { | 
|  | shader_addline(buffer, "MOV result.color, %s;\n", fragcolor); | 
|  | } | 
|  | shader_addline(buffer, "END\n"); | 
|  |  | 
|  | /* TODO: change to resource.glObjectHandle or something like that */ | 
|  | GL_EXTCALL(glGenProgramsARB(1, &retval)); | 
|  |  | 
|  | TRACE("Creating a hw pixel shader, prg=%d\n", retval); | 
|  | GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval)); | 
|  |  | 
|  | TRACE("Created hw pixel shader, prg=%d\n", retval); | 
|  | /* Create the program and check for errors */ | 
|  | GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, | 
|  | buffer->bsize, buffer->buffer)); | 
|  | checkGLcall("glProgramStringARB()"); | 
|  |  | 
|  | glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); | 
|  | if (errPos != -1) | 
|  | { | 
|  | FIXME("HW PixelShader Error at position %d: %s\n\n", | 
|  | errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); | 
|  | shader_arb_dump_program_source(buffer->buffer); | 
|  | retval = 0; | 
|  | } | 
|  | else | 
|  | { | 
|  | GLint native; | 
|  |  | 
|  | GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native)); | 
|  | checkGLcall("glGetProgramivARB()"); | 
|  | if (!native) WARN("Program exceeds native resource limits.\n"); | 
|  | } | 
|  |  | 
|  | /* Load immediate constants */ | 
|  | if (lconst_map) | 
|  | { | 
|  | LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry) | 
|  | { | 
|  | const float *value = (const float *)lconst->value; | 
|  | GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value)); | 
|  | checkGLcall("glProgramLocalParameter4fvARB"); | 
|  | } | 
|  | HeapFree(GetProcessHeap(), 0, lconst_map); | 
|  | } | 
|  |  | 
|  | return retval; | 
|  | } | 
|  |  | 
|  | static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2) | 
|  | { | 
|  | unsigned int i; | 
|  | int ret; | 
|  |  | 
|  | for(i = 0; i < MAX_REG_INPUT; i++) | 
|  | { | 
|  | if (!sig1[i].semantic_name || !sig2[i].semantic_name) | 
|  | { | 
|  | /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */ | 
|  | if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1; | 
|  | continue; | 
|  | } | 
|  |  | 
|  | if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret; | 
|  | if(sig1[i].semantic_idx    != sig2[i].semantic_idx)    return sig1[i].semantic_idx    < sig2[i].semantic_idx    ? -1 : 1; | 
|  | if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1; | 
|  | if(sig1[i].component_type  != sig2[i].component_type)  return sig1[i].component_type  < sig2[i].component_type  ? -1 : 1; | 
|  | if(sig1[i].register_idx    != sig2[i].register_idx)    return sig1[i].register_idx    < sig2[i].register_idx    ? -1 : 1; | 
|  | if(sig1[i].mask            != sig2[i].mask)            return sig1[i].mask            < sig2[i].mask            ? -1 : 1; | 
|  | } | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig) | 
|  | { | 
|  | struct wined3d_shader_signature_element *new; | 
|  | int i; | 
|  | char *name; | 
|  |  | 
|  | new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT); | 
|  | for(i = 0; i < MAX_REG_INPUT; i++) | 
|  | { | 
|  | if (!sig[i].semantic_name) continue; | 
|  |  | 
|  | new[i] = sig[i]; | 
|  | /* Clone the semantic string */ | 
|  | name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1); | 
|  | strcpy(name, sig[i].semantic_name); | 
|  | new[i].semantic_name = name; | 
|  | } | 
|  | return new; | 
|  | } | 
|  |  | 
|  | static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig) | 
|  | { | 
|  | struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig); | 
|  | struct ps_signature *found_sig; | 
|  |  | 
|  | if (entry) | 
|  | { | 
|  | found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry); | 
|  | TRACE("Found existing signature %u\n", found_sig->idx); | 
|  | return found_sig->idx; | 
|  | } | 
|  | found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig)); | 
|  | found_sig->sig = clone_sig(sig); | 
|  | found_sig->idx = priv->ps_sig_number++; | 
|  | TRACE("New signature stored and assigned number %u\n", found_sig->idx); | 
|  | if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1) | 
|  | { | 
|  | ERR("Failed to insert program entry.\n"); | 
|  | } | 
|  | return found_sig->idx; | 
|  | } | 
|  |  | 
|  | static void init_output_registers(struct wined3d_shader *shader, DWORD sig_num, | 
|  | struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled) | 
|  | { | 
|  | unsigned int i, j; | 
|  | static const char * const texcoords[8] = | 
|  | { | 
|  | "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]", | 
|  | "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]" | 
|  | }; | 
|  | struct wined3d_device *device = shader->device; | 
|  | const struct wined3d_shader_signature_element *sig; | 
|  | const char *semantic_name; | 
|  | DWORD semantic_idx, reg_idx; | 
|  |  | 
|  | /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary | 
|  | * and varying 9 to result.color.secondary | 
|  | */ | 
|  | static const char * const decl_idx_to_string[MAX_REG_INPUT] = | 
|  | { | 
|  | "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]", | 
|  | "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]", | 
|  | "result.color.primary", "result.color.secondary" | 
|  | }; | 
|  |  | 
|  | if(sig_num == ~0) | 
|  | { | 
|  | TRACE("Pixel shader uses builtin varyings\n"); | 
|  | /* Map builtins to builtins */ | 
|  | for(i = 0; i < 8; i++) | 
|  | { | 
|  | priv_ctx->texcrd_output[i] = texcoords[i]; | 
|  | } | 
|  | priv_ctx->color_output[0] = "result.color.primary"; | 
|  | priv_ctx->color_output[1] = "result.color.secondary"; | 
|  | priv_ctx->fog_output = "result.fogcoord"; | 
|  |  | 
|  | /* Map declared regs to builtins. Use "TA" to /dev/null unread output */ | 
|  | for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i) | 
|  | { | 
|  | semantic_name = shader->output_signature[i].semantic_name; | 
|  | if (!semantic_name) continue; | 
|  |  | 
|  | if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)) | 
|  | { | 
|  | TRACE("o%u is TMP_OUT\n", i); | 
|  | if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT"; | 
|  | else priv_ctx->vs_output[i] = "TA"; | 
|  | } | 
|  | else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)) | 
|  | { | 
|  | TRACE("o%u is result.pointsize\n", i); | 
|  | if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize"; | 
|  | else priv_ctx->vs_output[i] = "TA"; | 
|  | } | 
|  | else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR)) | 
|  | { | 
|  | TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx); | 
|  | if (!shader->output_signature[i].semantic_idx) | 
|  | priv_ctx->vs_output[i] = "result.color.primary"; | 
|  | else if (shader->output_signature[i].semantic_idx == 1) | 
|  | priv_ctx->vs_output[i] = "result.color.secondary"; | 
|  | else priv_ctx->vs_output[i] = "TA"; | 
|  | } | 
|  | else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD)) | 
|  | { | 
|  | TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]); | 
|  | if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA"; | 
|  | else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx]; | 
|  | } | 
|  | else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG)) | 
|  | { | 
|  | TRACE("o%u is result.fogcoord\n", i); | 
|  | if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA"; | 
|  | else priv_ctx->vs_output[i] = "result.fogcoord"; | 
|  | } | 
|  | else | 
|  | { | 
|  | priv_ctx->vs_output[i] = "TA"; | 
|  | } | 
|  | } | 
|  | return; | 
|  | } | 
|  |  | 
|  | /* Instead of searching for the signature in the signature list, read the one from the current pixel shader. | 
|  | * Its maybe not the shader where the signature came from, but it is the same signature and faster to find | 
|  | */ | 
|  | sig = device->stateBlock->state.pixel_shader->input_signature; | 
|  | TRACE("Pixel shader uses declared varyings\n"); | 
|  |  | 
|  | /* Map builtin to declared. /dev/null the results by default to the TA temp reg */ | 
|  | for(i = 0; i < 8; i++) | 
|  | { | 
|  | priv_ctx->texcrd_output[i] = "TA"; | 
|  | } | 
|  | priv_ctx->color_output[0] = "TA"; | 
|  | priv_ctx->color_output[1] = "TA"; | 
|  | priv_ctx->fog_output = "TA"; | 
|  |  | 
|  | for(i = 0; i < MAX_REG_INPUT; i++) | 
|  | { | 
|  | semantic_name = sig[i].semantic_name; | 
|  | semantic_idx = sig[i].semantic_idx; | 
|  | reg_idx = sig[i].register_idx; | 
|  | if (!semantic_name) continue; | 
|  |  | 
|  | /* If a declared input register is not written by builtin arguments, don't write to it. | 
|  | * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D | 
|  | * | 
|  | * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes | 
|  | * to TMP_OUT in any case | 
|  | */ | 
|  | if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD)) | 
|  | { | 
|  | if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx]; | 
|  | } | 
|  | else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR)) | 
|  | { | 
|  | if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx]; | 
|  | } | 
|  | else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG)) | 
|  | { | 
|  | if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx]; | 
|  | } | 
|  | else | 
|  | { | 
|  | continue; | 
|  | } | 
|  |  | 
|  | if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary") | 
|  | || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary")) | 
|  | { | 
|  | compiled->need_color_unclamp = TRUE; | 
|  | } | 
|  | } | 
|  |  | 
|  | /* Map declared to declared */ | 
|  | for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i) | 
|  | { | 
|  | /* Write unread output to TA to throw them away */ | 
|  | priv_ctx->vs_output[i] = "TA"; | 
|  | semantic_name = shader->output_signature[i].semantic_name; | 
|  | if (!semantic_name) continue; | 
|  |  | 
|  | if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) | 
|  | && !shader->output_signature[i].semantic_idx) | 
|  | { | 
|  | priv_ctx->vs_output[i] = "TMP_OUT"; | 
|  | continue; | 
|  | } | 
|  | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) | 
|  | && !shader->output_signature[i].semantic_idx) | 
|  | { | 
|  | priv_ctx->vs_output[i] = "result.pointsize"; | 
|  | continue; | 
|  | } | 
|  |  | 
|  | for(j = 0; j < MAX_REG_INPUT; j++) | 
|  | { | 
|  | if (!sig[j].semantic_name) continue; | 
|  |  | 
|  | if (!strcmp(sig[j].semantic_name, semantic_name) | 
|  | && sig[j].semantic_idx == shader->output_signature[i].semantic_idx) | 
|  | { | 
|  | priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx]; | 
|  |  | 
|  | if (!strcmp(priv_ctx->vs_output[i], "result.color.primary") | 
|  | || !strcmp(priv_ctx->vs_output[i], "result.color.secondary")) | 
|  | { | 
|  | compiled->need_color_unclamp = TRUE; | 
|  | } | 
|  | } | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | /* GL locking is done by the caller */ | 
|  | static GLuint shader_arb_generate_vshader(struct wined3d_shader *shader, | 
|  | const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer, | 
|  | const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled) | 
|  | { | 
|  | const struct arb_vshader_private *shader_data = shader->backend_data; | 
|  | const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; | 
|  | const DWORD *function = shader->function; | 
|  | const local_constant *lconst; | 
|  | GLuint ret; | 
|  | DWORD next_local, *lconst_map = local_const_mapping(shader); | 
|  | struct shader_arb_ctx_priv priv_ctx; | 
|  | unsigned int i; | 
|  | GLint errPos; | 
|  |  | 
|  | memset(&priv_ctx, 0, sizeof(priv_ctx)); | 
|  | priv_ctx.cur_vs_args = args; | 
|  | list_init(&priv_ctx.control_frames); | 
|  | init_output_registers(shader, args->ps_signature, &priv_ctx, compiled); | 
|  |  | 
|  | /*  Create the hw ARB shader */ | 
|  | shader_addline(buffer, "!!ARBvp1.0\n"); | 
|  |  | 
|  | /* Always enable the NV extension if available. Unlike fragment shaders, there is no | 
|  | * mesurable performance penalty, and we can always make use of it for clipplanes. | 
|  | */ | 
|  | if (gl_info->supported[NV_VERTEX_PROGRAM3]) | 
|  | { | 
|  | shader_addline(buffer, "OPTION NV_vertex_program3;\n"); | 
|  | priv_ctx.target_version = NV3; | 
|  | shader_addline(buffer, "ADDRESS aL;\n"); | 
|  | } | 
|  | else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) | 
|  | { | 
|  | shader_addline(buffer, "OPTION NV_vertex_program2;\n"); | 
|  | priv_ctx.target_version = NV2; | 
|  | shader_addline(buffer, "ADDRESS aL;\n"); | 
|  | } else { | 
|  | priv_ctx.target_version = ARB; | 
|  | } | 
|  |  | 
|  | shader_addline(buffer, "TEMP TMP_OUT;\n"); | 
|  | if (need_helper_const(shader_data, reg_maps, gl_info)) | 
|  | { | 
|  | shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps); | 
|  | } | 
|  | if (need_rel_addr_const(shader_data, reg_maps, gl_info)) | 
|  | { | 
|  | shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset); | 
|  | shader_addline(buffer, "TEMP A0_SHADOW;\n"); | 
|  | } | 
|  |  | 
|  | shader_addline(buffer, "TEMP TA;\n"); | 
|  | shader_addline(buffer, "TEMP TB;\n"); | 
|  |  | 
|  | /* Base Declarations */ | 
|  | next_local = shader_generate_arb_declarations(shader, reg_maps, buffer, | 
|  | gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx); | 
|  |  | 
|  | for(i = 0; i < MAX_CONST_I; i++) | 
|  | { | 
|  | compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED; | 
|  | if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2) | 
|  | { | 
|  | const DWORD *control_values = find_loop_control_values(shader, i); | 
|  |  | 
|  | if(control_values) | 
|  | { | 
|  | shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i, | 
|  | control_values[0], control_values[1], control_values[2]); | 
|  | } | 
|  | else | 
|  | { | 
|  | compiled->int_consts[i] = next_local; | 
|  | compiled->num_int_consts++; | 
|  | shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | /* We need a constant to fixup the final position */ | 
|  | shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local); | 
|  | compiled->pos_fixup = next_local++; | 
|  |  | 
|  | /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values | 
|  | * for output parameters. D3D in theory does not do that either, but some applications depend on a | 
|  | * proper initialization of the secondary color, and programs using the fixed function pipeline without | 
|  | * a replacement shader depend on the texcoord.w being set properly. | 
|  | * | 
|  | * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This | 
|  | * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So | 
|  | * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex- | 
|  | * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and | 
|  | * this can eat a number of instructions, so skip it unless this cap is set as well | 
|  | */ | 
|  | if (!gl_info->supported[NV_VERTEX_PROGRAM]) | 
|  | { | 
|  | struct wined3d_device *device = shader->device; | 
|  | const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001); | 
|  | shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init); | 
|  |  | 
|  | if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control) | 
|  | { | 
|  | int i; | 
|  | const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE); | 
|  | for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) | 
|  | { | 
|  | if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) | 
|  | shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | /* The shader starts with the main function */ | 
|  | priv_ctx.in_main_func = TRUE; | 
|  | /* Base Shader Body */ | 
|  | shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx); | 
|  |  | 
|  | if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx, | 
|  | shader_data, args, reg_maps, gl_info, buffer); | 
|  |  | 
|  | shader_addline(buffer, "END\n"); | 
|  |  | 
|  | /* TODO: change to resource.glObjectHandle or something like that */ | 
|  | GL_EXTCALL(glGenProgramsARB(1, &ret)); | 
|  |  | 
|  | TRACE("Creating a hw vertex shader, prg=%d\n", ret); | 
|  | GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret)); | 
|  |  | 
|  | TRACE("Created hw vertex shader, prg=%d\n", ret); | 
|  | /* Create the program and check for errors */ | 
|  | GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, | 
|  | buffer->bsize, buffer->buffer)); | 
|  | checkGLcall("glProgramStringARB()"); | 
|  |  | 
|  | glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); | 
|  | if (errPos != -1) | 
|  | { | 
|  | FIXME("HW VertexShader Error at position %d: %s\n\n", | 
|  | errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); | 
|  | shader_arb_dump_program_source(buffer->buffer); | 
|  | ret = -1; | 
|  | } | 
|  | else | 
|  | { | 
|  | GLint native; | 
|  |  | 
|  | GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native)); | 
|  | checkGLcall("glGetProgramivARB()"); | 
|  | if (!native) WARN("Program exceeds native resource limits.\n"); | 
|  |  | 
|  | /* Load immediate constants */ | 
|  | if (lconst_map) | 
|  | { | 
|  | LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry) | 
|  | { | 
|  | const float *value = (const float *)lconst->value; | 
|  | GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value)); | 
|  | } | 
|  | } | 
|  | } | 
|  | HeapFree(GetProcessHeap(), 0, lconst_map); | 
|  |  | 
|  | return ret; | 
|  | } | 
|  |  | 
|  | /* GL locking is done by the caller */ | 
|  | static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader, | 
|  | const struct arb_ps_compile_args *args) | 
|  | { | 
|  | struct wined3d_device *device = shader->device; | 
|  | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; | 
|  | UINT i; | 
|  | DWORD new_size; | 
|  | struct arb_ps_compiled_shader *new_array; | 
|  | struct wined3d_shader_buffer buffer; | 
|  | struct arb_pshader_private *shader_data; | 
|  | GLuint ret; | 
|  |  | 
|  | if (!shader->backend_data) | 
|  | { | 
|  | struct shader_arb_priv *priv = device->shader_priv; | 
|  |  | 
|  | shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)); | 
|  | shader_data = shader->backend_data; | 
|  | shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1; | 
|  |  | 
|  | if (shader->reg_maps.shader_version.major < 3) | 
|  | shader_data->input_signature_idx = ~0; | 
|  | else | 
|  | shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature); | 
|  |  | 
|  | TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx); | 
|  |  | 
|  | if (!device->vs_clipping) | 
|  | shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps, | 
|  | gl_info->limits.texture_stages - 1); | 
|  | else | 
|  | shader_data->clipplane_emulation = ~0U; | 
|  | } | 
|  | shader_data = shader->backend_data; | 
|  |  | 
|  | /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), | 
|  | * so a linear search is more performant than a hashmap or a binary search | 
|  | * (cache coherency etc) | 
|  | */ | 
|  | for (i = 0; i < shader_data->num_gl_shaders; ++i) | 
|  | { | 
|  | if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args))) | 
|  | return &shader_data->gl_shaders[i]; | 
|  | } | 
|  |  | 
|  | TRACE("No matching GL shader found, compiling a new shader\n"); | 
|  | if(shader_data->shader_array_size == shader_data->num_gl_shaders) { | 
|  | if (shader_data->num_gl_shaders) | 
|  | { | 
|  | new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2); | 
|  | new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders, | 
|  | new_size * sizeof(*shader_data->gl_shaders)); | 
|  | } else { | 
|  | new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders)); | 
|  | new_size = 1; | 
|  | } | 
|  |  | 
|  | if(!new_array) { | 
|  | ERR("Out of memory\n"); | 
|  | return 0; | 
|  | } | 
|  | shader_data->gl_shaders = new_array; | 
|  | shader_data->shader_array_size = new_size; | 
|  | } | 
|  |  | 
|  | shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args; | 
|  |  | 
|  | pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures); | 
|  |  | 
|  | if (!shader_buffer_init(&buffer)) | 
|  | { | 
|  | ERR("Failed to initialize shader buffer.\n"); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args, | 
|  | &shader_data->gl_shaders[shader_data->num_gl_shaders]); | 
|  | shader_buffer_free(&buffer); | 
|  | shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret; | 
|  |  | 
|  | return &shader_data->gl_shaders[shader_data->num_gl_shaders++]; | 
|  | } | 
|  |  | 
|  | static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new, | 
|  | const DWORD use_map, BOOL skip_int) { | 
|  | if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE; | 
|  | if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE; | 
|  | if(stored->super.fog_src != new->super.fog_src) return FALSE; | 
|  | if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE; | 
|  | if(stored->ps_signature != new->ps_signature) return FALSE; | 
|  | if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE; | 
|  | if(skip_int) return TRUE; | 
|  |  | 
|  | return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)); | 
|  | } | 
|  |  | 
|  | static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader, | 
|  | const struct arb_vs_compile_args *args) | 
|  | { | 
|  | struct wined3d_device *device = shader->device; | 
|  | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; | 
|  | DWORD use_map = device->strided_streams.use_map; | 
|  | UINT i; | 
|  | DWORD new_size; | 
|  | struct arb_vs_compiled_shader *new_array; | 
|  | struct wined3d_shader_buffer buffer; | 
|  | struct arb_vshader_private *shader_data; | 
|  | GLuint ret; | 
|  |  | 
|  | if (!shader->backend_data) | 
|  | { | 
|  | const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; | 
|  |  | 
|  | shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)); | 
|  | shader_data = shader->backend_data; | 
|  |  | 
|  | if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) | 
|  | && reg_maps->min_rel_offset <= reg_maps->max_rel_offset) | 
|  | { | 
|  | if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127) | 
|  | { | 
|  | FIXME("The difference between the minimum and maximum relative offset is > 127.\n"); | 
|  | FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n"); | 
|  | FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset); | 
|  | } | 
|  | else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63) | 
|  | shader_data->rel_offset = reg_maps->min_rel_offset + 63; | 
|  | else if (reg_maps->max_rel_offset > 63) | 
|  | shader_data->rel_offset = reg_maps->min_rel_offset; | 
|  | } | 
|  | } | 
|  | shader_data = shader->backend_data; | 
|  |  | 
|  | /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), | 
|  | * so a linear search is more performant than a hashmap or a binary search | 
|  | * (cache coherency etc) | 
|  | */ | 
|  | for(i = 0; i < shader_data->num_gl_shaders; i++) { | 
|  | if (vs_args_equal(&shader_data->gl_shaders[i].args, args, | 
|  | use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])) | 
|  | { | 
|  | return &shader_data->gl_shaders[i]; | 
|  | } | 
|  | } | 
|  |  | 
|  | TRACE("No matching GL shader found, compiling a new shader\n"); | 
|  |  | 
|  | if(shader_data->shader_array_size == shader_data->num_gl_shaders) { | 
|  | if (shader_data->num_gl_shaders) | 
|  | { | 
|  | new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2); | 
|  | new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders, | 
|  | new_size * sizeof(*shader_data->gl_shaders)); | 
|  | } else { | 
|  | new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders)); | 
|  | new_size = 1; | 
|  | } | 
|  |  | 
|  | if(!new_array) { | 
|  | ERR("Out of memory\n"); | 
|  | return 0; | 
|  | } | 
|  | shader_data->gl_shaders = new_array; | 
|  | shader_data->shader_array_size = new_size; | 
|  | } | 
|  |  | 
|  | shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args; | 
|  |  | 
|  | if (!shader_buffer_init(&buffer)) | 
|  | { | 
|  | ERR("Failed to initialize shader buffer.\n"); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args, | 
|  | &shader_data->gl_shaders[shader_data->num_gl_shaders]); | 
|  | shader_buffer_free(&buffer); | 
|  | shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret; | 
|  |  | 
|  | return &shader_data->gl_shaders[shader_data->num_gl_shaders++]; | 
|  | } | 
|  |  | 
|  | static void find_arb_ps_compile_args(const struct wined3d_state *state, | 
|  | const struct wined3d_shader *shader, struct arb_ps_compile_args *args) | 
|  | { | 
|  | struct wined3d_device *device = shader->device; | 
|  | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; | 
|  | int i; | 
|  | WORD int_skip; | 
|  |  | 
|  | find_ps_compile_args(state, shader, &args->super); | 
|  |  | 
|  | /* This forces all local boolean constants to 1 to make them stateblock independent */ | 
|  | args->bools = shader->reg_maps.local_bool_consts; | 
|  |  | 
|  | for(i = 0; i < MAX_CONST_B; i++) | 
|  | { | 
|  | if (state->ps_consts_b[i]) | 
|  | args->bools |= ( 1 << i); | 
|  | } | 
|  |  | 
|  | /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction | 
|  | * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to | 
|  | * duplicate the shader than have a no-op KIL instruction in every shader | 
|  | */ | 
|  | if (!device->vs_clipping && use_vs(state) | 
|  | && state->render_states[WINED3DRS_CLIPPING] | 
|  | && state->render_states[WINED3DRS_CLIPPLANEENABLE]) | 
|  | args->clip = 1; | 
|  | else | 
|  | args->clip = 0; | 
|  |  | 
|  | /* Skip if unused or local, or supported natively */ | 
|  | int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts; | 
|  | if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]) | 
|  | { | 
|  | memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl)); | 
|  | return; | 
|  | } | 
|  |  | 
|  | for(i = 0; i < MAX_CONST_I; i++) | 
|  | { | 
|  | if(int_skip & (1 << i)) | 
|  | { | 
|  | args->loop_ctrl[i][0] = 0; | 
|  | args->loop_ctrl[i][1] = 0; | 
|  | args->loop_ctrl[i][2] = 0; | 
|  | } | 
|  | else | 
|  | { | 
|  | args->loop_ctrl[i][0] = state->ps_consts_i[i * 4]; | 
|  | args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1]; | 
|  | args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2]; | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | static void find_arb_vs_compile_args(const struct wined3d_state *state, | 
|  | const struct wined3d_shader *shader, struct arb_vs_compile_args *args) | 
|  | { | 
|  | struct wined3d_device *device = shader->device; | 
|  | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; | 
|  | int i; | 
|  | WORD int_skip; | 
|  |  | 
|  | find_vs_compile_args(state, shader, &args->super); | 
|  |  | 
|  | args->clip.boolclip_compare = 0; | 
|  | if (use_ps(state)) | 
|  | { | 
|  | const struct wined3d_shader *ps = state->pixel_shader; | 
|  | const struct arb_pshader_private *shader_priv = ps->backend_data; | 
|  | args->ps_signature = shader_priv->input_signature_idx; | 
|  |  | 
|  | args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1; | 
|  | } | 
|  | else | 
|  | { | 
|  | args->ps_signature = ~0; | 
|  | if (!device->vs_clipping) | 
|  | { | 
|  | args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0; | 
|  | } | 
|  | /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */ | 
|  | } | 
|  |  | 
|  | if (args->clip.boolclip.clip_texcoord) | 
|  | { | 
|  | if (state->render_states[WINED3DRS_CLIPPING]) | 
|  | args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3DRS_CLIPPLANEENABLE]; | 
|  | /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */ | 
|  | } | 
|  |  | 
|  | /* This forces all local boolean constants to 1 to make them stateblock independent */ | 
|  | args->clip.boolclip.bools = shader->reg_maps.local_bool_consts; | 
|  | /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */ | 
|  | for(i = 0; i < MAX_CONST_B; i++) | 
|  | { | 
|  | if (state->vs_consts_b[i]) | 
|  | args->clip.boolclip.bools |= ( 1 << i); | 
|  | } | 
|  |  | 
|  | args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0]; | 
|  | args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1]; | 
|  | args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2]; | 
|  | args->vertex.samplers[3] = 0; | 
|  |  | 
|  | /* Skip if unused or local */ | 
|  | int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts; | 
|  | /* This is about flow control, not clipping. */ | 
|  | if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) | 
|  | { | 
|  | memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl)); | 
|  | return; | 
|  | } | 
|  |  | 
|  | for(i = 0; i < MAX_CONST_I; i++) | 
|  | { | 
|  | if(int_skip & (1 << i)) | 
|  | { | 
|  | args->loop_ctrl[i][0] = 0; | 
|  | args->loop_ctrl[i][1] = 0; | 
|  | args->loop_ctrl[i][2] = 0; | 
|  | } | 
|  | else | 
|  | { | 
|  | args->loop_ctrl[i][0] = state->vs_consts_i[i * 4]; | 
|  | args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1]; | 
|  | args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2]; | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | /* GL locking is done by the caller */ | 
|  | static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) | 
|  | { | 
|  | struct wined3d_device *device = context->swapchain->device; | 
|  | struct shader_arb_priv *priv = device->shader_priv; | 
|  | const struct wined3d_gl_info *gl_info = context->gl_info; | 
|  | const struct wined3d_state *state = &device->stateBlock->state; | 
|  | int i; | 
|  |  | 
|  | /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */ | 
|  | if (usePS) | 
|  | { | 
|  | struct wined3d_shader *ps = state->pixel_shader; | 
|  | struct arb_ps_compile_args compile_args; | 
|  | struct arb_ps_compiled_shader *compiled; | 
|  |  | 
|  | TRACE("Using pixel shader %p.\n", ps); | 
|  | find_arb_ps_compile_args(state, ps, &compile_args); | 
|  | compiled = find_arb_pshader(ps, &compile_args); | 
|  | priv->current_fprogram_id = compiled->prgId; | 
|  | priv->compiled_fprog = compiled; | 
|  |  | 
|  | /* Bind the fragment program */ | 
|  | GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); | 
|  | checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);"); | 
|  |  | 
|  | if(!priv->use_arbfp_fixed_func) { | 
|  | /* 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", | 
|  | device, priv->current_fprogram_id); | 
|  |  | 
|  | /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between | 
|  | * a 1.x and newer shader, reload the first 8 constants | 
|  | */ | 
|  | if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts) | 
|  | { | 
|  | priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts; | 
|  | device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, 8); | 
|  | for(i = 0; i < 8; i++) | 
|  | { | 
|  | context->pshader_const_dirty[i] = 1; | 
|  | } | 
|  | /* Also takes care of loading local constants */ | 
|  | shader_arb_load_constants(context, TRUE, FALSE); | 
|  | } | 
|  | else | 
|  | { | 
|  | UINT rt_height = state->fb->render_targets[0]->resource.height; | 
|  | shader_arb_ps_local_constants(compiled, context, state, rt_height); | 
|  | } | 
|  |  | 
|  | /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */ | 
|  | if (compiled->np2fixup_info.super.active) | 
|  | shader_arb_load_np2fixup_constants(priv, gl_info, state); | 
|  | } | 
|  | else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func) | 
|  | { | 
|  | /* Disable only if we're not using arbfp fixed function fragment processing. If this is used, | 
|  | * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function | 
|  | * replacement shader | 
|  | */ | 
|  | glDisable(GL_FRAGMENT_PROGRAM_ARB); | 
|  | checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); | 
|  | priv->current_fprogram_id = 0; | 
|  | } | 
|  |  | 
|  | if (useVS) | 
|  | { | 
|  | struct wined3d_shader *vs = state->vertex_shader; | 
|  | struct arb_vs_compile_args compile_args; | 
|  | struct arb_vs_compiled_shader *compiled; | 
|  |  | 
|  | TRACE("Using vertex shader %p\n", vs); | 
|  | find_arb_vs_compile_args(state, vs, &compile_args); | 
|  | compiled = find_arb_vshader(vs, &compile_args); | 
|  | priv->current_vprogram_id = compiled->prgId; | 
|  | priv->compiled_vprog = compiled; | 
|  |  | 
|  | /* Bind the vertex program */ | 
|  | GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); | 
|  | checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);"); | 
|  |  | 
|  | /* 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", device, priv->current_vprogram_id); | 
|  | shader_arb_vs_local_constants(compiled, context, state); | 
|  |  | 
|  | if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) { | 
|  | priv->last_vs_color_unclamp = compiled->need_color_unclamp; | 
|  |  | 
|  | if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT]) | 
|  | { | 
|  | GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp)); | 
|  | checkGLcall("glClampColorARB"); | 
|  | } else { | 
|  | FIXME("vertex color clamp needs to be changed, but extension not supported.\n"); | 
|  | } | 
|  | } | 
|  | } | 
|  | else if (gl_info->supported[ARB_VERTEX_PROGRAM]) | 
|  | { | 
|  | priv->current_vprogram_id = 0; | 
|  | glDisable(GL_VERTEX_PROGRAM_ARB); | 
|  | checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); | 
|  | } | 
|  | } | 
|  |  | 
|  | /* GL locking is done by the caller */ | 
|  | static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, | 
|  | enum tex_types tex_type, const SIZE *ds_mask_size) | 
|  | { | 
|  | const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy}; | 
|  | BOOL masked = ds_mask_size->cx && ds_mask_size->cy; | 
|  | struct shader_arb_priv *priv = shader_priv; | 
|  | GLuint *blt_fprogram; | 
|  |  | 
|  | 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); | 
|  |  | 
|  | blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type]; | 
|  | if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked); | 
|  | GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram)); | 
|  | if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask)); | 
|  | glEnable(GL_FRAGMENT_PROGRAM_ARB); | 
|  | } | 
|  |  | 
|  | /* GL locking is done by the caller */ | 
|  | static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) | 
|  | { | 
|  | struct shader_arb_priv *priv = shader_priv; | 
|  |  | 
|  | if (priv->current_vprogram_id) { | 
|  | GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); | 
|  | checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); | 
|  |  | 
|  | TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", 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);"); | 
|  |  | 
|  | TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id); | 
|  | } | 
|  | else if(!priv->use_arbfp_fixed_func) | 
|  | { | 
|  | glDisable(GL_FRAGMENT_PROGRAM_ARB); | 
|  | checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_arb_destroy(struct wined3d_shader *shader) | 
|  | { | 
|  | struct wined3d_device *device = shader->device; | 
|  | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; | 
|  |  | 
|  | if (shader_is_pshader_version(shader->reg_maps.shader_version.type)) | 
|  | { | 
|  | struct arb_pshader_private *shader_data = shader->backend_data; | 
|  | UINT i; | 
|  |  | 
|  | if(!shader_data) return; /* This can happen if a shader was never compiled */ | 
|  |  | 
|  | if (shader_data->num_gl_shaders) | 
|  | { | 
|  | struct wined3d_context *context = context_acquire(device, NULL); | 
|  |  | 
|  | ENTER_GL(); | 
|  | for (i = 0; i < shader_data->num_gl_shaders; ++i) | 
|  | { | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId)); | 
|  | checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))"); | 
|  | } | 
|  | LEAVE_GL(); | 
|  |  | 
|  | context_release(context); | 
|  | } | 
|  |  | 
|  | HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders); | 
|  | HeapFree(GetProcessHeap(), 0, shader_data); | 
|  | shader->backend_data = NULL; | 
|  | } | 
|  | else | 
|  | { | 
|  | struct arb_vshader_private *shader_data = shader->backend_data; | 
|  | UINT i; | 
|  |  | 
|  | if(!shader_data) return; /* This can happen if a shader was never compiled */ | 
|  |  | 
|  | if (shader_data->num_gl_shaders) | 
|  | { | 
|  | struct wined3d_context *context = context_acquire(device, NULL); | 
|  |  | 
|  | ENTER_GL(); | 
|  | for (i = 0; i < shader_data->num_gl_shaders; ++i) | 
|  | { | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId)); | 
|  | checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))"); | 
|  | } | 
|  | LEAVE_GL(); | 
|  |  | 
|  | context_release(context); | 
|  | } | 
|  |  | 
|  | HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders); | 
|  | HeapFree(GetProcessHeap(), 0, shader_data); | 
|  | shader->backend_data = NULL; | 
|  | } | 
|  | } | 
|  |  | 
|  | static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry) | 
|  | { | 
|  | struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry); | 
|  | return compare_sig(key, e->sig); | 
|  | } | 
|  |  | 
|  | static const struct wine_rb_functions sig_tree_functions = | 
|  | { | 
|  | wined3d_rb_alloc, | 
|  | wined3d_rb_realloc, | 
|  | wined3d_rb_free, | 
|  | sig_tree_compare | 
|  | }; | 
|  |  | 
|  | static HRESULT shader_arb_alloc(struct wined3d_device *device) | 
|  | { | 
|  | struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv)); | 
|  | if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1) | 
|  | { | 
|  | ERR("RB tree init failed\n"); | 
|  | HeapFree(GetProcessHeap(), 0, priv); | 
|  | return E_OUTOFMEMORY; | 
|  | } | 
|  | device->shader_priv = priv; | 
|  | return WINED3D_OK; | 
|  | } | 
|  |  | 
|  | static void release_signature(struct wine_rb_entry *entry, void *context) | 
|  | { | 
|  | struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry); | 
|  | int i; | 
|  | for(i = 0; i < MAX_REG_INPUT; i++) | 
|  | { | 
|  | HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name); | 
|  | } | 
|  | HeapFree(GetProcessHeap(), 0, sig->sig); | 
|  | HeapFree(GetProcessHeap(), 0, sig); | 
|  | } | 
|  |  | 
|  | /* Context activation is done by the caller. */ | 
|  | static void shader_arb_free(struct wined3d_device *device) | 
|  | { | 
|  | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; | 
|  | struct shader_arb_priv *priv = device->shader_priv; | 
|  | int i; | 
|  |  | 
|  | ENTER_GL(); | 
|  | if(priv->depth_blt_vprogram_id) { | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id)); | 
|  | } | 
|  | for (i = 0; i < tex_type_count; ++i) | 
|  | { | 
|  | if (priv->depth_blt_fprogram_id_full[i]) | 
|  | { | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i])); | 
|  | } | 
|  | if (priv->depth_blt_fprogram_id_masked[i]) | 
|  | { | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i])); | 
|  | } | 
|  | } | 
|  | LEAVE_GL(); | 
|  |  | 
|  | wine_rb_destroy(&priv->signature_tree, release_signature, NULL); | 
|  | HeapFree(GetProcessHeap(), 0, device->shader_priv); | 
|  | } | 
|  |  | 
|  | static BOOL shader_arb_dirty_const(void) | 
|  | { | 
|  | return TRUE; | 
|  | } | 
|  |  | 
|  | static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps) | 
|  | { | 
|  | if (gl_info->supported[ARB_VERTEX_PROGRAM]) | 
|  | { | 
|  | DWORD vs_consts; | 
|  |  | 
|  | /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB | 
|  | * for vertex programs. If the native limit is less than that it's | 
|  | * not very useful, and e.g. Mesa swrast returns 0, probably to | 
|  | * indicate it's a software implementation. */ | 
|  | if (gl_info->limits.arb_vs_native_constants < 96) | 
|  | vs_consts = gl_info->limits.arb_vs_float_constants; | 
|  | else | 
|  | vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants); | 
|  |  | 
|  | if (gl_info->supported[NV_VERTEX_PROGRAM3]) | 
|  | { | 
|  | caps->VertexShaderVersion = WINED3DVS_VERSION(3,0); | 
|  | TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n"); | 
|  | } | 
|  | else if (vs_consts >= 256) | 
|  | { | 
|  | /* Shader Model 2.0 requires at least 256 vertex shader constants */ | 
|  | caps->VertexShaderVersion = WINED3DVS_VERSION(2,0); | 
|  | TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n"); | 
|  | } | 
|  | else | 
|  | { | 
|  | caps->VertexShaderVersion = WINED3DVS_VERSION(1,1); | 
|  | TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n"); | 
|  | } | 
|  | caps->MaxVertexShaderConst = vs_consts; | 
|  | } | 
|  | else | 
|  | { | 
|  | caps->VertexShaderVersion = 0; | 
|  | caps->MaxVertexShaderConst = 0; | 
|  | } | 
|  |  | 
|  | if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) | 
|  | { | 
|  | DWORD ps_consts; | 
|  |  | 
|  | /* Similar as above for vertex programs, but the minimum for fragment | 
|  | * programs is 24. */ | 
|  | if (gl_info->limits.arb_ps_native_constants < 24) | 
|  | ps_consts = gl_info->limits.arb_ps_float_constants; | 
|  | else | 
|  | ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants); | 
|  |  | 
|  | if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) | 
|  | { | 
|  | caps->PixelShaderVersion = WINED3DPS_VERSION(3,0); | 
|  | TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n"); | 
|  | } | 
|  | else if (ps_consts >= 32) | 
|  | { | 
|  | /* Shader Model 2.0 requires at least 32 pixel shader constants */ | 
|  | caps->PixelShaderVersion = WINED3DPS_VERSION(2,0); | 
|  | TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n"); | 
|  | } | 
|  | else | 
|  | { | 
|  | caps->PixelShaderVersion = WINED3DPS_VERSION(1,4); | 
|  | TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); | 
|  | } | 
|  | caps->PixelShader1xMaxValue = 8.0f; | 
|  | caps->MaxPixelShaderConst = ps_consts; | 
|  | } | 
|  | else | 
|  | { | 
|  | caps->PixelShaderVersion = 0; | 
|  | caps->PixelShader1xMaxValue = 0.0f; | 
|  | caps->MaxPixelShaderConst = 0; | 
|  | } | 
|  |  | 
|  | caps->VSClipping = use_nv_clip(gl_info); | 
|  | } | 
|  |  | 
|  | 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 complex conversions. */ | 
|  | if (!is_complex_fixup(fixup)) | 
|  | { | 
|  | TRACE("[OK]\n"); | 
|  | return TRUE; | 
|  | } | 
|  |  | 
|  | TRACE("[FAILED]\n"); | 
|  | return FALSE; | 
|  | } | 
|  |  | 
|  | static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) { | 
|  | DWORD shift; | 
|  | char write_mask[20], regstr[50]; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | BOOL is_color = FALSE; | 
|  | const struct wined3d_shader_dst_param *dst; | 
|  |  | 
|  | if (!ins->dst_count) return; | 
|  |  | 
|  | dst = &ins->dst[0]; | 
|  | shift = dst->shift; | 
|  | if (!shift) return; /* Saturate alone is handled by the instructions */ | 
|  |  | 
|  | shader_arb_get_write_mask(ins, dst, write_mask); | 
|  | shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color); | 
|  |  | 
|  | /* Generate a line that does the output modifier computation | 
|  | * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this | 
|  | * maps problems in e.g. _d4_sat modify shader_arb_get_modifier | 
|  | */ | 
|  | shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins), | 
|  | regstr, write_mask, regstr, shift_tab[shift]); | 
|  | } | 
|  |  | 
|  | static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = | 
|  | { | 
|  | /* WINED3DSIH_ABS           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_ADD           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_AND           */ NULL, | 
|  | /* WINED3DSIH_BEM           */ pshader_hw_bem, | 
|  | /* WINED3DSIH_BREAK         */ shader_hw_break, | 
|  | /* WINED3DSIH_BREAKC        */ shader_hw_breakc, | 
|  | /* WINED3DSIH_BREAKP        */ NULL, | 
|  | /* WINED3DSIH_CALL          */ shader_hw_call, | 
|  | /* WINED3DSIH_CALLNZ        */ NULL, | 
|  | /* WINED3DSIH_CMP           */ pshader_hw_cmp, | 
|  | /* WINED3DSIH_CND           */ pshader_hw_cnd, | 
|  | /* WINED3DSIH_CRS           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_CUT           */ NULL, | 
|  | /* WINED3DSIH_DCL           */ NULL, | 
|  | /* WINED3DSIH_DEF           */ NULL, | 
|  | /* WINED3DSIH_DEFB          */ NULL, | 
|  | /* WINED3DSIH_DEFI          */ NULL, | 
|  | /* WINED3DSIH_DIV           */ NULL, | 
|  | /* WINED3DSIH_DP2ADD        */ pshader_hw_dp2add, | 
|  | /* WINED3DSIH_DP3           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_DP4           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_DST           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_DSX           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_DSY           */ shader_hw_dsy, | 
|  | /* WINED3DSIH_ELSE          */ shader_hw_else, | 
|  | /* WINED3DSIH_EMIT          */ NULL, | 
|  | /* WINED3DSIH_ENDIF         */ shader_hw_endif, | 
|  | /* WINED3DSIH_ENDLOOP       */ shader_hw_endloop, | 
|  | /* WINED3DSIH_ENDREP        */ shader_hw_endrep, | 
|  | /* WINED3DSIH_EXP           */ shader_hw_scalar_op, | 
|  | /* WINED3DSIH_EXPP          */ shader_hw_scalar_op, | 
|  | /* WINED3DSIH_FRC           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_FTOI          */ NULL, | 
|  | /* WINED3DSIH_IADD          */ NULL, | 
|  | /* WINED3DSIH_IEQ           */ NULL, | 
|  | /* WINED3DSIH_IF            */ NULL /* Hardcoded into the shader */, | 
|  | /* WINED3DSIH_IFC           */ shader_hw_ifc, | 
|  | /* WINED3DSIH_IGE           */ NULL, | 
|  | /* WINED3DSIH_IMUL          */ NULL, | 
|  | /* WINED3DSIH_ITOF          */ NULL, | 
|  | /* WINED3DSIH_LABEL         */ shader_hw_label, | 
|  | /* WINED3DSIH_LD            */ NULL, | 
|  | /* WINED3DSIH_LIT           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_LOG           */ shader_hw_log, | 
|  | /* WINED3DSIH_LOGP          */ shader_hw_log, | 
|  | /* WINED3DSIH_LOOP          */ shader_hw_loop, | 
|  | /* WINED3DSIH_LRP           */ shader_hw_lrp, | 
|  | /* WINED3DSIH_LT            */ NULL, | 
|  | /* WINED3DSIH_M3x2          */ shader_hw_mnxn, | 
|  | /* WINED3DSIH_M3x3          */ shader_hw_mnxn, | 
|  | /* WINED3DSIH_M3x4          */ shader_hw_mnxn, | 
|  | /* WINED3DSIH_M4x3          */ shader_hw_mnxn, | 
|  | /* WINED3DSIH_M4x4          */ shader_hw_mnxn, | 
|  | /* WINED3DSIH_MAD           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_MAX           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_MIN           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_MOV           */ shader_hw_mov, | 
|  | /* WINED3DSIH_MOVA          */ shader_hw_mov, | 
|  | /* WINED3DSIH_MOVC          */ NULL, | 
|  | /* WINED3DSIH_MUL           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_NOP           */ shader_hw_nop, | 
|  | /* WINED3DSIH_NRM           */ shader_hw_nrm, | 
|  | /* WINED3DSIH_PHASE         */ NULL, | 
|  | /* WINED3DSIH_POW           */ shader_hw_pow, | 
|  | /* WINED3DSIH_RCP           */ shader_hw_rcp, | 
|  | /* WINED3DSIH_REP           */ shader_hw_rep, | 
|  | /* WINED3DSIH_RET           */ shader_hw_ret, | 
|  | /* WINED3DSIH_RSQ           */ shader_hw_scalar_op, | 
|  | /* WINED3DSIH_SAMPLE        */ NULL, | 
|  | /* WINED3DSIH_SAMPLE_GRAD   */ NULL, | 
|  | /* WINED3DSIH_SAMPLE_LOD    */ NULL, | 
|  | /* WINED3DSIH_SETP          */ NULL, | 
|  | /* WINED3DSIH_SGE           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_SGN           */ shader_hw_sgn, | 
|  | /* WINED3DSIH_SINCOS        */ shader_hw_sincos, | 
|  | /* WINED3DSIH_SLT           */ shader_hw_map2gl, | 
|  | /* WINED3DSIH_SQRT          */ NULL, | 
|  | /* WINED3DSIH_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        */ shader_hw_texldd, | 
|  | /* WINED3DSIH_TEXLDL        */ shader_hw_texldl, | 
|  | /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_hw_texm3x2depth, | 
|  | /* WINED3DSIH_TEXM3x2PAD    */ pshader_hw_texm3x2pad, | 
|  | /* WINED3DSIH_TEXM3x2TEX    */ pshader_hw_texm3x2tex, | 
|  | /* WINED3DSIH_TEXM3x3       */ pshader_hw_texm3x3, | 
|  | /* WINED3DSIH_TEXM3x3DIFF   */ NULL, | 
|  | /* WINED3DSIH_TEXM3x3PAD    */ pshader_hw_texm3x3pad, | 
|  | /* WINED3DSIH_TEXM3x3SPEC   */ pshader_hw_texm3x3spec, | 
|  | /* WINED3DSIH_TEXM3x3TEX    */ pshader_hw_texm3x3tex, | 
|  | /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_hw_texm3x3vspec, | 
|  | /* WINED3DSIH_TEXREG2AR     */ pshader_hw_texreg2ar, | 
|  | /* WINED3DSIH_TEXREG2GB     */ pshader_hw_texreg2gb, | 
|  | /* WINED3DSIH_TEXREG2RGB    */ pshader_hw_texreg2rgb, | 
|  | /* WINED3DSIH_UTOF          */ NULL, | 
|  | }; | 
|  |  | 
|  | static BOOL get_bool_const(const struct wined3d_shader_instruction *ins, | 
|  | const struct wined3d_shader *shader, DWORD idx) | 
|  | { | 
|  | const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; | 
|  | BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type); | 
|  | WORD bools = 0; | 
|  | WORD flag = (1 << idx); | 
|  | const local_constant *constant; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  |  | 
|  | if (reg_maps->local_bool_consts & flag) | 
|  | { | 
|  | /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */ | 
|  | LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, local_constant, entry) | 
|  | { | 
|  | if (constant->idx == idx) | 
|  | { | 
|  | return constant->value[0]; | 
|  | } | 
|  | } | 
|  | ERR("Local constant not found\n"); | 
|  | return FALSE; | 
|  | } | 
|  | else | 
|  | { | 
|  | if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools; | 
|  | else bools = priv->cur_ps_args->bools; | 
|  | return bools & flag; | 
|  | } | 
|  | } | 
|  |  | 
|  | static void get_loop_control_const(const struct wined3d_shader_instruction *ins, | 
|  | const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control) | 
|  | { | 
|  | const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  |  | 
|  | /* Integer constants can either be a local constant, or they can be stored in the shader | 
|  | * type specific compile args. */ | 
|  | if (reg_maps->local_int_consts & (1 << idx)) | 
|  | { | 
|  | const local_constant *constant; | 
|  |  | 
|  | LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry) | 
|  | { | 
|  | if (constant->idx == idx) | 
|  | { | 
|  | loop_control->count = constant->value[0]; | 
|  | loop_control->start = constant->value[1]; | 
|  | /* Step is signed. */ | 
|  | loop_control->step = (int)constant->value[2]; | 
|  | return; | 
|  | } | 
|  | } | 
|  | /* If this happens the flag was set incorrectly */ | 
|  | ERR("Local constant not found\n"); | 
|  | loop_control->count = 0; | 
|  | loop_control->start = 0; | 
|  | loop_control->step = 0; | 
|  | return; | 
|  | } | 
|  |  | 
|  | switch (reg_maps->shader_version.type) | 
|  | { | 
|  | case WINED3D_SHADER_TYPE_VERTEX: | 
|  | /* Count and aL start value are unsigned */ | 
|  | loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0]; | 
|  | loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1]; | 
|  | /* Step is signed. */ | 
|  | loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]); | 
|  | break; | 
|  |  | 
|  | case WINED3D_SHADER_TYPE_PIXEL: | 
|  | loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0]; | 
|  | loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1]; | 
|  | loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]); | 
|  | break; | 
|  |  | 
|  | default: | 
|  | FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type); | 
|  | break; | 
|  | } | 
|  | } | 
|  |  | 
|  | static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins) | 
|  | { | 
|  | unsigned int i; | 
|  | struct wined3d_shader_dst_param *dst_param = NULL; | 
|  | struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL; | 
|  | struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec)); | 
|  | if(!rec) | 
|  | { | 
|  | ERR("Out of memory\n"); | 
|  | return; | 
|  | } | 
|  |  | 
|  | rec->ins = *ins; | 
|  | dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param)); | 
|  | if(!dst_param) goto free; | 
|  | *dst_param = *ins->dst; | 
|  | if(ins->dst->reg.rel_addr) | 
|  | { | 
|  | rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr)); | 
|  | if(!rel_addr) goto free; | 
|  | *rel_addr = *ins->dst->reg.rel_addr; | 
|  | dst_param->reg.rel_addr = rel_addr; | 
|  | } | 
|  | rec->ins.dst = dst_param; | 
|  |  | 
|  | src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count); | 
|  | if(!src_param) goto free; | 
|  | for(i = 0; i < ins->src_count; i++) | 
|  | { | 
|  | src_param[i] = ins->src[i]; | 
|  | if(ins->src[i].reg.rel_addr) | 
|  | { | 
|  | rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr)); | 
|  | if(!rel_addr) goto free; | 
|  | *rel_addr = *ins->src[i].reg.rel_addr; | 
|  | src_param[i].reg.rel_addr = rel_addr; | 
|  | } | 
|  | } | 
|  | rec->ins.src = src_param; | 
|  | list_add_tail(list, &rec->entry); | 
|  | return; | 
|  |  | 
|  | free: | 
|  | ERR("Out of memory\n"); | 
|  | if(dst_param) | 
|  | { | 
|  | HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr); | 
|  | HeapFree(GetProcessHeap(), 0, dst_param); | 
|  | } | 
|  | if(src_param) | 
|  | { | 
|  | for(i = 0; i < ins->src_count; i++) | 
|  | { | 
|  | HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr); | 
|  | } | 
|  | HeapFree(GetProcessHeap(), 0, src_param); | 
|  | } | 
|  | HeapFree(GetProcessHeap(), 0, rec); | 
|  | } | 
|  |  | 
|  | static void free_recorded_instruction(struct list *list) | 
|  | { | 
|  | struct recorded_instruction *rec_ins, *entry2; | 
|  | unsigned int i; | 
|  |  | 
|  | LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry) | 
|  | { | 
|  | list_remove(&rec_ins->entry); | 
|  | if(rec_ins->ins.dst) | 
|  | { | 
|  | HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr); | 
|  | HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst); | 
|  | } | 
|  | if(rec_ins->ins.src) | 
|  | { | 
|  | for(i = 0; i < rec_ins->ins.src_count; i++) | 
|  | { | 
|  | HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr); | 
|  | } | 
|  | HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src); | 
|  | } | 
|  | HeapFree(GetProcessHeap(), 0, rec_ins); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) { | 
|  | SHADER_HANDLER hw_fct; | 
|  | struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; | 
|  | const struct wined3d_shader *shader = ins->ctx->shader; | 
|  | struct control_frame *control_frame; | 
|  | struct wined3d_shader_buffer *buffer = ins->ctx->buffer; | 
|  | BOOL bool_const; | 
|  |  | 
|  | if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP) | 
|  | { | 
|  | control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); | 
|  | list_add_head(&priv->control_frames, &control_frame->entry); | 
|  |  | 
|  | if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP; | 
|  | if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP; | 
|  |  | 
|  | if(priv->target_version >= NV2) | 
|  | { | 
|  | control_frame->no.loop = priv->num_loops++; | 
|  | priv->loop_depth++; | 
|  | } | 
|  | else | 
|  | { | 
|  | /* Don't bother recording when we're in a not used if branch */ | 
|  | if(priv->muted) | 
|  | { | 
|  | return; | 
|  | } | 
|  |  | 
|  | if(!priv->recording) | 
|  | { | 
|  | list_init(&priv->record); | 
|  | priv->recording = TRUE; | 
|  | control_frame->outer_loop = TRUE; | 
|  | get_loop_control_const(ins, shader, ins->src[0].reg.idx, &control_frame->loop_control); | 
|  | return; /* Instruction is handled */ | 
|  | } | 
|  | /* Record this loop in the outer loop's recording */ | 
|  | } | 
|  | } | 
|  | else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP) | 
|  | { | 
|  | if(priv->target_version >= NV2) | 
|  | { | 
|  | /* Nothing to do. The control frame is popped after the HW instr handler */ | 
|  | } | 
|  | else | 
|  | { | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  | list_remove(&control_frame->entry); | 
|  |  | 
|  | if(control_frame->outer_loop) | 
|  | { | 
|  | unsigned int iteration; | 
|  | int aL = 0; | 
|  | struct list copy; | 
|  |  | 
|  | /* Turn off recording before playback */ | 
|  | priv->recording = FALSE; | 
|  |  | 
|  | /* Move the recorded instructions to a separate list and get them out of the private data | 
|  | * structure. If there are nested loops, the shader_arb_handle_instruction below will | 
|  | * be recorded again, thus priv->record might be overwritten | 
|  | */ | 
|  | list_init(©); | 
|  | list_move_tail(©, &priv->record); | 
|  | list_init(&priv->record); | 
|  |  | 
|  | if(ins->handler_idx == WINED3DSIH_ENDLOOP) | 
|  | { | 
|  | shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n", | 
|  | control_frame->loop_control.count, control_frame->loop_control.start, | 
|  | control_frame->loop_control.step); | 
|  | aL = control_frame->loop_control.start; | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count); | 
|  | } | 
|  |  | 
|  | for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration) | 
|  | { | 
|  | struct recorded_instruction *rec_ins; | 
|  | if(ins->handler_idx == WINED3DSIH_ENDLOOP) | 
|  | { | 
|  | priv->aL = aL; | 
|  | shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL); | 
|  | } | 
|  | else | 
|  | { | 
|  | shader_addline(buffer, "#Iteration %u\n", iteration); | 
|  | } | 
|  |  | 
|  | LIST_FOR_EACH_ENTRY(rec_ins, ©, struct recorded_instruction, entry) | 
|  | { | 
|  | shader_arb_handle_instruction(&rec_ins->ins); | 
|  | } | 
|  |  | 
|  | if(ins->handler_idx == WINED3DSIH_ENDLOOP) | 
|  | { | 
|  | aL += control_frame->loop_control.step; | 
|  | } | 
|  | } | 
|  | shader_addline(buffer, "#end loop/rep\n"); | 
|  |  | 
|  | free_recorded_instruction(©); | 
|  | HeapFree(GetProcessHeap(), 0, control_frame); | 
|  | return; /* Instruction is handled */ | 
|  | } | 
|  | else | 
|  | { | 
|  | /* This is a nested loop. Proceed to the normal recording function */ | 
|  | HeapFree(GetProcessHeap(), 0, control_frame); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | if(priv->recording) | 
|  | { | 
|  | record_instruction(&priv->record, ins); | 
|  | return; | 
|  | } | 
|  |  | 
|  | /* boolean if */ | 
|  | if(ins->handler_idx == WINED3DSIH_IF) | 
|  | { | 
|  | control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); | 
|  | list_add_head(&priv->control_frames, &control_frame->entry); | 
|  | control_frame->type = IF; | 
|  |  | 
|  | bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx); | 
|  | if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const; | 
|  | if (!priv->muted && !bool_const) | 
|  | { | 
|  | shader_addline(buffer, "#if(FALSE){\n"); | 
|  | priv->muted = TRUE; | 
|  | control_frame->muting = TRUE; | 
|  | } | 
|  | else shader_addline(buffer, "#if(TRUE) {\n"); | 
|  |  | 
|  | return; /* Instruction is handled */ | 
|  | } | 
|  | else if(ins->handler_idx == WINED3DSIH_IFC) | 
|  | { | 
|  | /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */ | 
|  | control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame)); | 
|  | control_frame->type = IFC; | 
|  | control_frame->no.ifc = priv->num_ifcs++; | 
|  | list_add_head(&priv->control_frames, &control_frame->entry); | 
|  | } | 
|  | else if(ins->handler_idx == WINED3DSIH_ELSE) | 
|  | { | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  |  | 
|  | if(control_frame->type == IF) | 
|  | { | 
|  | shader_addline(buffer, "#} else {\n"); | 
|  | if(!priv->muted && !control_frame->muting) | 
|  | { | 
|  | priv->muted = TRUE; | 
|  | control_frame->muting = TRUE; | 
|  | } | 
|  | else if(control_frame->muting) priv->muted = FALSE; | 
|  | return; /* Instruction is handled. */ | 
|  | } | 
|  | /* In case of an ifc, generate a HW shader instruction */ | 
|  | } | 
|  | else if(ins->handler_idx == WINED3DSIH_ENDIF) | 
|  | { | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  |  | 
|  | if(control_frame->type == IF) | 
|  | { | 
|  | shader_addline(buffer, "#} endif\n"); | 
|  | if(control_frame->muting) priv->muted = FALSE; | 
|  | list_remove(&control_frame->entry); | 
|  | HeapFree(GetProcessHeap(), 0, control_frame); | 
|  | return; /* Instruction is handled */ | 
|  | } | 
|  | } | 
|  |  | 
|  | if(priv->muted) return; | 
|  |  | 
|  | /* Select handler */ | 
|  | hw_fct = shader_arb_instruction_handler_table[ins->handler_idx]; | 
|  |  | 
|  | /* Unhandled opcode */ | 
|  | if (!hw_fct) | 
|  | { | 
|  | FIXME("Backend can't handle opcode %#x\n", ins->handler_idx); | 
|  | return; | 
|  | } | 
|  | hw_fct(ins); | 
|  |  | 
|  | if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP) | 
|  | { | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  | list_remove(&control_frame->entry); | 
|  | HeapFree(GetProcessHeap(), 0, control_frame); | 
|  | priv->loop_depth--; | 
|  | } | 
|  | else if(ins->handler_idx == WINED3DSIH_ENDIF) | 
|  | { | 
|  | /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */ | 
|  | struct list *e = list_head(&priv->control_frames); | 
|  | control_frame = LIST_ENTRY(e, struct control_frame, entry); | 
|  | list_remove(&control_frame->entry); | 
|  | HeapFree(GetProcessHeap(), 0, control_frame); | 
|  | } | 
|  |  | 
|  |  | 
|  | shader_arb_add_instruction_modifiers(ins); | 
|  | } | 
|  |  | 
|  | const struct wined3d_shader_backend_ops arb_program_shader_backend = | 
|  | { | 
|  | shader_arb_handle_instruction, | 
|  | shader_arb_select, | 
|  | shader_arb_select_depth_blt, | 
|  | shader_arb_deselect_depth_blt, | 
|  | shader_arb_update_float_vertex_constants, | 
|  | shader_arb_update_float_pixel_constants, | 
|  | shader_arb_load_constants, | 
|  | shader_arb_load_np2fixup_constants, | 
|  | shader_arb_destroy, | 
|  | shader_arb_alloc, | 
|  | shader_arb_free, | 
|  | shader_arb_dirty_const, | 
|  | shader_arb_get_caps, | 
|  | shader_arb_color_fixup_supported, | 
|  | }; | 
|  |  | 
|  | /* ARB_fragment_program fixed function pipeline replacement definitions */ | 
|  | #define ARB_FFP_CONST_TFACTOR           0 | 
|  | #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1) | 
|  | #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i) | 
|  | #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i) | 
|  | #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i) | 
|  |  | 
|  | struct arbfp_ffp_desc | 
|  | { | 
|  | struct ffp_frag_desc parent; | 
|  | GLuint shader; | 
|  | unsigned int num_textures_used; | 
|  | }; | 
|  |  | 
|  | /* Context activation and GL locking are done by the caller. */ | 
|  | static void arbfp_enable(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(struct wined3d_device *device) | 
|  | { | 
|  | 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 (device->shader_backend == &arb_program_shader_backend) | 
|  | { | 
|  | device->fragment_priv = device->shader_priv; | 
|  | } | 
|  | else | 
|  | { | 
|  | device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv)); | 
|  | if (!device->fragment_priv) return E_OUTOFMEMORY; | 
|  | } | 
|  | priv = device->fragment_priv; | 
|  | if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1) | 
|  | { | 
|  | ERR("Failed to initialize rbtree.\n"); | 
|  | HeapFree(GetProcessHeap(), 0, device->fragment_priv); | 
|  | return E_OUTOFMEMORY; | 
|  | } | 
|  | priv->use_arbfp_fixed_func = TRUE; | 
|  | return WINED3D_OK; | 
|  | } | 
|  |  | 
|  | /* Context activation is done by the caller. */ | 
|  | static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context) | 
|  | { | 
|  | const struct wined3d_gl_info *gl_info = context; | 
|  | struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry); | 
|  |  | 
|  | ENTER_GL(); | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader)); | 
|  | checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)"); | 
|  | HeapFree(GetProcessHeap(), 0, entry_arb); | 
|  | LEAVE_GL(); | 
|  | } | 
|  |  | 
|  | /* Context activation is done by the caller. */ | 
|  | static void arbfp_free(struct wined3d_device *device) | 
|  | { | 
|  | struct shader_arb_priv *priv = device->fragment_priv; | 
|  |  | 
|  | wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info); | 
|  | priv->use_arbfp_fixed_func = FALSE; | 
|  |  | 
|  | if (device->shader_backend != &arb_program_shader_backend) | 
|  | { | 
|  | HeapFree(GetProcessHeap(), 0, device->fragment_priv); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps) | 
|  | { | 
|  | caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP; | 
|  | caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     | | 
|  | WINED3DTEXOPCAPS_SELECTARG1                  | | 
|  | WINED3DTEXOPCAPS_SELECTARG2                  | | 
|  | WINED3DTEXOPCAPS_MODULATE4X                  | | 
|  | WINED3DTEXOPCAPS_MODULATE2X                  | | 
|  | WINED3DTEXOPCAPS_MODULATE                    | | 
|  | WINED3DTEXOPCAPS_ADDSIGNED2X                 | | 
|  | WINED3DTEXOPCAPS_ADDSIGNED                   | | 
|  | WINED3DTEXOPCAPS_ADD                         | | 
|  | WINED3DTEXOPCAPS_SUBTRACT                    | | 
|  | WINED3DTEXOPCAPS_ADDSMOOTH                   | | 
|  | WINED3DTEXOPCAPS_BLENDCURRENTALPHA           | | 
|  | WINED3DTEXOPCAPS_BLENDFACTORALPHA            | | 
|  | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           | | 
|  | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           | | 
|  | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         | | 
|  | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      | | 
|  | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      | | 
|  | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   | | 
|  | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   | | 
|  | WINED3DTEXOPCAPS_DOTPRODUCT3                 | | 
|  | WINED3DTEXOPCAPS_MULTIPLYADD                 | | 
|  | WINED3DTEXOPCAPS_LERP                        | | 
|  | WINED3DTEXOPCAPS_BUMPENVMAP                  | | 
|  | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE; | 
|  |  | 
|  | /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */ | 
|  |  | 
|  | caps->MaxTextureBlendStages   = 8; | 
|  | caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8); | 
|  | } | 
|  |  | 
|  | static void state_texfactor_arbfp(struct wined3d_context *context, | 
|  | const struct wined3d_state *state, DWORD state_id) | 
|  | { | 
|  | struct wined3d_device *device = context->swapchain->device; | 
|  | const struct wined3d_gl_info *gl_info = context->gl_info; | 
|  | float col[4]; | 
|  |  | 
|  | /* 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(state)) return; | 
|  |  | 
|  | context->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(state->render_states[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(struct wined3d_context *context, | 
|  | const struct wined3d_state *state, DWORD state_id) | 
|  | { | 
|  | struct wined3d_device *device = context->swapchain->device; | 
|  | const struct wined3d_gl_info *gl_info = context->gl_info; | 
|  | float col[4]; | 
|  |  | 
|  | /* 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(state)) return; | 
|  |  | 
|  | context->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 (state->render_states[WINED3DRS_SPECULARENABLE]) | 
|  | { | 
|  | /* The specular color has no alpha */ | 
|  | col[0] = 1.0f; col[1] = 1.0f; | 
|  | col[2] = 1.0f; col[3] = 0.0f; | 
|  | } else { | 
|  | col[0] = 0.0f; col[1] = 0.0f; | 
|  | col[2] = 0.0f; col[3] = 0.0f; | 
|  | } | 
|  | GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)); | 
|  | checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)"); | 
|  | } | 
|  |  | 
|  | static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) | 
|  | { | 
|  | DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); | 
|  | struct wined3d_device *device = context->swapchain->device; | 
|  | const struct wined3d_gl_info *gl_info = context->gl_info; | 
|  | float mat[2][2]; | 
|  |  | 
|  | if (use_ps(state)) | 
|  | { | 
|  | if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << 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)) | 
|  | context_apply_state(context, state, STATE_PIXELSHADERCONSTANT); | 
|  | } | 
|  |  | 
|  | 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) { | 
|  | context->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 *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]); | 
|  | mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]); | 
|  | mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]); | 
|  | mat[1][1] = *((float *)&state->texture_states[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(struct wined3d_context *context, | 
|  | const struct wined3d_state *state, DWORD state_id) | 
|  | { | 
|  | DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); | 
|  | struct wined3d_device *device = context->swapchain->device; | 
|  | const struct wined3d_gl_info *gl_info = context->gl_info; | 
|  | float param[4]; | 
|  |  | 
|  | if (use_ps(state)) | 
|  | { | 
|  | if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << 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)) | 
|  | context_apply_state(context, state, STATE_PIXELSHADERCONSTANT); | 
|  | } | 
|  |  | 
|  | 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) { | 
|  | context->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 *)&state->texture_states[stage][WINED3DTSS_BUMPENVLSCALE]); | 
|  | param[1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]); | 
|  | param[2] = 0.0f; | 
|  | param[3] = 0.0f; | 
|  |  | 
|  | GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)); | 
|  | checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)"); | 
|  | } | 
|  |  | 
|  | static const char *get_argreg(struct wined3d_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) ret = "fragment.color.primary"; | 
|  | else ret = "ret"; | 
|  | break; | 
|  |  | 
|  | case WINED3DTA_TEXTURE: | 
|  | switch(stage) { | 
|  | case 0: ret = "tex0"; break; | 
|  | case 1: ret = "tex1"; break; | 
|  | case 2: ret = "tex2"; break; | 
|  | case 3: ret = "tex3"; break; | 
|  | case 4: ret = "tex4"; break; | 
|  | case 5: ret = "tex5"; break; | 
|  | case 6: ret = "tex6"; break; | 
|  | case 7: ret = "tex7"; break; | 
|  | default: ret = "unknown texture"; | 
|  | } | 
|  | break; | 
|  |  | 
|  | case WINED3DTA_TFACTOR: | 
|  | ret = "tfactor"; break; | 
|  |  | 
|  | case WINED3DTA_SPECULAR: | 
|  | ret = "fragment.color.secondary"; break; | 
|  |  | 
|  | case WINED3DTA_TEMP: | 
|  | ret = "tempreg"; break; | 
|  |  | 
|  | case WINED3DTA_CONSTANT: | 
|  | FIXME("Implement perstage constants\n"); | 
|  | switch(stage) { | 
|  | case 0: ret = "const0"; break; | 
|  | case 1: ret = "const1"; break; | 
|  | case 2: ret = "const2"; break; | 
|  | case 3: ret = "const3"; break; | 
|  | case 4: ret = "const4"; break; | 
|  | case 5: ret = "const5"; break; | 
|  | case 6: ret = "const6"; break; | 
|  | case 7: ret = "const7"; break; | 
|  | default: ret = "unknown constant"; | 
|  | } | 
|  | break; | 
|  |  | 
|  | default: | 
|  | return "unknown"; | 
|  | } | 
|  |  | 
|  | if(arg & WINED3DTA_COMPLEMENT) { | 
|  | shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret); | 
|  | if(argnum == 0) ret = "arg0"; | 
|  | if(argnum == 1) ret = "arg1"; | 
|  | if(argnum == 2) ret = "arg2"; | 
|  | } | 
|  | if(arg & WINED3DTA_ALPHAREPLICATE) { | 
|  | shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret); | 
|  | if(argnum == 0) ret = "arg0"; | 
|  | if(argnum == 1) ret = "arg1"; | 
|  | if(argnum == 2) ret = "arg2"; | 
|  | } | 
|  | return ret; | 
|  | } | 
|  |  | 
|  | static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color, | 
|  | BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) | 
|  | { | 
|  | const char *dstmask, *dstreg, *arg0, *arg1, *arg2; | 
|  | unsigned int mul = 1; | 
|  | BOOL mul_final_dest = FALSE; | 
|  |  | 
|  | if(color && alpha) dstmask = ""; | 
|  | else if(color) dstmask = ".xyz"; | 
|  | else dstmask = ".w"; | 
|  |  | 
|  | if(dst == tempreg) dstreg = "tempreg"; | 
|  | else dstreg = "ret"; | 
|  |  | 
|  | arg0 = get_argreg(buffer, 0, stage, dw_arg0); | 
|  | arg1 = get_argreg(buffer, 1, stage, dw_arg1); | 
|  | arg2 = get_argreg(buffer, 2, stage, dw_arg2); | 
|  |  | 
|  | switch(op) { | 
|  | case WINED3DTOP_DISABLE: | 
|  | if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask); | 
|  | break; | 
|  |  | 
|  | case WINED3DTOP_SELECTARG2: | 
|  | arg1 = arg2; | 
|  | /* FALLTHROUGH */ | 
|  | case WINED3DTOP_SELECTARG1: | 
|  | shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1); | 
|  | break; | 
|  |  | 
|  | case WINED3DTOP_MODULATE4X: | 
|  | mul = 2; | 
|  | /* FALLTHROUGH */ | 
|  | case WINED3DTOP_MODULATE2X: | 
|  | mul *= 2; | 
|  | if (!strcmp(dstreg, "result.color")) | 
|  | { | 
|  | dstreg = "ret"; | 
|  | mul_final_dest = TRUE; | 
|  | } | 
|  | /* FALLTHROUGH */ | 
|  | 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")) | 
|  | { | 
|  | dstreg = "ret"; | 
|  | mul_final_dest = TRUE; | 
|  | } | 
|  | /* FALLTHROUGH */ | 
|  | case WINED3DTOP_ADDSIGNED: | 
|  | shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2); | 
|  | arg2 = "arg2"; | 
|  | /* FALLTHROUGH */ | 
|  | case WINED3DTOP_ADD: | 
|  | shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); | 
|  | break; | 
|  |  | 
|  | case WINED3DTOP_SUBTRACT: | 
|  | shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2); | 
|  | break; | 
|  |  | 
|  | case WINED3DTOP_ADDSMOOTH: | 
|  | shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1); | 
|  | shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1); | 
|  | break; | 
|  |  | 
|  | case WINED3DTOP_BLENDCURRENTALPHA: | 
|  | arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT); | 
|  | shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); | 
|  | break; | 
|  | case WINED3DTOP_BLENDFACTORALPHA: | 
|  | arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR); | 
|  | shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); | 
|  | break; | 
|  | case WINED3DTOP_BLENDTEXTUREALPHA: | 
|  | arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE); | 
|  | shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); | 
|  | break; | 
|  | case WINED3DTOP_BLENDDIFFUSEALPHA: | 
|  | arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE); | 
|  | shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2); | 
|  | break; | 
|  |  | 
|  | case WINED3DTOP_BLENDTEXTUREALPHAPM: | 
|  | arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE); | 
|  | shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0); | 
|  | shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1); | 
|  | break; | 
|  |  | 
|  | /* D3DTOP_PREMODULATE ???? */ | 
|  |  | 
|  | case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR: | 
|  | shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1); | 
|  | shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1); | 
|  | break; | 
|  | case WINED3DTOP_MODULATEALPHA_ADDCOLOR: | 
|  | shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1); | 
|  | break; | 
|  | case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA: | 
|  | shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1); | 
|  | shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1); | 
|  | break; | 
|  | case WINED3DTOP_MODULATECOLOR_ADDALPHA: | 
|  | shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1); | 
|  | break; | 
|  |  | 
|  | case WINED3DTOP_DOTPRODUCT3: | 
|  | mul = 4; | 
|  | if (!strcmp(dstreg, "result.color")) | 
|  | { | 
|  | 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); | 
|  | } | 
|  | } | 
|  |  | 
|  | static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info) | 
|  | { | 
|  | unsigned int stage; | 
|  | struct wined3d_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}; | 
|  | UINT lowest_disabled_stage; | 
|  | 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"; | 
|  | GLint pos; | 
|  |  | 
|  | /* 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; | 
|  | } | 
|  | } | 
|  | lowest_disabled_stage = stage; | 
|  |  | 
|  | /* Shader header */ | 
|  | if (!shader_buffer_init(&buffer)) | 
|  | { | 
|  | ERR("Failed to initialize shader buffer.\n"); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | shader_addline(&buffer, "!!ARBfp1.0\n"); | 
|  |  | 
|  | switch(settings->fog) { | 
|  | case FOG_OFF:                                                         break; | 
|  | case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break; | 
|  | case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break; | 
|  | case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break; | 
|  | default: FIXME("Unexpected fog setting %d\n", settings->fog); | 
|  | } | 
|  |  | 
|  | shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n"); | 
|  | shader_addline(&buffer, "TEMP TMP;\n"); | 
|  | shader_addline(&buffer, "TEMP ret;\n"); | 
|  | if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n"); | 
|  | shader_addline(&buffer, "TEMP arg0;\n"); | 
|  | shader_addline(&buffer, "TEMP arg1;\n"); | 
|  | shader_addline(&buffer, "TEMP arg2;\n"); | 
|  | for(stage = 0; stage < MAX_TEXTURES; stage++) { | 
|  | if(!tex_read[stage]) continue; | 
|  | shader_addline(&buffer, "TEMP tex%u;\n", stage); | 
|  | if(!bump_used[stage]) continue; | 
|  | shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage)); | 
|  | if(!luminance_used[stage]) continue; | 
|  | shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage)); | 
|  | } | 
|  | if(tfactor_used) { | 
|  | shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR); | 
|  | } | 
|  | shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE); | 
|  |  | 
|  | if(settings->sRGB_write) { | 
|  | shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n", | 
|  | srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high); | 
|  | shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n", | 
|  | srgb_sub_high, 0.0, 0.0, 0.0); | 
|  | } | 
|  |  | 
|  | if (lowest_disabled_stage < 7 && settings->emul_clipplanes) | 
|  | shader_addline(&buffer, "KIL fragment.texcoord[7];\n"); | 
|  |  | 
|  | /* Generate texture sampling instructions) */ | 
|  | for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) { | 
|  | if(!tex_read[stage]) continue; | 
|  |  | 
|  | switch(settings->op[stage].tex_type) { | 
|  | case tex_1d:                    textype = "1D";     break; | 
|  | case tex_2d:                    textype = "2D";     break; | 
|  | case tex_3d:                    textype = "3D";     break; | 
|  | case tex_cube:                  textype = "CUBE";   break; | 
|  | case tex_rect:                  textype = "RECT";   break; | 
|  | default: textype = "unexpected_textype";   break; | 
|  | } | 
|  |  | 
|  | if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP || | 
|  | settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) { | 
|  | sat = ""; | 
|  | } else { | 
|  | sat = "_SAT"; | 
|  | } | 
|  |  | 
|  | if(settings->op[stage].projected == proj_none) { | 
|  | instr = "TEX"; | 
|  | } else if(settings->op[stage].projected == proj_count4 || | 
|  | settings->op[stage].projected == proj_count3) { | 
|  | instr = "TXP"; | 
|  | } else { | 
|  | FIXME("Unexpected projection mode %d\n", settings->op[stage].projected); | 
|  | instr = "TXP"; | 
|  | } | 
|  |  | 
|  | if(stage > 0 && | 
|  | (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP || | 
|  | settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) { | 
|  | shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1); | 
|  | shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1); | 
|  | shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1); | 
|  | shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1); | 
|  |  | 
|  | /* with projective textures, texbem only divides the static texture coord, not the displacement, | 
|  | * so multiply the displacement with the dividing parameter before passing it to TXP | 
|  | */ | 
|  | if (settings->op[stage].projected != proj_none) { | 
|  | if(settings->op[stage].projected == proj_count4) { | 
|  | shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage); | 
|  | shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage); | 
|  | } else { | 
|  | shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage); | 
|  | shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage); | 
|  | } | 
|  | } else { | 
|  | shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage); | 
|  | } | 
|  |  | 
|  | shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n", | 
|  | instr, sat, stage, stage, textype); | 
|  | if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) { | 
|  | shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n", | 
|  | stage - 1, stage - 1, stage - 1); | 
|  | shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage); | 
|  | } | 
|  | } else if(settings->op[stage].projected == proj_count3) { | 
|  | shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage); | 
|  | shader_addline(&buffer, "MOV ret.w, ret.z;\n"); | 
|  | shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n", | 
|  | instr, sat, stage, stage, textype); | 
|  | } else { | 
|  | shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n", | 
|  | instr, sat, stage, stage, stage, textype); | 
|  | } | 
|  |  | 
|  | sprintf(colorcor_dst, "tex%u", stage); | 
|  | gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y", | 
|  | settings->op[stage].color_fixup); | 
|  | } | 
|  |  | 
|  | /* Generate the main shader */ | 
|  | for (stage = 0; stage < MAX_TEXTURES; ++stage) | 
|  | { | 
|  | if (settings->op[stage].cop == WINED3DTOP_DISABLE) | 
|  | { | 
|  | if (!stage) 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) | 
|  | shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n"); | 
|  | } | 
|  | else if (op_equal) | 
|  | { | 
|  | gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst, | 
|  | settings->op[stage].cop, settings->op[stage].carg0, | 
|  | settings->op[stage].carg1, settings->op[stage].carg2); | 
|  | } else { | 
|  | gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst, | 
|  | settings->op[stage].cop, settings->op[stage].carg0, | 
|  | settings->op[stage].carg1, settings->op[stage].carg2); | 
|  | gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst, | 
|  | settings->op[stage].aop, settings->op[stage].aarg0, | 
|  | settings->op[stage].aarg1, settings->op[stage].aarg2); | 
|  | } | 
|  | } | 
|  |  | 
|  | if(settings->sRGB_write) { | 
|  | shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src); | 
|  | arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE); | 
|  | shader_addline(&buffer, "MOV result.color, ret;\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)); | 
|  | checkGLcall("glProgramStringARB()"); | 
|  |  | 
|  | glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); | 
|  | if (pos != -1) | 
|  | { | 
|  | FIXME("Fragment program error at position %d: %s\n\n", pos, | 
|  | debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); | 
|  | shader_arb_dump_program_source(buffer.buffer); | 
|  | } | 
|  | else | 
|  | { | 
|  | GLint native; | 
|  |  | 
|  | GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native)); | 
|  | checkGLcall("glGetProgramivARB()"); | 
|  | if (!native) WARN("Program exceeds native resource limits.\n"); | 
|  | } | 
|  |  | 
|  | shader_buffer_free(&buffer); | 
|  | return ret; | 
|  | } | 
|  |  | 
|  | static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) | 
|  | { | 
|  | const struct wined3d_device *device = context->swapchain->device; | 
|  | const struct wined3d_gl_info *gl_info = context->gl_info; | 
|  | struct shader_arb_priv *priv = device->fragment_priv; | 
|  | BOOL use_vshader = use_vs(state); | 
|  | BOOL use_pshader = use_ps(state); | 
|  | struct ffp_frag_settings settings; | 
|  | const struct arbfp_ffp_desc *desc; | 
|  | unsigned int i; | 
|  |  | 
|  | TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); | 
|  |  | 
|  | if (isStateDirty(context, STATE_RENDER(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(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00)); | 
|  | } | 
|  | state_texfactor_arbfp(context, state, STATE_RENDER(WINED3DRS_TEXTUREFACTOR)); | 
|  | state_arb_specularenable(context, state, STATE_RENDER(WINED3DRS_SPECULARENABLE)); | 
|  | } | 
|  | else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative)) | 
|  | { | 
|  | device->shader_backend->shader_select(context, use_pshader, use_vshader); | 
|  | } | 
|  | return; | 
|  | } | 
|  |  | 
|  | if (!use_pshader) | 
|  | { | 
|  | /* Find or create a shader implementing the fixed function pipeline | 
|  | * settings, then activate it. */ | 
|  | gen_ffp_frag_op(device, state, &settings, FALSE); | 
|  | desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings); | 
|  | if(!desc) { | 
|  | struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc)); | 
|  | if (!new_desc) | 
|  | { | 
|  | ERR("Out of memory\n"); | 
|  | return; | 
|  | } | 
|  | new_desc->num_textures_used = 0; | 
|  | for (i = 0; i < gl_info->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, gl_info); | 
|  | add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent); | 
|  | TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc); | 
|  | desc = new_desc; | 
|  | } | 
|  |  | 
|  | /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the | 
|  | * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will | 
|  | * deactivate it. | 
|  | */ | 
|  | GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)); | 
|  | checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)"); | 
|  | priv->current_fprogram_id = desc->shader; | 
|  |  | 
|  | if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) | 
|  | { | 
|  | /* Reload fixed function constants since they collide with the | 
|  | * pixel shader constants. */ | 
|  | for (i = 0; i < MAX_TEXTURES; ++i) | 
|  | { | 
|  | set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00)); | 
|  | } | 
|  | state_texfactor_arbfp(context, state, STATE_RENDER(WINED3DRS_TEXTUREFACTOR)); | 
|  | state_arb_specularenable(context, state, STATE_RENDER(WINED3DRS_SPECULARENABLE)); | 
|  | } | 
|  | context->last_was_pshader = FALSE; | 
|  | } else { | 
|  | context->last_was_pshader = TRUE; | 
|  | } | 
|  |  | 
|  | /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend. | 
|  | * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace- | 
|  | * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation | 
|  | * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use | 
|  | * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here | 
|  | * | 
|  | * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex | 
|  | * shader handler | 
|  | */ | 
|  | if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative)) | 
|  | { | 
|  | device->shader_backend->shader_select(context, use_pshader, use_vshader); | 
|  |  | 
|  | if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) | 
|  | context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT); | 
|  | } | 
|  | if (use_pshader) | 
|  | context_apply_state(context, state, STATE_PIXELSHADERCONSTANT); | 
|  | } | 
|  |  | 
|  | /* We can't link the fog states to the fragment state directly since the | 
|  | * vertex pipeline links them to FOGENABLE. A different linking in different | 
|  | * pipeline parts can't be expressed in the combined state table, so we need | 
|  | * to handle that with a forwarding function. The other invisible side effect | 
|  | * is that changing the fog start and fog end (which links to FOGENABLE in | 
|  | * vertex) results in the fragment_prog_arbfp function being called because | 
|  | * FOGENABLE is dirty, which calls this function here. */ | 
|  | static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) | 
|  | { | 
|  | enum fogsource new_source; | 
|  |  | 
|  | TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); | 
|  |  | 
|  | if (!isStateDirty(context, STATE_PIXELSHADER)) | 
|  | fragment_prog_arbfp(context, state, state_id); | 
|  |  | 
|  | if (!state->render_states[WINED3DRS_FOGENABLE]) | 
|  | return; | 
|  |  | 
|  | if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) | 
|  | { | 
|  | if (use_vs(state)) | 
|  | { | 
|  | new_source = FOGSOURCE_VS; | 
|  | } | 
|  | else | 
|  | { | 
|  | if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) | 
|  | new_source = FOGSOURCE_COORD; | 
|  | else | 
|  | new_source = FOGSOURCE_FFP; | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | new_source = FOGSOURCE_FFP; | 
|  | } | 
|  |  | 
|  | if (new_source != context->fog_source) | 
|  | { | 
|  | context->fog_source = new_source; | 
|  | state_fogstartend(context, state, STATE_RENDER(WINED3DRS_FOGSTART)); | 
|  | } | 
|  | } | 
|  |  | 
|  | static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) | 
|  | { | 
|  | if (!isStateDirty(context, STATE_PIXELSHADER)) | 
|  | fragment_prog_arbfp(context, state, state_id); | 
|  | } | 
|  |  | 
|  | static const struct StateEntryTemplate arbfp_fragmentstate_template[] = { | 
|  | {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_RENDER(WINED3DRS_FOGENABLE),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_RENDER(WINED3DRS_FOGDENSITY),                  { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity        }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             }, | 
|  | {STATE_RENDER(WINED3DRS_SPECULARENABLE),              { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, WINED3D_GL_EXT_NONE             }, | 
|  | {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             }, | 
|  | }; | 
|  |  | 
|  | const struct fragment_pipeline arbfp_fragment_pipeline = { | 
|  | arbfp_enable, | 
|  | arbfp_get_caps, | 
|  | arbfp_alloc, | 
|  | arbfp_free, | 
|  | shader_arb_color_fixup_supported, | 
|  | arbfp_fragmentstate_template, | 
|  | TRUE /* We can disable projected textures */ | 
|  | }; | 
|  |  | 
|  | 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; | 
|  | GLenum p8_rect_shader, p8_2d_shader; | 
|  | GLuint palette_texture; | 
|  | }; | 
|  |  | 
|  | static HRESULT arbfp_blit_alloc(struct wined3d_device *device) | 
|  | { | 
|  | 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; | 
|  | } | 
|  |  | 
|  | /* Context activation is done by the caller. */ | 
|  | static void arbfp_blit_free(struct wined3d_device *device) | 
|  | { | 
|  | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; | 
|  | struct arbfp_blit_priv *priv = device->blit_priv; | 
|  |  | 
|  | ENTER_GL(); | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader)); | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader)); | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader)); | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader)); | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader)); | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader)); | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader)); | 
|  | GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader)); | 
|  | checkGLcall("Delete yuv and p8 programs"); | 
|  |  | 
|  | if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture); | 
|  | LEAVE_GL(); | 
|  |  | 
|  | HeapFree(GetProcessHeap(), 0, device->blit_priv); | 
|  | device->blit_priv = NULL; | 
|  | } | 
|  |  | 
|  | static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup, | 
|  | GLenum textype, char *luminance) | 
|  | { | 
|  | char chroma; | 
|  | const char *tex, *texinstr; | 
|  |  | 
|  | if (fixup == COMPLEX_FIXUP_UYVY) { | 
|  | chroma = 'x'; | 
|  | *luminance = 'w'; | 
|  | } else { | 
|  | chroma = 'w'; | 
|  | *luminance = 'x'; | 
|  | } | 
|  | switch(textype) { | 
|  | case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break; | 
|  | case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break; | 
|  | default: | 
|  | /* This is more tricky than just replacing the texture type - we have to navigate | 
|  | * properly in the texture to find the correct chroma values | 
|  | */ | 
|  | FIXME("Implement yuv correction for non-2d, non-rect textures\n"); | 
|  | return FALSE; | 
|  | } | 
|  |  | 
|  | /* First we have to read the chroma values. This means we need at least two pixels(no filtering), | 
|  | * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the | 
|  | * filtering when we sample the texture. | 
|  | * | 
|  | * These are the rules for reading the chroma: | 
|  | * | 
|  | * Even pixel: Cr | 
|  | * Even pixel: U | 
|  | * Odd pixel: V | 
|  | * | 
|  | * So we have to get the sampling x position in non-normalized coordinates in integers | 
|  | */ | 
|  | if(textype != GL_TEXTURE_RECTANGLE_ARB) { | 
|  | shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n"); | 
|  | shader_addline(buffer, "MOV texcrd.w, size.x;\n"); | 
|  | } else { | 
|  | shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); | 
|  | } | 
|  | /* We must not allow filtering between pixel x and x+1, this would mix U and V | 
|  | * Vertical filtering is ok. However, bear in mind that the pixel center is at | 
|  | * 0.5, so add 0.5. | 
|  | */ | 
|  | shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n"); | 
|  | shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n"); | 
|  |  | 
|  | /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the | 
|  | * even and odd pixels respectively | 
|  | */ | 
|  | shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n"); | 
|  | shader_addline(buffer, "FRC texcrd2, texcrd2;\n"); | 
|  |  | 
|  | /* Sample Pixel 1 */ | 
|  | shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex); | 
|  |  | 
|  | /* Put the value into either of the chroma values */ | 
|  | shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n"); | 
|  | shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma); | 
|  | shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n"); | 
|  | shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma); | 
|  |  | 
|  | /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample | 
|  | * the pixel right to the current one. Otherwise, sample the left pixel. | 
|  | * Bias and scale the SLT result to -1;1 and add it to the texcrd.x. | 
|  | */ | 
|  | shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n"); | 
|  | shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n"); | 
|  | shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex); | 
|  |  | 
|  | /* Put the value into the other chroma */ | 
|  | shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n"); | 
|  | shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma); | 
|  | shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n"); | 
|  | shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma); | 
|  |  | 
|  | /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of | 
|  | * the current one and lerp the two U and V values | 
|  | */ | 
|  |  | 
|  | /* This gives the correctly filtered luminance value */ | 
|  | shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex); | 
|  |  | 
|  | return TRUE; | 
|  | } | 
|  |  | 
|  | static BOOL gen_yv12_read(struct wined3d_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", | 
|  | 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f); | 
|  |  | 
|  | shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); | 
|  | /* the chroma planes have only half the width */ | 
|  | shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n"); | 
|  |  | 
|  | /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias | 
|  | * the coordinate. Also read the right side of the image when reading odd lines | 
|  | * | 
|  | * Don't forget to clamp the y values in into the range, otherwise we'll get filtering | 
|  | * bleeding | 
|  | */ | 
|  | if(textype == GL_TEXTURE_2D) { | 
|  |  | 
|  | shader_addline(buffer, "RCP chroma.w, size.y;\n"); | 
|  |  | 
|  | shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n"); | 
|  |  | 
|  | shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n"); | 
|  | shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n"); | 
|  |  | 
|  | /* Read odd lines from the right side(add size * 0.5 to the x coordinate */ | 
|  | shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */ | 
|  | shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n"); | 
|  | shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n"); | 
|  | shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n"); | 
|  |  | 
|  | /* clamp, keep the half pixel origin in mind */ | 
|  | shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n"); | 
|  | shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n"); | 
|  | shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n"); | 
|  | shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); | 
|  | } else { | 
|  | /* Read from [size - size+size/4] */ | 
|  | shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n"); | 
|  | shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n"); | 
|  |  | 
|  | /* Read odd lines from the right side(add size * 0.5 to the x coordinate */ | 
|  | shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */ | 
|  | shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n"); | 
|  | shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n"); | 
|  | shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n"); | 
|  | shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n"); | 
|  |  | 
|  | /* Make sure to read exactly from the pixel center */ | 
|  | shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n"); | 
|  | shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n"); | 
|  |  | 
|  | /* Clamp */ | 
|  | shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n"); | 
|  | shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n"); | 
|  | shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); | 
|  | shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n"); | 
|  | shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n"); | 
|  | } | 
|  | /* Read the texture, put the result into the output register */ | 
|  | shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex); | 
|  | shader_addline(buffer, "MOV chroma.x, temp.w;\n"); | 
|  |  | 
|  | /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th | 
|  | * No need to clamp because we're just reusing the already clamped value from above | 
|  | */ | 
|  | if(textype == GL_TEXTURE_2D) { | 
|  | shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n"); | 
|  | } else { | 
|  | shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n"); | 
|  | } | 
|  | shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex); | 
|  | shader_addline(buffer, "MOV chroma.y, temp.w;\n"); | 
|  |  | 
|  | /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate. | 
|  | * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance | 
|  | * values due to filtering | 
|  | */ | 
|  | shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); | 
|  | if(textype == GL_TEXTURE_2D) { | 
|  | /* Multiply the y coordinate by 2/3 and clamp it */ | 
|  | shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n"); | 
|  | shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n"); | 
|  | shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); | 
|  | shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex); | 
|  | } else { | 
|  | /* Reading from texture_rectangles is pretty straightforward, just use the unmodified | 
|  | * texture coordinate. It is still a good idea to clamp it though, since the opengl texture | 
|  | * is bigger | 
|  | */ | 
|  | shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n"); | 
|  | shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n"); | 
|  | shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex); | 
|  | } | 
|  | *luminance = 'a'; | 
|  |  | 
|  | return TRUE; | 
|  | } | 
|  |  | 
|  | static GLuint gen_p8_shader(struct arbfp_blit_priv *priv, | 
|  | const struct wined3d_gl_info *gl_info, GLenum textype) | 
|  | { | 
|  | GLenum shader; | 
|  | struct wined3d_shader_buffer buffer; | 
|  | GLint pos; | 
|  |  | 
|  | /* Shader header */ | 
|  | if (!shader_buffer_init(&buffer)) | 
|  | { | 
|  | ERR("Failed to initialize shader buffer.\n"); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | ENTER_GL(); | 
|  | GL_EXTCALL(glGenProgramsARB(1, &shader)); | 
|  | GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)); | 
|  | LEAVE_GL(); | 
|  | if(!shader) { | 
|  | shader_buffer_free(&buffer); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | shader_addline(&buffer, "!!ARBfp1.0\n"); | 
|  | shader_addline(&buffer, "TEMP index;\n"); | 
|  |  | 
|  | /* { 255/256, 0.5/255*255/256, 0, 0 } */ | 
|  | shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"); | 
|  |  | 
|  | /* The alpha-component contains the palette index */ | 
|  | if(textype == GL_TEXTURE_RECTANGLE_ARB) | 
|  | shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n"); | 
|  | else | 
|  | shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n"); | 
|  |  | 
|  | /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */ | 
|  | shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n"); | 
|  |  | 
|  | /* Use the alpha-component as an index in the palette to get the final color */ | 
|  | shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n"); | 
|  | shader_addline(&buffer, "END\n"); | 
|  |  | 
|  | ENTER_GL(); | 
|  | GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, | 
|  | strlen(buffer.buffer), buffer.buffer)); | 
|  | checkGLcall("glProgramStringARB()"); | 
|  |  | 
|  | glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); | 
|  | if (pos != -1) | 
|  | { | 
|  | FIXME("Fragment program error at position %d: %s\n\n", pos, | 
|  | debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); | 
|  | shader_arb_dump_program_source(buffer.buffer); | 
|  | } | 
|  |  | 
|  | if (textype == GL_TEXTURE_RECTANGLE_ARB) | 
|  | priv->p8_rect_shader = shader; | 
|  | else | 
|  | priv->p8_2d_shader = shader; | 
|  |  | 
|  | shader_buffer_free(&buffer); | 
|  | LEAVE_GL(); | 
|  |  | 
|  | return shader; | 
|  | } | 
|  |  | 
|  | /* Context activation is done by the caller. */ | 
|  | static void upload_palette(struct wined3d_surface *surface) | 
|  | { | 
|  | BYTE table[256][4]; | 
|  | struct wined3d_device *device = surface->resource.device; | 
|  | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; | 
|  | struct arbfp_blit_priv *priv = device->blit_priv; | 
|  | BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE; | 
|  |  | 
|  | d3dfmt_p8_init_palette(surface, table, colorkey); | 
|  |  | 
|  | ENTER_GL(); | 
|  | if (!priv->palette_texture) | 
|  | glGenTextures(1, &priv->palette_texture); | 
|  |  | 
|  | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1)); | 
|  | glBindTexture(GL_TEXTURE_1D, priv->palette_texture); | 
|  |  | 
|  | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); | 
|  |  | 
|  | glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 
|  | /* Make sure we have discrete color levels. */ | 
|  | glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | 
|  | glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
|  | /* Upload the palette */ | 
|  | /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */ | 
|  | glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); | 
|  |  | 
|  | /* Switch back to unit 0 in which the 2D texture will be stored. */ | 
|  | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0)); | 
|  | LEAVE_GL(); | 
|  | } | 
|  |  | 
|  | /* Context activation is done by the caller. */ | 
|  | static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info, | 
|  | enum complex_fixup yuv_fixup, GLenum textype) | 
|  | { | 
|  | GLenum shader; | 
|  | struct wined3d_shader_buffer buffer; | 
|  | char luminance_component; | 
|  | GLint pos; | 
|  |  | 
|  | /* Shader header */ | 
|  | if (!shader_buffer_init(&buffer)) | 
|  | { | 
|  | ERR("Failed to initialize shader buffer.\n"); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | 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 COMPLEX_FIXUP_UYVY: | 
|  | case COMPLEX_FIXUP_YUY2: | 
|  | if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component)) | 
|  | { | 
|  | shader_buffer_free(&buffer); | 
|  | return 0; | 
|  | } | 
|  | break; | 
|  |  | 
|  | case COMPLEX_FIXUP_YV12: | 
|  | if (!gen_yv12_read(&buffer, textype, &luminance_component)) | 
|  | { | 
|  | shader_buffer_free(&buffer); | 
|  | return 0; | 
|  | } | 
|  | break; | 
|  |  | 
|  | default: | 
|  | FIXME("Unsupported YUV fixup %#x\n", yuv_fixup); | 
|  | shader_buffer_free(&buffer); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | /* Calculate the final result. Formula is taken from | 
|  | * http://www.fourcc.org/fccyvrgb.php. Note that the chroma | 
|  | * ranges from -0.5 to 0.5 | 
|  | */ | 
|  | shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n"); | 
|  |  | 
|  | shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component); | 
|  | shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component); | 
|  | shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n"); | 
|  | shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component); | 
|  | shader_addline(&buffer, "END\n"); | 
|  |  | 
|  | ENTER_GL(); | 
|  | GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, | 
|  | strlen(buffer.buffer), buffer.buffer)); | 
|  | checkGLcall("glProgramStringARB()"); | 
|  |  | 
|  | glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); | 
|  | if (pos != -1) | 
|  | { | 
|  | FIXME("Fragment program error at position %d: %s\n\n", pos, | 
|  | debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); | 
|  | shader_arb_dump_program_source(buffer.buffer); | 
|  | } | 
|  | else | 
|  | { | 
|  | GLint native; | 
|  |  | 
|  | GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native)); | 
|  | checkGLcall("glGetProgramivARB()"); | 
|  | if (!native) WARN("Program exceeds native resource limits.\n"); | 
|  | } | 
|  |  | 
|  | shader_buffer_free(&buffer); | 
|  | LEAVE_GL(); | 
|  |  | 
|  | switch (yuv_fixup) | 
|  | { | 
|  | case COMPLEX_FIXUP_YUY2: | 
|  | if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader; | 
|  | else priv->yuy2_2d_shader = shader; | 
|  | break; | 
|  |  | 
|  | case COMPLEX_FIXUP_UYVY: | 
|  | if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader; | 
|  | else priv->uyvy_2d_shader = shader; | 
|  | break; | 
|  |  | 
|  | case COMPLEX_FIXUP_YV12: | 
|  | if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader; | 
|  | else priv->yv12_2d_shader = shader; | 
|  | break; | 
|  | default: | 
|  | ERR("Unsupported complex fixup: %d\n", yuv_fixup); | 
|  | } | 
|  |  | 
|  | return shader; | 
|  | } | 
|  |  | 
|  | /* Context activation is done by the caller. */ | 
|  | static HRESULT arbfp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface) | 
|  | { | 
|  | GLenum shader; | 
|  | float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f}; | 
|  | struct arbfp_blit_priv *priv = blit_priv; | 
|  | enum complex_fixup fixup; | 
|  | GLenum textype = surface->texture_target; | 
|  |  | 
|  | if (!is_complex_fixup(surface->resource.format->color_fixup)) | 
|  | { | 
|  | TRACE("Fixup:\n"); | 
|  | dump_color_fixup_desc(surface->resource.format->color_fixup); | 
|  | /* Don't bother setting up a shader for unconverted formats */ | 
|  | ENTER_GL(); | 
|  | glEnable(textype); | 
|  | checkGLcall("glEnable(textype)"); | 
|  | LEAVE_GL(); | 
|  | return WINED3D_OK; | 
|  | } | 
|  |  | 
|  | fixup = get_complex_fixup(surface->resource.format->color_fixup); | 
|  |  | 
|  | switch(fixup) | 
|  | { | 
|  | case COMPLEX_FIXUP_YUY2: | 
|  | shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader; | 
|  | break; | 
|  |  | 
|  | case COMPLEX_FIXUP_UYVY: | 
|  | shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader; | 
|  | break; | 
|  |  | 
|  | case COMPLEX_FIXUP_YV12: | 
|  | shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader; | 
|  | break; | 
|  |  | 
|  | case COMPLEX_FIXUP_P8: | 
|  | shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader; | 
|  | if (!shader) shader = gen_p8_shader(priv, gl_info, textype); | 
|  |  | 
|  | upload_palette(surface); | 
|  | break; | 
|  |  | 
|  | default: | 
|  | FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup); | 
|  | ENTER_GL(); | 
|  | glEnable(textype); | 
|  | checkGLcall("glEnable(textype)"); | 
|  | LEAVE_GL(); | 
|  | return E_NOTIMPL; | 
|  | } | 
|  |  | 
|  | if (!shader) shader = gen_yuv_shader(priv, gl_info, 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; | 
|  | } | 
|  |  | 
|  | /* Context activation is done by the caller. */ | 
|  | static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info) | 
|  | { | 
|  | ENTER_GL(); | 
|  | glDisable(GL_FRAGMENT_PROGRAM_ARB); | 
|  | checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); | 
|  | glDisable(GL_TEXTURE_2D); | 
|  | checkGLcall("glDisable(GL_TEXTURE_2D)"); | 
|  | if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) | 
|  | { | 
|  | glDisable(GL_TEXTURE_CUBE_MAP_ARB); | 
|  | checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); | 
|  | } | 
|  | if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) | 
|  | { | 
|  | glDisable(GL_TEXTURE_RECTANGLE_ARB); | 
|  | checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); | 
|  | } | 
|  | LEAVE_GL(); | 
|  | } | 
|  |  | 
|  | static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op, | 
|  | const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format, | 
|  | const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format) | 
|  | { | 
|  | enum complex_fixup src_fixup; | 
|  |  | 
|  | if (!gl_info->supported[ARB_FRAGMENT_PROGRAM]) | 
|  | return FALSE; | 
|  |  | 
|  | if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT) | 
|  | { | 
|  | TRACE("Unsupported blit_op=%d\n", blit_op); | 
|  | return FALSE; | 
|  | } | 
|  |  | 
|  | src_fixup = get_complex_fixup(src_format->color_fixup); | 
|  | if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) | 
|  | { | 
|  | TRACE("Checking support for fixup:\n"); | 
|  | dump_color_fixup_desc(src_format->color_fixup); | 
|  | } | 
|  |  | 
|  | if (!is_identity_fixup(dst_format->color_fixup)) | 
|  | { | 
|  | TRACE("Destination fixups are not supported\n"); | 
|  | return FALSE; | 
|  | } | 
|  |  | 
|  | if (is_identity_fixup(src_format->color_fixup)) | 
|  | { | 
|  | TRACE("[OK]\n"); | 
|  | return TRUE; | 
|  | } | 
|  |  | 
|  | /* We only support YUV conversions. */ | 
|  | if (!is_complex_fixup(src_format->color_fixup)) | 
|  | { | 
|  | TRACE("[FAILED]\n"); | 
|  | return FALSE; | 
|  | } | 
|  |  | 
|  | switch(src_fixup) | 
|  | { | 
|  | case COMPLEX_FIXUP_YUY2: | 
|  | case COMPLEX_FIXUP_UYVY: | 
|  | case COMPLEX_FIXUP_YV12: | 
|  | case COMPLEX_FIXUP_P8: | 
|  | TRACE("[OK]\n"); | 
|  | return TRUE; | 
|  |  | 
|  | default: | 
|  | FIXME("Unsupported YUV fixup %#x\n", src_fixup); | 
|  | TRACE("[FAILED]\n"); | 
|  | return FALSE; | 
|  | } | 
|  | } | 
|  |  | 
|  | HRESULT arbfp_blit_surface(struct wined3d_device *device, struct wined3d_surface *src_surface, const RECT *src_rect, | 
|  | struct wined3d_surface *dst_surface, const RECT *dst_rect_in, enum wined3d_blit_op blit_op, DWORD Filter) | 
|  | { | 
|  | struct wined3d_context *context; | 
|  | RECT dst_rect = *dst_rect_in; | 
|  |  | 
|  | /* Now load the surface */ | 
|  | surface_internal_preload(src_surface, SRGB_RGB); | 
|  |  | 
|  | /* Activate the destination context, set it up for blitting */ | 
|  | context = context_acquire(device, dst_surface); | 
|  | context_apply_blit_state(context, device); | 
|  |  | 
|  | if (!surface_is_offscreen(dst_surface)) | 
|  | surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect); | 
|  |  | 
|  | arbfp_blit_set(device->blit_priv, context->gl_info, src_surface); | 
|  |  | 
|  | ENTER_GL(); | 
|  |  | 
|  | /* Draw a textured quad */ | 
|  | draw_textured_quad(src_surface, src_rect, &dst_rect, Filter); | 
|  |  | 
|  | LEAVE_GL(); | 
|  |  | 
|  | /* Leave the opengl state valid for blitting */ | 
|  | arbfp_blit_unset(context->gl_info); | 
|  |  | 
|  | if (wined3d_settings.strict_draw_ordering | 
|  | || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN | 
|  | && (dst_surface->container.u.swapchain->front_buffer == dst_surface))) | 
|  | wglFlush(); /* Flush to ensure ordering across contexts. */ | 
|  |  | 
|  | context_release(context); | 
|  |  | 
|  | surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE); | 
|  | return WINED3D_OK; | 
|  | } | 
|  |  | 
|  | /* Do not call while under the GL lock. */ | 
|  | static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface, | 
|  | const RECT *dst_rect, const WINED3DCOLORVALUE *color) | 
|  | { | 
|  | FIXME("Color filling not implemented by arbfp_blit\n"); | 
|  | return WINED3DERR_INVALIDCALL; | 
|  | } | 
|  |  | 
|  | /* Do not call while under the GL lock. */ | 
|  | static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device, | 
|  | struct wined3d_surface *surface, const RECT *rect, float depth) | 
|  | { | 
|  | FIXME("Depth filling not implemented by arbfp_blit.\n"); | 
|  | return WINED3DERR_INVALIDCALL; | 
|  | } | 
|  |  | 
|  | const struct blit_shader arbfp_blit = { | 
|  | arbfp_blit_alloc, | 
|  | arbfp_blit_free, | 
|  | arbfp_blit_set, | 
|  | arbfp_blit_unset, | 
|  | arbfp_blit_supported, | 
|  | arbfp_blit_color_fill, | 
|  | arbfp_blit_depth_fill, | 
|  | }; |