2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
38 #define GLINFO_LOCATION (*gl_info)
40 /********************************************************
41 * ARB_[vertex/fragment]_program helper functions follow
42 ********************************************************/
45 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
46 * When constant_list == NULL, it will load all the constants.
48 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
49 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
51 static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
, GLuint target_type
,
52 unsigned int max_constants
, float* constants
, struct list
*constant_list
) {
53 constants_entry
*constant
;
54 local_constant
* lconst
;
58 if (TRACE_ON(d3d_shader
)) {
59 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
64 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
65 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
66 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
70 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
71 if(target_type
== GL_FRAGMENT_PROGRAM_ARB
&&
72 WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1) {
74 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
80 if(constants
[k
+ 0] > 1.0) lcl_const
[0] = 1.0;
81 else if(constants
[k
+ 0] < -1.0) lcl_const
[0] = -1.0;
82 else lcl_const
[0] = constants
[k
+ 0];
84 if(constants
[k
+ 1] > 1.0) lcl_const
[1] = 1.0;
85 else if(constants
[k
+ 1] < -1.0) lcl_const
[1] = -1.0;
86 else lcl_const
[1] = constants
[k
+ 1];
88 if(constants
[k
+ 2] > 1.0) lcl_const
[2] = 1.0;
89 else if(constants
[k
+ 2] < -1.0) lcl_const
[2] = -1.0;
90 else lcl_const
[2] = constants
[k
+ 2];
92 if(constants
[k
+ 3] > 1.0) lcl_const
[3] = 1.0;
93 else if(constants
[k
+ 3] < -1.0) lcl_const
[3] = -1.0;
94 else lcl_const
[3] = constants
[k
+ 3];
96 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
100 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
105 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
109 checkGLcall("glProgramEnvParameter4fvARB()");
111 /* Load immediate constants */
112 if (TRACE_ON(d3d_shader
)) {
113 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
114 GLfloat
* values
= (GLfloat
*)lconst
->value
;
115 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
116 values
[0], values
[1], values
[2], values
[3]);
119 /* Immediate constants are clamped for 1.X shaders at loading times */
120 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
121 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
123 checkGLcall("glProgramEnvParameter4fvARB()");
127 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
129 * We only support float constants in ARB at the moment, so don't
130 * worry about the Integers or Booleans
132 void shader_arb_load_constants(
133 IWineD3DDevice
* device
,
135 char useVertexShader
) {
137 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
138 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
139 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
141 if (useVertexShader
) {
142 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
144 /* Load DirectX 9 float constants for vertex shader */
145 shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
146 GL_LIMITS(vshader_constantsF
),
147 stateBlock
->vertexShaderConstantF
,
148 &stateBlock
->set_vconstantsF
);
150 /* Upload the position fixup */
151 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, ARB_SHADER_PRIVCONST_POS
, deviceImpl
->posFixup
));
154 if (usePixelShader
) {
156 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
157 IWineD3DPixelShaderImpl
*psi
= (IWineD3DPixelShaderImpl
*) pshader
;
159 /* Load DirectX 9 float constants for pixel shader */
160 shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
161 GL_LIMITS(pshader_constantsF
),
162 stateBlock
->pixelShaderConstantF
,
163 &stateBlock
->set_pconstantsF
);
164 if(((IWineD3DPixelShaderImpl
*) pshader
)->bumpenvmatconst
) {
165 /* needsbumpmat stores the stage number from where to load the matrix. bumpenvmatconst stores the
166 * number of the constant to load the matrix into.
167 * The state manager takes care that this function is always called if the bump env matrix changes
169 float *data
= (float *) &stateBlock
->textureState
[(int) psi
->needsbumpmat
][WINED3DTSS_BUMPENVMAT00
];
170 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->bumpenvmatconst
, data
));
172 if(((IWineD3DPixelShaderImpl
*) pshader
)->srgb_enabled
&&
173 !((IWineD3DPixelShaderImpl
*) pshader
)->srgb_mode_hardcoded
) {
177 if(stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
178 comparison
[0] = srgb_cmp
; comparison
[1] = srgb_cmp
;
179 comparison
[2] = srgb_cmp
; comparison
[3] = srgb_cmp
;
181 mul_low
[0] = srgb_mul_low
; mul_low
[1] = srgb_mul_low
;
182 mul_low
[2] = srgb_mul_low
; mul_low
[3] = srgb_mul_low
;
184 comparison
[0] = 1.0 / 0.0; comparison
[1] = 1.0 / 0.0;
185 comparison
[2] = 1.0 / 0.0; comparison
[3] = 1.0 / 0.0;
187 mul_low
[0] = 1.0; mul_low
[1] = 1.0;
188 mul_low
[2] = 1.0; mul_low
[3] = 1.0;
190 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->srgb_cmp_const
, comparison
));
191 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->srgb_low_const
, mul_low
));
192 checkGLcall("Load sRGB correction constants\n");
197 /* Generate the variable & register declarations for the ARB_vertex_program output target */
198 void shader_generate_arb_declarations(
199 IWineD3DBaseShader
*iface
,
200 shader_reg_maps
* reg_maps
,
201 SHADER_BUFFER
* buffer
,
202 WineD3D_GL_Info
* gl_info
) {
204 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
205 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
207 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
208 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
209 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
210 UINT extra_constants_needed
= 0;
212 /* Temporary Output register */
213 shader_addline(buffer
, "TEMP TMP_OUT;\n");
215 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
216 if (reg_maps
->temporary
[i
])
217 shader_addline(buffer
, "TEMP R%u;\n", i
);
220 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
221 if (reg_maps
->address
[i
])
222 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
225 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
226 if (reg_maps
->texcoord
[i
])
227 shader_addline(buffer
,"TEMP T%u;\n", i
);
230 /* Texture coordinate registers must be pre-loaded */
231 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
232 if (reg_maps
->texcoord
[i
])
233 shader_addline(buffer
, "MOV T%u, fragment.texcoord[%u];\n", i
, i
);
236 if(reg_maps
->bumpmat
!= -1 /* Only a pshader can use texbem */) {
237 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
238 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
241 if(max_constantsF
< GL_LIMITS(pshader_constantsF
)) {
242 ((IWineD3DPixelShaderImpl
*)This
)->bumpenvmatconst
= max_constantsF
;
243 shader_addline(buffer
, "PARAM bumpenvmat = program.env[%d];\n", ((IWineD3DPixelShaderImpl
*)This
)->bumpenvmatconst
);
245 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
247 extra_constants_needed
+= 1;
249 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] && pshader
) {
250 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
251 /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
252 * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
253 * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
256 if(max_constantsF
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
) && FALSE
) {
257 /* The idea is that if srgb is enabled, then disabled, the constant loading code
258 * can effectively disabling sRGB correction by passing 1.0 and INF as the multiplication
259 * and comparison constants. If it disables it that way, the shader won't be recompiled
260 * and the code will stay in, so sRGB writing can be turned on again by setting the
261 * constants from the spec
263 ps_impl
->srgb_mode_hardcoded
= 0;
264 ps_impl
->srgb_low_const
= GL_LIMITS(pshader_constantsF
) - extra_constants_needed
;
265 ps_impl
->srgb_cmp_const
= GL_LIMITS(pshader_constantsF
) - extra_constants_needed
- 1;
266 shader_addline(buffer
, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl
->srgb_low_const
);
267 shader_addline(buffer
, "PARAM srgb_comparison = program.env[%d];\n", ps_impl
->srgb_cmp_const
);
269 shader_addline(buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
270 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
271 shader_addline(buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
272 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
273 ps_impl
->srgb_mode_hardcoded
= 1;
275 /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
276 * path if the comparison value is set to INF
278 shader_addline(buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
279 srgb_pow
, srgb_pow
, srgb_pow
);
280 shader_addline(buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
281 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
282 shader_addline(buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
283 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
284 ps_impl
->srgb_enabled
= 1;
286 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
288 /* Do not write any srgb fixup into the shader to save shader size and processing time.
289 * As a consequence, we can't toggle srgb write on without recompilation
291 ps_impl
->srgb_enabled
= 0;
292 ps_impl
->srgb_mode_hardcoded
= 1;
295 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
296 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
297 max_constantsF
, max_constantsF
- 1);
300 static const char * const shift_tab
[] = {
301 "dummy", /* 0 (none) */
302 "coefmul.x", /* 1 (x2) */
303 "coefmul.y", /* 2 (x4) */
304 "coefmul.z", /* 3 (x8) */
305 "coefmul.w", /* 4 (x16) */
306 "dummy", /* 5 (x32) */
307 "dummy", /* 6 (x64) */
308 "dummy", /* 7 (x128) */
309 "dummy", /* 8 (d256) */
310 "dummy", /* 9 (d128) */
311 "dummy", /* 10 (d64) */
312 "dummy", /* 11 (d32) */
313 "coefdiv.w", /* 12 (d16) */
314 "coefdiv.z", /* 13 (d8) */
315 "coefdiv.y", /* 14 (d4) */
316 "coefdiv.x" /* 15 (d2) */
319 static void shader_arb_get_write_mask(SHADER_OPCODE_ARG
* arg
, const DWORD param
, char *write_mask
) {
320 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
321 char *ptr
= write_mask
;
322 char vshader
= shader_is_vshader_version(This
->baseShader
.hex_version
);
324 if(vshader
&& shader_get_regtype(param
) == WINED3DSPR_ADDR
) {
327 } else if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
329 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
330 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
331 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
332 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
338 static void shader_arb_get_swizzle(const DWORD param
, BOOL fixup
, char *swizzle_str
) {
339 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
340 * but addressed as "rgba". To fix this we need to swap the register's x
341 * and z components. */
342 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
343 char *ptr
= swizzle_str
;
345 /* swizzle bits fields: wwzzyyxx */
346 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
347 DWORD swizzle_x
= swizzle
& 0x03;
348 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
349 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
350 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
352 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
353 * generate a swizzle string. Unless we need to our own swizzling. */
354 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) != swizzle
|| fixup
) {
356 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
357 *ptr
++ = swizzle_chars
[swizzle_x
];
359 *ptr
++ = swizzle_chars
[swizzle_x
];
360 *ptr
++ = swizzle_chars
[swizzle_y
];
361 *ptr
++ = swizzle_chars
[swizzle_z
];
362 *ptr
++ = swizzle_chars
[swizzle_w
];
369 static void pshader_get_register_name(
370 const DWORD param
, char* regstr
) {
372 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
373 DWORD regtype
= shader_get_regtype(param
);
376 case WINED3DSPR_TEMP
:
377 sprintf(regstr
, "R%u", reg
);
379 case WINED3DSPR_INPUT
:
381 strcpy(regstr
, "fragment.color.primary");
383 strcpy(regstr
, "fragment.color.secondary");
386 case WINED3DSPR_CONST
:
387 sprintf(regstr
, "C[%u]", reg
);
389 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
390 sprintf(regstr
,"T%u", reg
);
392 case WINED3DSPR_COLOROUT
:
394 sprintf(regstr
, "TMP_COLOR");
396 /* TODO: See GL_ARB_draw_buffers */
397 FIXME("Unsupported write to render target %u\n", reg
);
398 sprintf(regstr
, "unsupported_register");
401 case WINED3DSPR_DEPTHOUT
:
402 sprintf(regstr
, "result.depth");
404 case WINED3DSPR_ATTROUT
:
405 sprintf(regstr
, "oD[%u]", reg
);
407 case WINED3DSPR_TEXCRDOUT
:
408 sprintf(regstr
, "oT[%u]", reg
);
411 FIXME("Unhandled register name Type(%d)\n", regtype
);
412 sprintf(regstr
, "unrecognized_register");
417 /* TODO: merge with pixel shader */
418 static void vshader_program_add_param(SHADER_OPCODE_ARG
*arg
, const DWORD param
, BOOL is_input
, char *hwLine
) {
420 IWineD3DVertexShaderImpl
* This
= (IWineD3DVertexShaderImpl
*) arg
->shader
;
422 /* oPos, oFog and oPts in D3D */
423 static const char * const hwrastout_reg_names
[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
425 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
426 DWORD regtype
= shader_get_regtype(param
);
428 BOOL is_color
= FALSE
;
430 if ((param
& WINED3DSP_SRCMOD_MASK
) == WINED3DSPSM_NEG
) {
431 strcat(hwLine
, " -");
437 case WINED3DSPR_TEMP
:
438 sprintf(tmpReg
, "R%u", reg
);
439 strcat(hwLine
, tmpReg
);
441 case WINED3DSPR_INPUT
:
443 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
446 sprintf(tmpReg
, "vertex.attrib[%u]", reg
);
447 strcat(hwLine
, tmpReg
);
449 case WINED3DSPR_CONST
:
450 sprintf(tmpReg
, "C[%s%u]", (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) ? "A0.x + " : "", reg
);
451 strcat(hwLine
, tmpReg
);
453 case WINED3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
454 sprintf(tmpReg
, "A%u", reg
);
455 strcat(hwLine
, tmpReg
);
457 case WINED3DSPR_RASTOUT
:
458 sprintf(tmpReg
, "%s", hwrastout_reg_names
[reg
]);
459 strcat(hwLine
, tmpReg
);
461 case WINED3DSPR_ATTROUT
:
463 strcat(hwLine
, "result.color.primary");
465 strcat(hwLine
, "result.color.secondary");
468 case WINED3DSPR_TEXCRDOUT
:
469 sprintf(tmpReg
, "result.texcoord[%u]", reg
);
470 strcat(hwLine
, tmpReg
);
473 FIXME("Unknown reg type %d %d\n", regtype
, reg
);
474 strcat(hwLine
, "unrecognized_register");
480 shader_arb_get_write_mask(arg
, param
, write_mask
);
481 strcat(hwLine
, write_mask
);
484 shader_arb_get_swizzle(param
, is_color
, swizzle
);
485 strcat(hwLine
, swizzle
);
489 static void shader_hw_sample(SHADER_OPCODE_ARG
* arg
, DWORD sampler_idx
, const char *dst_str
, const char *coord_reg
, BOOL projected
, BOOL bias
) {
490 SHADER_BUFFER
* buffer
= arg
->buffer
;
491 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
492 const char *tex_type
;
494 switch(sampler_type
) {
503 case WINED3DSTT_VOLUME
:
507 case WINED3DSTT_CUBE
:
512 ERR("Unexpected texture type %d\n", sampler_type
);
517 /* Shouldn't be possible, but let's check for it */
518 if(projected
) FIXME("Biased and Projected texture sampling\n");
519 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
520 shader_addline(buffer
, "TXB %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
521 } else if (projected
) {
522 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
524 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
528 static void shader_arb_color_correction(SHADER_OPCODE_ARG
* arg
) {
529 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
530 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
531 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
533 WINED3DFORMAT conversion_group
;
534 IWineD3DBaseTextureImpl
*texture
;
536 BOOL recorded
= FALSE
;
538 DWORD hex_version
= shader
->baseShader
.hex_version
;
542 switch(arg
->opcode
->opcode
) {
544 if (hex_version
< WINED3DPS_VERSION(2,0)) {
545 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
547 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
551 case WINED3DSIO_TEXLDL
:
552 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
555 case WINED3DSIO_TEXDP3TEX
:
556 case WINED3DSIO_TEXM3x3TEX
:
557 case WINED3DSIO_TEXM3x3SPEC
:
558 case WINED3DSIO_TEXM3x3VSPEC
:
559 case WINED3DSIO_TEXBEM
:
560 case WINED3DSIO_TEXREG2AR
:
561 case WINED3DSIO_TEXREG2GB
:
562 case WINED3DSIO_TEXREG2RGB
:
563 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
567 /* Not a texture sampling instruction, nothing to do */
571 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
573 fmt
= texture
->resource
.format
;
574 conversion_group
= texture
->baseTexture
.shader_conversion_group
;
576 fmt
= WINED3DFMT_UNKNOWN
;
577 conversion_group
= WINED3DFMT_UNKNOWN
;
580 /* before doing anything, record the sampler with the format in the format conversion list,
581 * but check if it's not there already
583 for(i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; i
++) {
584 if(shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
) {
589 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
590 shader
->baseShader
.num_sampled_samplers
++;
591 shader
->baseShader
.sampled_format
[sampler_idx
] = conversion_group
;
594 pshader_get_register_name(arg
->dst
, reg
);
595 shader_arb_get_write_mask(arg
, arg
->dst
, writemask
);
596 if(strlen(writemask
) == 0) strcpy(writemask
, ".xyzw");
599 case WINED3DFMT_V8U8
:
600 case WINED3DFMT_V16U16
:
601 if(GL_SUPPORT(NV_TEXTURE_SHADER
) ||
602 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && fmt
== WINED3DFMT_V8U8
)) {
604 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
605 * disabled until an application that needs it is found because it causes unneeded
606 * shader recompilation in some game
608 if(strlen(writemask
) >= 4) {
609 shader_addline(arg
->buffer
, "MOV %s.%c, one.z;\n", reg
, writemask
[3]);
613 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
614 * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
615 * all registers, do so, this saves an instruction.
617 if(strlen(writemask
) >= 5) {
618 shader_addline(arg
->buffer
, "MAD %s, %s, coefmul.x, -one;\n", reg
, reg
);
619 } else if(strlen(writemask
) >= 3) {
620 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
623 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
626 } else if(strlen(writemask
) == 2) {
627 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg
, writemask
[1],
633 case WINED3DFMT_X8L8V8U8
:
634 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
635 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
636 * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
638 if(strlen(writemask
) >= 3) {
639 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
642 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
645 } else if(strlen(writemask
) == 2) {
646 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
653 case WINED3DFMT_L6V5U5
:
654 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
655 if(strlen(writemask
) >= 4) {
656 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
657 shader_addline(arg
->buffer
, "MOV TMP.g, %s.%c;\n",
659 shader_addline(arg
->buffer
, "MAD %s.%c%c, %s.%c%c, coefmul.x, -one;\n",
660 reg
, writemask
[1], writemask
[1],
661 reg
, writemask
[1], writemask
[3]);
662 shader_addline(arg
->buffer
, "MOV %s.%c, TMP.g;\n", reg
,
664 } else if(strlen(writemask
) == 3) {
665 /* This is bad: We have VL, but we need VU */
666 FIXME("2 components sampled from a converted L6V5U5 texture\n");
668 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
675 case WINED3DFMT_Q8W8V8U8
:
676 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
677 /* Correct the sign in all channels */
678 switch(strlen(writemask
)) {
680 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
685 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
690 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
695 /* Should not occur, since it's at minimum '.' and a letter */
697 ERR("Unexpected writemask: \"%s\"\n", writemask
);
702 shader_addline(arg
->buffer
, "MAD %s, %s, coefmul.x, -one;\n", reg
, reg
);
707 /* stupid compiler */
714 static void pshader_gen_input_modifier_line (
715 SHADER_BUFFER
* buffer
,
720 /* Generate a line that does the input modifier computation and return the input register to use */
725 /* Assume a new line will be added */
728 /* Get register name */
729 pshader_get_register_name(instr
, regstr
);
730 shader_arb_get_swizzle(instr
, FALSE
, swzstr
);
732 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
733 case WINED3DSPSM_NONE
:
734 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
737 case WINED3DSPSM_NEG
:
738 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
741 case WINED3DSPSM_BIAS
:
742 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
744 case WINED3DSPSM_BIASNEG
:
745 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
747 case WINED3DSPSM_SIGN
:
748 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
750 case WINED3DSPSM_SIGNNEG
:
751 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
753 case WINED3DSPSM_COMP
:
754 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
757 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
759 case WINED3DSPSM_X2NEG
:
760 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
763 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
764 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
767 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
768 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
771 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
775 /* Return modified or original register, with swizzle */
777 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
780 static inline void pshader_gen_output_modifier_line(
781 SHADER_BUFFER
* buffer
,
787 /* Generate a line that does the output modifier computation */
788 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", saturate
? "_SAT" : "",
789 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
792 void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
) {
793 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
795 SHADER_BUFFER
* buffer
= arg
->buffer
;
797 char src_name
[2][50];
800 pshader_get_register_name(arg
->dst
, dst_name
);
801 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
802 strcat(dst_name
, dst_wmask
);
804 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src_name
[0]);
805 pshader_gen_input_modifier_line(buffer
, arg
->src
[1], 1, src_name
[1]);
807 if(This
->bumpenvmatconst
!= -1) {
808 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
809 shader_addline(buffer
, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
810 shader_addline(buffer
, "DP3 TMP.r, TMP2, %s;\n", src_name
[1]);
811 shader_addline(buffer
, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
812 shader_addline(buffer
, "DP3 TMP.g, TMP2, %s;\n", src_name
[1]);
814 shader_addline(buffer
, "ADD %s, %s, TMP;\n", dst_name
, src_name
[0]);
816 shader_addline(buffer
, "MOV %s, %s;\n", dst_name
, src_name
[0]);
820 void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
) {
822 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
823 SHADER_BUFFER
* buffer
= arg
->buffer
;
826 char src_name
[3][50];
827 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
828 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
830 /* FIXME: support output modifiers */
832 /* Handle output register */
833 pshader_get_register_name(arg
->dst
, dst_name
);
834 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
836 /* Generate input register names (with modifiers) */
837 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src_name
[0]);
838 pshader_gen_input_modifier_line(buffer
, arg
->src
[1], 1, src_name
[1]);
839 pshader_gen_input_modifier_line(buffer
, arg
->src
[2], 2, src_name
[2]);
841 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
842 if (shader
->baseShader
.hex_version
<= WINED3DPS_VERSION(1, 3) &&
843 arg
->opcode_token
& WINED3DSI_COISSUE
) {
844 shader_addline(buffer
, "MOV%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1]);
846 shader_addline(buffer
, "ADD TMP, -%s, coefdiv.x;\n", src_name
[0]);
847 shader_addline(buffer
, "CMP%s %s%s, TMP, %s, %s;\n",
848 sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1], src_name
[2]);
851 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
854 void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
) {
856 SHADER_BUFFER
* buffer
= arg
->buffer
;
859 char src_name
[3][50];
860 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
861 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
863 /* FIXME: support output modifiers */
865 /* Handle output register */
866 pshader_get_register_name(arg
->dst
, dst_name
);
867 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
869 /* Generate input register names (with modifiers) */
870 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src_name
[0]);
871 pshader_gen_input_modifier_line(buffer
, arg
->src
[1], 1, src_name
[1]);
872 pshader_gen_input_modifier_line(buffer
, arg
->src
[2], 2, src_name
[2]);
874 shader_addline(buffer
, "CMP%s %s%s, %s, %s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
875 src_name
[0], src_name
[2], src_name
[1]);
878 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
881 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
882 * dst = dot2(src0, src1) + src2 */
883 void pshader_hw_dp2add(SHADER_OPCODE_ARG
* arg
) {
884 SHADER_BUFFER
* buffer
= arg
->buffer
;
887 char src_name
[3][50];
888 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
889 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
891 pshader_get_register_name(arg
->dst
, dst_name
);
892 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
894 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src_name
[0]);
895 pshader_gen_input_modifier_line(buffer
, arg
->src
[1], 1, src_name
[1]);
896 pshader_gen_input_modifier_line(buffer
, arg
->src
[2], 2, src_name
[2]);
898 /* Emulate a DP2 with a DP3 and 0.0 */
899 shader_addline(buffer
, "MOV TMP, %s;\n", src_name
[0]);
900 shader_addline(buffer
, "MOV TMP.z, 0.0;\n");
901 shader_addline(buffer
, "DP3 TMP2, TMP, %s;\n", src_name
[1]);
902 shader_addline(buffer
, "ADD%s %s%s, TMP2, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[2]);
905 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
908 /* Map the opcode 1-to-1 to the GL code */
909 void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
) {
911 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
912 SHADER_BUFFER
* buffer
= arg
->buffer
;
913 DWORD dst
= arg
->dst
;
914 DWORD
* src
= arg
->src
;
919 /* Output token related */
920 char output_rname
[256];
921 char output_wmask
[20];
922 BOOL saturate
= FALSE
;
923 BOOL centroid
= FALSE
;
924 BOOL partialprecision
= FALSE
;
927 strcpy(tmpLine
, curOpcode
->glname
);
929 /* Process modifiers */
930 if (0 != (dst
& WINED3DSP_DSTMOD_MASK
)) {
931 DWORD mask
= dst
& WINED3DSP_DSTMOD_MASK
;
933 saturate
= mask
& WINED3DSPDM_SATURATE
;
934 centroid
= mask
& WINED3DSPDM_MSAMPCENTROID
;
935 partialprecision
= mask
& WINED3DSPDM_PARTIALPRECISION
;
936 mask
&= ~(WINED3DSPDM_MSAMPCENTROID
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_SATURATE
);
938 FIXME("Unrecognized modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
941 FIXME("Unhandled modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
943 shift
= (dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
945 /* Generate input and output registers */
946 if (curOpcode
->num_params
> 0) {
947 char operands
[4][100];
949 /* Generate input register names (with modifiers) */
950 for (i
= 1; i
< curOpcode
->num_params
; ++i
)
951 pshader_gen_input_modifier_line(buffer
, src
[i
-1], i
-1, operands
[i
]);
953 /* Handle output register */
954 pshader_get_register_name(dst
, output_rname
);
955 strcpy(operands
[0], output_rname
);
956 shader_arb_get_write_mask(arg
, dst
, output_wmask
);
957 strcat(operands
[0], output_wmask
);
959 if (saturate
&& (shift
== 0))
960 strcat(tmpLine
, "_SAT");
961 strcat(tmpLine
, " ");
962 strcat(tmpLine
, operands
[0]);
963 for (i
= 1; i
< curOpcode
->num_params
; i
++) {
964 strcat(tmpLine
, ", ");
965 strcat(tmpLine
, operands
[i
]);
967 strcat(tmpLine
,";\n");
968 shader_addline(buffer
, tmpLine
);
970 /* A shift requires another line. */
972 pshader_gen_output_modifier_line(buffer
, saturate
, output_wmask
, shift
, output_rname
);
976 void pshader_hw_texkill(SHADER_OPCODE_ARG
* arg
) {
977 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
978 DWORD hex_version
= This
->baseShader
.hex_version
;
979 SHADER_BUFFER
* buffer
= arg
->buffer
;
982 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
983 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
985 pshader_get_register_name(arg
->dst
, reg_dest
);
987 if(hex_version
>= WINED3DPS_VERSION(2,0)) {
988 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
989 shader_addline(buffer
, "KIL %s;\n", reg_dest
);
991 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
992 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
994 shader_addline(buffer
, "MOV TMP, %s;\n", reg_dest
);
995 shader_addline(buffer
, "MOV TMP.w, one.w;\n", reg_dest
);
996 shader_addline(buffer
, "KIL TMP;\n", reg_dest
);
1000 void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
) {
1001 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1002 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1004 DWORD dst
= arg
->dst
;
1005 DWORD
* src
= arg
->src
;
1006 SHADER_BUFFER
* buffer
= arg
->buffer
;
1007 DWORD hex_version
= This
->baseShader
.hex_version
;
1008 BOOL projected
= FALSE
, bias
= FALSE
;
1012 DWORD reg_dest_code
;
1013 DWORD reg_sampler_code
;
1015 /* All versions have a destination register */
1016 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1017 pshader_get_register_name(dst
, reg_dest
);
1019 /* 1.0-1.3: Use destination register as coordinate source.
1020 1.4+: Use provided coordinate source register. */
1021 if (hex_version
< WINED3DPS_VERSION(1,4))
1022 strcpy(reg_coord
, reg_dest
);
1024 pshader_gen_input_modifier_line(buffer
, src
[0], 0, reg_coord
);
1026 /* 1.0-1.4: Use destination register number as texture code.
1027 2.0+: Use provided sampler number as texure code. */
1028 if (hex_version
< WINED3DPS_VERSION(2,0))
1029 reg_sampler_code
= reg_dest_code
;
1031 reg_sampler_code
= src
[1] & WINED3DSP_REGNUM_MASK
;
1034 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1035 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1036 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1038 if(hex_version
< WINED3DPS_VERSION(1,4)) {
1040 if(reg_sampler_code
< MAX_TEXTURES
) {
1041 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1043 if (flags
& WINED3DTTFF_PROJECTED
) {
1046 } else if(hex_version
< WINED3DPS_VERSION(2,0)) {
1047 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1048 if (src_mod
== WINED3DSPSM_DZ
) {
1050 } else if(src_mod
== WINED3DSPSM_DW
) {
1054 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
1057 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
1061 shader_hw_sample(arg
, reg_sampler_code
, reg_dest
, reg_coord
, projected
, bias
);
1064 void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
) {
1066 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1067 DWORD dst
= arg
->dst
;
1068 SHADER_BUFFER
* buffer
= arg
->buffer
;
1069 DWORD hex_version
= This
->baseShader
.hex_version
;
1072 shader_arb_get_write_mask(arg
, dst
, tmp
);
1073 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
1074 DWORD reg
= dst
& WINED3DSP_REGNUM_MASK
;
1075 shader_addline(buffer
, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg
, tmp
, reg
);
1077 DWORD reg1
= dst
& WINED3DSP_REGNUM_MASK
;
1080 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, reg_src
);
1081 shader_addline(buffer
, "MOV R%u%s, %s;\n", reg1
, tmp
, reg_src
);
1085 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
1087 SHADER_BUFFER
* buffer
= arg
->buffer
;
1088 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1089 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1092 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1093 DWORD reg2
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1096 sprintf(dst_str
, "T%u", reg1
);
1097 shader_addline(buffer
, "MOV TMP.r, T%u.a;\n", reg2
);
1098 shader_addline(buffer
, "MOV TMP.g, T%u.r;\n", reg2
);
1099 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1100 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1103 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
1105 SHADER_BUFFER
* buffer
= arg
->buffer
;
1106 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1107 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1110 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1111 DWORD reg2
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1114 sprintf(dst_str
, "T%u", reg1
);
1115 shader_addline(buffer
, "MOV TMP.r, T%u.g;\n", reg2
);
1116 shader_addline(buffer
, "MOV TMP.g, T%u.b;\n", reg2
);
1117 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1118 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", FALSE
, FALSE
);
1121 void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
) {
1122 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1124 DWORD dst
= arg
->dst
;
1125 DWORD src
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1126 SHADER_BUFFER
* buffer
= arg
->buffer
;
1129 DWORD reg_dest_code
;
1131 /* All versions have a destination register */
1132 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1133 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1134 pshader_get_register_name(dst
, reg_coord
);
1136 if(This
->bumpenvmatconst
!= -1) {
1137 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1139 shader_addline(buffer
, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
1140 shader_addline(buffer
, "DP3 TMP.r, TMP2, T%u;\n", src
);
1141 shader_addline(buffer
, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
1142 shader_addline(buffer
, "DP3 TMP.g, TMP2, T%u;\n", src
);
1144 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1145 * so we can't let the GL handle this.
1147 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1148 & WINED3DTTFF_PROJECTED
) {
1149 shader_addline(buffer
, "RCP TMP2.a, %s.a;\n", reg_coord
);
1150 shader_addline(buffer
, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord
);
1151 shader_addline(buffer
, "ADD TMP.rg, TMP, TMP2;\n");
1153 shader_addline(buffer
, "ADD TMP.rg, TMP, %s;\n", reg_coord
);
1156 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, "TMP", FALSE
, FALSE
);
1159 if(reg_dest_code
< MAX_TEXTURES
) {
1160 tf
= ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1164 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1165 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, reg_coord
, tf
& WINED3DTTFF_PROJECTED
, FALSE
);
1169 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
1171 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1172 SHADER_BUFFER
* buffer
= arg
->buffer
;
1175 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
1176 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", reg
, src0_name
);
1179 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
1181 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1182 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1184 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1185 SHADER_BUFFER
* buffer
= arg
->buffer
;
1189 sprintf(dst_str
, "T%u", reg
);
1190 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
1191 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", reg
, src0_name
);
1192 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1193 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1196 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
1198 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1199 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1200 SHADER_BUFFER
* buffer
= arg
->buffer
;
1201 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1204 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
1205 shader_addline(buffer
, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state
->current_row
, reg
, src0_name
);
1206 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1209 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
1211 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1212 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1214 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1215 SHADER_BUFFER
* buffer
= arg
->buffer
;
1216 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1220 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
1221 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1223 /* Sample the texture using the calculated coordinates */
1224 sprintf(dst_str
, "T%u", reg
);
1225 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1226 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1227 current_state
->current_row
= 0;
1230 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
1232 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1233 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1235 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1236 SHADER_BUFFER
* buffer
= arg
->buffer
;
1237 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1241 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
1242 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1244 /* Construct the eye-ray vector from w coordinates */
1245 shader_addline(buffer
, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
1246 shader_addline(buffer
, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
1247 shader_addline(buffer
, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg
);
1249 /* Calculate reflection vector
1251 shader_addline(buffer
, "DP3 TMP.w, TMP, TMP2;\n");
1252 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1253 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1254 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1255 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1256 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1257 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1259 /* Sample the texture using the calculated coordinates */
1260 sprintf(dst_str
, "T%u", reg
);
1261 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1262 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1263 current_state
->current_row
= 0;
1266 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
1268 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1269 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1271 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1272 DWORD reg3
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1273 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1274 SHADER_BUFFER
* buffer
= arg
->buffer
;
1278 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0_name
);
1279 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1281 /* Calculate reflection vector.
1284 * TMP.xyz = 2 * --------- * N - E
1287 * Which normalizes the normal vector
1289 shader_addline(buffer
, "DP3 TMP.w, TMP, C[%u];\n", reg3
);
1290 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1291 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1292 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1293 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1294 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3
);
1296 /* Sample the texture using the calculated coordinates */
1297 sprintf(dst_str
, "T%u", reg
);
1298 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1299 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1300 current_state
->current_row
= 0;
1303 void pshader_hw_texdepth(SHADER_OPCODE_ARG
* arg
) {
1304 SHADER_BUFFER
* buffer
= arg
->buffer
;
1307 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1308 * which is essentially an input, is the destiantion register because it is the first
1309 * param. According to the msdn, this must be register r5, but let's keep it more flexible
1312 pshader_get_register_name(arg
->dst
, dst_name
);
1314 /* According to the msdn, the source register(must be r5) is unusable after
1315 * the texdepth instruction, so we're free to modify it
1317 shader_addline(buffer
, "MIN %s.g, %s.g, one.g;\n", dst_name
, dst_name
);
1319 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1320 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1321 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1323 shader_addline(buffer
, "RCP %s.g, %s.g;\n", dst_name
, dst_name
);
1324 shader_addline(buffer
, "MUL TMP.x, %s.r, %s.g;\n", dst_name
, dst_name
);
1325 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.r;\n", dst_name
, dst_name
);
1326 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n", dst_name
, dst_name
);
1329 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1330 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1331 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1332 void pshader_hw_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
1333 SHADER_BUFFER
* buffer
= arg
->buffer
;
1334 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1338 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0
);
1339 shader_addline(buffer
, "MOV TMP, 0.0;\n");
1340 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", sampler_idx
, src0
);
1342 sprintf(dst_str
, "T%u", sampler_idx
);
1343 shader_hw_sample(arg
, sampler_idx
, dst_str
, "TMP", FALSE
/* Only one coord, can't be projected */, FALSE
);
1346 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1347 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1348 void pshader_hw_texdp3(SHADER_OPCODE_ARG
* arg
) {
1352 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1353 SHADER_BUFFER
* buffer
= arg
->buffer
;
1355 /* Handle output register */
1356 pshader_get_register_name(arg
->dst
, dst_str
);
1357 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1359 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0
);
1360 shader_addline(buffer
, "DP3 %s%s, T%u, %s;\n", dst_str
, dst_mask
, dstreg
, src0
);
1362 /* TODO: Handle output modifiers */
1365 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1366 * Perform the 3rd row of a 3x3 matrix multiply */
1367 void pshader_hw_texm3x3(SHADER_OPCODE_ARG
* arg
) {
1368 SHADER_BUFFER
* buffer
= arg
->buffer
;
1372 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1374 pshader_get_register_name(arg
->dst
, dst_str
);
1375 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1377 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0
);
1378 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", dst_reg
, src0
);
1379 shader_addline(buffer
, "MOV %s%s, TMP;\n", dst_str
, dst_mask
);
1381 /* TODO: Handle output modifiers */
1384 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1385 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1386 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1387 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1389 void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
1390 SHADER_BUFFER
* buffer
= arg
->buffer
;
1391 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1394 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src0
);
1395 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", dst_reg
, src0
);
1397 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1398 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1399 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1401 shader_addline(buffer
, "RCP TMP.y, TMP.y;\n");
1402 shader_addline(buffer
, "MUL TMP.x, TMP.x, TMP.y;\n");
1403 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.r;\n");
1404 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1407 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1408 Vertex shaders to ARB_vertex_program codes */
1409 void vshader_hw_mnxn(SHADER_OPCODE_ARG
* arg
) {
1412 int nComponents
= 0;
1413 SHADER_OPCODE_ARG tmpArg
;
1415 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1417 /* Set constants for the temporary argument */
1418 tmpArg
.shader
= arg
->shader
;
1419 tmpArg
.buffer
= arg
->buffer
;
1420 tmpArg
.src
[0] = arg
->src
[0];
1421 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1422 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1423 tmpArg
.reg_maps
= arg
->reg_maps
;
1425 switch(arg
->opcode
->opcode
) {
1426 case WINED3DSIO_M4x4
:
1428 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1430 case WINED3DSIO_M4x3
:
1432 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1434 case WINED3DSIO_M3x4
:
1436 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1438 case WINED3DSIO_M3x3
:
1440 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1442 case WINED3DSIO_M3x2
:
1444 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1450 for (i
= 0; i
< nComponents
; i
++) {
1451 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1452 tmpArg
.src
[1] = arg
->src
[1]+i
;
1453 vshader_hw_map2gl(&tmpArg
);
1457 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
) {
1458 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1459 SHADER_BUFFER
* buffer
= arg
->buffer
;
1460 DWORD dst
= arg
->dst
;
1461 DWORD src
= arg
->src
[0];
1462 DWORD swizzle
= (src
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1466 strcpy(tmpLine
, curOpcode
->glname
); /* Opcode */
1467 vshader_program_add_param(arg
, dst
, FALSE
, tmpLine
); /* Destination */
1468 strcat(tmpLine
, ",");
1469 vshader_program_add_param(arg
, src
, TRUE
, tmpLine
);
1470 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) == swizzle
) {
1471 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1474 strcat(tmpLine
, ".w");
1477 shader_addline(buffer
, "%s;\n", tmpLine
);
1480 void shader_hw_nrm(SHADER_OPCODE_ARG
* arg
) {
1481 SHADER_BUFFER
* buffer
= arg
->buffer
;
1485 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1486 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1488 pshader_get_register_name(arg
->dst
, dst_name
);
1489 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1491 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src_name
);
1492 shader_addline(buffer
, "DP3 TMP, %s, %s;\n", src_name
, src_name
);
1493 shader_addline(buffer
, "RSQ TMP, TMP.x;\n");
1494 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1495 shader_addline(buffer
, "MUL%s %s%s, %s, TMP;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1499 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1502 void shader_hw_sincos(SHADER_OPCODE_ARG
* arg
) {
1503 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1504 * must contain fixed constants. So we need a separate functin to filter those constants and
1507 SHADER_BUFFER
* buffer
= arg
->buffer
;
1511 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1512 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1514 pshader_get_register_name(arg
->dst
, dst_name
);
1515 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1517 pshader_gen_input_modifier_line(buffer
, arg
->src
[0], 0, src_name
);
1518 shader_addline(buffer
, "SCS%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1522 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1526 /* TODO: merge with pixel shader */
1527 /* Map the opcode 1-to-1 to the GL code */
1528 void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
) {
1530 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1531 SHADER_BUFFER
* buffer
= arg
->buffer
;
1532 DWORD dst
= arg
->dst
;
1533 DWORD
* src
= arg
->src
;
1535 DWORD dst_regtype
= shader_get_regtype(dst
);
1539 if ((curOpcode
->opcode
== WINED3DSIO_MOV
&& dst_regtype
== WINED3DSPR_ADDR
) || curOpcode
->opcode
== WINED3DSIO_MOVA
)
1540 strcpy(tmpLine
, "ARL");
1542 strcpy(tmpLine
, curOpcode
->glname
);
1544 if (curOpcode
->num_params
> 0) {
1545 vshader_program_add_param(arg
, dst
, FALSE
, tmpLine
);
1546 for (i
= 1; i
< curOpcode
->num_params
; ++i
) {
1547 strcat(tmpLine
, ",");
1548 vshader_program_add_param(arg
, src
[i
-1], TRUE
, tmpLine
);
1551 shader_addline(buffer
, "%s;\n", tmpLine
);
1554 static GLuint
create_arb_blt_vertex_program(WineD3D_GL_Info
*gl_info
) {
1555 GLuint program_id
= 0;
1556 const char *blt_vprogram
=
1558 "PARAM c[1] = { { 1, 0.5 } };\n"
1559 "MOV result.position, vertex.position;\n"
1560 "MOV result.color, c[0].x;\n"
1561 "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1562 "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1565 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1566 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
1567 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1569 if (glGetError() == GL_INVALID_OPERATION
) {
1571 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1572 FIXME("Vertex program error at position %d: %s\n", pos
,
1573 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1579 static GLuint
create_arb_blt_fragment_program(WineD3D_GL_Info
*gl_info
) {
1580 GLuint program_id
= 0;
1581 const char *blt_fprogram
=
1584 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1585 "MOV result.depth.z, R0.x;\n"
1588 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1589 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1590 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprogram
), blt_fprogram
));
1592 if (glGetError() == GL_INVALID_OPERATION
) {
1594 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1595 FIXME("Fragment program error at position %d: %s\n", pos
,
1596 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1602 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
1603 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1604 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1607 TRACE("Using vertex shader\n");
1609 /* Bind the vertex program */
1610 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
,
1611 ((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
)->baseShader
.prgId
));
1612 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1614 /* Enable OpenGL vertex programs */
1615 glEnable(GL_VERTEX_PROGRAM_ARB
);
1616 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1617 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
1618 This
, ((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
)->baseShader
.prgId
);
1619 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
1620 glDisable(GL_VERTEX_PROGRAM_ARB
);
1621 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1625 TRACE("Using pixel shader\n");
1627 /* Bind the fragment program */
1628 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
,
1629 ((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
)->baseShader
.prgId
));
1630 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1632 /* Enable OpenGL fragment programs */
1633 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1634 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1635 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
1636 This
, ((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
)->baseShader
.prgId
);
1637 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
1638 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1639 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1643 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
) {
1644 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1645 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1646 static GLuint vprogram_id
= 0;
1647 static GLuint fprogram_id
= 0;
1649 if (!vprogram_id
) vprogram_id
= create_arb_blt_vertex_program(gl_info
);
1650 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, vprogram_id
));
1651 glEnable(GL_VERTEX_PROGRAM_ARB
);
1653 if (!fprogram_id
) fprogram_id
= create_arb_blt_fragment_program(gl_info
);
1654 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, fprogram_id
));
1655 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1658 static void shader_arb_cleanup(IWineD3DDevice
*iface
) {
1659 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1660 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1661 if (GL_SUPPORT(ARB_VERTEX_PROGRAM
)) glDisable(GL_VERTEX_PROGRAM_ARB
);
1662 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1665 const shader_backend_t arb_program_shader_backend
= {
1667 &shader_arb_select_depth_blt
,
1668 &shader_arb_load_constants
,
1669 &shader_arb_cleanup
,
1670 &shader_arb_color_correction