push 97f44e0adb27fff75ba63d8fb97c65db9edfbe82
[wine/hacks.git] / dlls / wined3d / arb_program_shader.c
blob4a08f7013c3e09c9c3f4e69dc4eb516064d43b8d
1 /*
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
28 #include "config.h"
30 #include <math.h>
31 #include <stdio.h>
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 ********************************************************/
44 /**
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;
55 DWORD i, j, k;
56 DWORD *idx;
58 if (TRACE_ON(d3d_shader)) {
59 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
60 idx = constant->idx;
61 j = constant->count;
62 while (j--) {
63 i = *idx++;
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) {
73 float lcl_const[4];
74 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
75 idx = constant->idx;
76 j = constant->count;
77 while (j--) {
78 i = *idx++;
79 k = i * 4;
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));
99 } else {
100 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
101 idx = constant->idx;
102 j = constant->count;
103 while (j--) {
104 i = *idx++;
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,
134 char usePixelShader,
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 != -1) {
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)->luminanceconst != -1) {
173 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
174 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
175 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
176 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
178 float *scale = (float *) &stateBlock->textureState[(int) psi->needsbumpmat][WINED3DTSS_BUMPENVLSCALE];
179 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst, scale));
182 if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
183 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
184 float comparison[4];
185 float mul_low[4];
187 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
188 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
189 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
191 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
192 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
193 } else {
194 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
195 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
197 mul_low[0] = 1.0; mul_low[1] = 1.0;
198 mul_low[2] = 1.0; mul_low[3] = 1.0;
200 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
201 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
202 checkGLcall("Load sRGB correction constants\n");
207 /* Generate the variable & register declarations for the ARB_vertex_program output target */
208 void shader_generate_arb_declarations(
209 IWineD3DBaseShader *iface,
210 shader_reg_maps* reg_maps,
211 SHADER_BUFFER* buffer,
212 WineD3D_GL_Info* gl_info) {
214 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
215 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
216 DWORD i;
217 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
218 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
219 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
220 UINT extra_constants_needed = 0;
222 /* Temporary Output register */
223 shader_addline(buffer, "TEMP TMP_OUT;\n");
225 for(i = 0; i < This->baseShader.limits.temporary; i++) {
226 if (reg_maps->temporary[i])
227 shader_addline(buffer, "TEMP R%u;\n", i);
230 for (i = 0; i < This->baseShader.limits.address; i++) {
231 if (reg_maps->address[i])
232 shader_addline(buffer, "ADDRESS A%d;\n", i);
235 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
236 if (reg_maps->texcoord[i])
237 shader_addline(buffer,"TEMP T%u;\n", i);
240 /* Texture coordinate registers must be pre-loaded */
241 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
242 if (reg_maps->texcoord[i])
243 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
246 ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst = -1;
247 ((IWineD3DPixelShaderImpl *)This)->luminanceconst = -1;
248 if(reg_maps->bumpmat != -1 /* Only a pshader can use texbem */) {
249 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
250 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
251 * bump mapping.
253 if(max_constantsF < GL_LIMITS(pshader_constantsF)) {
254 ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst = max_constantsF;
255 shader_addline(buffer, "PARAM bumpenvmat = program.env[%d];\n", ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst);
257 if(reg_maps->luminanceparams != -1 && max_constantsF +1 < GL_LIMITS(pshader_constantsF)) {
258 extra_constants_needed += 1;
259 ((IWineD3DPixelShaderImpl *)This)->luminanceconst = max_constantsF + 1;
260 shader_addline(buffer, "PARAM luminance = program.env[%d];\n", ((IWineD3DPixelShaderImpl *)This)->luminanceconst);
261 } else if(reg_maps->luminanceparams != -1) {
262 FIXME("No free constant to load the luminance parameters\n");
264 } else {
265 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
267 extra_constants_needed += 1;
269 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
270 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
271 /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
272 * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
273 * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
274 * off again
276 if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) {
277 /* The idea is that if srgb is enabled, then disabled, the constant loading code
278 * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
279 * and comparison constants. If it disables it that way, the shader won't be recompiled
280 * and the code will stay in, so sRGB writing can be turned on again by setting the
281 * constants from the spec
283 ps_impl->srgb_mode_hardcoded = 0;
284 ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed;
285 ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1;
286 shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const);
287 shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const);
288 } else {
289 shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
290 srgb_mul_low, srgb_mul_low, srgb_mul_low);
291 shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
292 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
293 ps_impl->srgb_mode_hardcoded = 1;
295 /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
296 * path if the comparison value is set to INF
298 shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
299 srgb_pow, srgb_pow, srgb_pow);
300 shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
301 srgb_mul_high, srgb_mul_high, srgb_mul_high);
302 shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
303 srgb_sub_high, srgb_sub_high, srgb_sub_high);
304 ps_impl->srgb_enabled = 1;
305 } else if(pshader) {
306 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
308 /* Do not write any srgb fixup into the shader to save shader size and processing time.
309 * As a consequence, we can't toggle srgb write on without recompilation
311 ps_impl->srgb_enabled = 0;
312 ps_impl->srgb_mode_hardcoded = 1;
315 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
316 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
317 max_constantsF, max_constantsF - 1);
320 static const char * const shift_tab[] = {
321 "dummy", /* 0 (none) */
322 "coefmul.x", /* 1 (x2) */
323 "coefmul.y", /* 2 (x4) */
324 "coefmul.z", /* 3 (x8) */
325 "coefmul.w", /* 4 (x16) */
326 "dummy", /* 5 (x32) */
327 "dummy", /* 6 (x64) */
328 "dummy", /* 7 (x128) */
329 "dummy", /* 8 (d256) */
330 "dummy", /* 9 (d128) */
331 "dummy", /* 10 (d64) */
332 "dummy", /* 11 (d32) */
333 "coefdiv.w", /* 12 (d16) */
334 "coefdiv.z", /* 13 (d8) */
335 "coefdiv.y", /* 14 (d4) */
336 "coefdiv.x" /* 15 (d2) */
339 static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) {
340 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
341 char *ptr = write_mask;
342 char vshader = shader_is_vshader_version(This->baseShader.hex_version);
344 if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
345 *ptr++ = '.';
346 *ptr++ = 'x';
347 } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
348 *ptr++ = '.';
349 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
350 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
351 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
352 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
355 *ptr = '\0';
358 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
359 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
360 * but addressed as "rgba". To fix this we need to swap the register's x
361 * and z components. */
362 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
363 char *ptr = swizzle_str;
365 /* swizzle bits fields: wwzzyyxx */
366 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
367 DWORD swizzle_x = swizzle & 0x03;
368 DWORD swizzle_y = (swizzle >> 2) & 0x03;
369 DWORD swizzle_z = (swizzle >> 4) & 0x03;
370 DWORD swizzle_w = (swizzle >> 6) & 0x03;
372 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
373 * generate a swizzle string. Unless we need to our own swizzling. */
374 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
375 *ptr++ = '.';
376 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
377 *ptr++ = swizzle_chars[swizzle_x];
378 } else {
379 *ptr++ = swizzle_chars[swizzle_x];
380 *ptr++ = swizzle_chars[swizzle_y];
381 *ptr++ = swizzle_chars[swizzle_z];
382 *ptr++ = swizzle_chars[swizzle_w];
386 *ptr = '\0';
389 static void pshader_get_register_name(
390 const DWORD param, char* regstr) {
392 DWORD reg = param & WINED3DSP_REGNUM_MASK;
393 DWORD regtype = shader_get_regtype(param);
395 switch (regtype) {
396 case WINED3DSPR_TEMP:
397 sprintf(regstr, "R%u", reg);
398 break;
399 case WINED3DSPR_INPUT:
400 if (reg==0) {
401 strcpy(regstr, "fragment.color.primary");
402 } else {
403 strcpy(regstr, "fragment.color.secondary");
405 break;
406 case WINED3DSPR_CONST:
407 sprintf(regstr, "C[%u]", reg);
408 break;
409 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
410 sprintf(regstr,"T%u", reg);
411 break;
412 case WINED3DSPR_COLOROUT:
413 if (reg == 0)
414 sprintf(regstr, "TMP_COLOR");
415 else {
416 /* TODO: See GL_ARB_draw_buffers */
417 FIXME("Unsupported write to render target %u\n", reg);
418 sprintf(regstr, "unsupported_register");
420 break;
421 case WINED3DSPR_DEPTHOUT:
422 sprintf(regstr, "result.depth");
423 break;
424 case WINED3DSPR_ATTROUT:
425 sprintf(regstr, "oD[%u]", reg);
426 break;
427 case WINED3DSPR_TEXCRDOUT:
428 sprintf(regstr, "oT[%u]", reg);
429 break;
430 default:
431 FIXME("Unhandled register name Type(%d)\n", regtype);
432 sprintf(regstr, "unrecognized_register");
433 break;
437 /* TODO: merge with pixel shader */
438 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
440 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
442 /* oPos, oFog and oPts in D3D */
443 static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
445 DWORD reg = param & WINED3DSP_REGNUM_MASK;
446 DWORD regtype = shader_get_regtype(param);
447 char tmpReg[255];
448 BOOL is_color = FALSE;
450 if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
451 strcat(hwLine, " -");
452 } else {
453 strcat(hwLine, " ");
456 switch (regtype) {
457 case WINED3DSPR_TEMP:
458 sprintf(tmpReg, "R%u", reg);
459 strcat(hwLine, tmpReg);
460 break;
461 case WINED3DSPR_INPUT:
463 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
464 is_color = TRUE;
466 sprintf(tmpReg, "vertex.attrib[%u]", reg);
467 strcat(hwLine, tmpReg);
468 break;
469 case WINED3DSPR_CONST:
470 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
471 if(reg - This->rel_offset >= 0) {
472 sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
473 } else {
474 sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
476 } else {
477 sprintf(tmpReg, "C[%u]", reg);
479 strcat(hwLine, tmpReg);
480 break;
481 case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
482 sprintf(tmpReg, "A%u", reg);
483 strcat(hwLine, tmpReg);
484 break;
485 case WINED3DSPR_RASTOUT:
486 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
487 strcat(hwLine, tmpReg);
488 break;
489 case WINED3DSPR_ATTROUT:
490 if (reg==0) {
491 strcat(hwLine, "result.color.primary");
492 } else {
493 strcat(hwLine, "result.color.secondary");
495 break;
496 case WINED3DSPR_TEXCRDOUT:
497 sprintf(tmpReg, "result.texcoord[%u]", reg);
498 strcat(hwLine, tmpReg);
499 break;
500 default:
501 FIXME("Unknown reg type %d %d\n", regtype, reg);
502 strcat(hwLine, "unrecognized_register");
503 break;
506 if (!is_input) {
507 char write_mask[6];
508 shader_arb_get_write_mask(arg, param, write_mask);
509 strcat(hwLine, write_mask);
510 } else {
511 char swizzle[6];
512 shader_arb_get_swizzle(param, is_color, swizzle);
513 strcat(hwLine, swizzle);
517 static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
518 SHADER_BUFFER* buffer = arg->buffer;
519 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
520 const char *tex_type;
522 switch(sampler_type) {
523 case WINED3DSTT_1D:
524 tex_type = "1D";
525 break;
527 case WINED3DSTT_2D:
528 tex_type = "2D";
529 break;
531 case WINED3DSTT_VOLUME:
532 tex_type = "3D";
533 break;
535 case WINED3DSTT_CUBE:
536 tex_type = "CUBE";
537 break;
539 default:
540 ERR("Unexpected texture type %d\n", sampler_type);
541 tex_type = "";
544 if (bias) {
545 /* Shouldn't be possible, but let's check for it */
546 if(projected) FIXME("Biased and Projected texture sampling\n");
547 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
548 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
549 } else if (projected) {
550 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
551 } else {
552 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
556 static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
557 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
558 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
559 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
560 WINED3DFORMAT fmt;
561 WINED3DFORMAT conversion_group;
562 IWineD3DBaseTextureImpl *texture;
563 UINT i;
564 BOOL recorded = FALSE;
565 DWORD sampler_idx;
566 DWORD hex_version = shader->baseShader.hex_version;
567 char reg[256];
568 char writemask[6];
570 switch(arg->opcode->opcode) {
571 case WINED3DSIO_TEX:
572 if (hex_version < WINED3DPS_VERSION(2,0)) {
573 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
574 } else {
575 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
577 break;
579 case WINED3DSIO_TEXLDL:
580 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
581 return;
583 case WINED3DSIO_TEXDP3TEX:
584 case WINED3DSIO_TEXM3x3TEX:
585 case WINED3DSIO_TEXM3x3SPEC:
586 case WINED3DSIO_TEXM3x3VSPEC:
587 case WINED3DSIO_TEXBEM:
588 case WINED3DSIO_TEXREG2AR:
589 case WINED3DSIO_TEXREG2GB:
590 case WINED3DSIO_TEXREG2RGB:
591 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
592 break;
594 default:
595 /* Not a texture sampling instruction, nothing to do */
596 return;
599 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
600 if(texture) {
601 fmt = texture->resource.format;
602 conversion_group = texture->baseTexture.shader_conversion_group;
603 } else {
604 fmt = WINED3DFMT_UNKNOWN;
605 conversion_group = WINED3DFMT_UNKNOWN;
608 /* before doing anything, record the sampler with the format in the format conversion list,
609 * but check if it's not there already
611 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
612 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
613 recorded = TRUE;
616 if(!recorded) {
617 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
618 shader->baseShader.num_sampled_samplers++;
619 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
622 pshader_get_register_name(arg->dst, reg);
623 shader_arb_get_write_mask(arg, arg->dst, writemask);
624 if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
626 switch(fmt) {
627 case WINED3DFMT_V8U8:
628 case WINED3DFMT_V16U16:
629 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
630 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
631 #if 0
632 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
633 * disabled until an application that needs it is found because it causes unneeded
634 * shader recompilation in some game
636 if(strlen(writemask) >= 4) {
637 shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]);
639 #endif
640 } else {
641 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
642 * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
643 * all registers, do so, this saves an instruction.
645 if(strlen(writemask) >= 5) {
646 shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
647 } else if(strlen(writemask) >= 3) {
648 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
649 reg, writemask[1],
650 reg, writemask[1]);
651 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
652 reg, writemask[2],
653 reg, writemask[2]);
654 } else if(strlen(writemask) == 2) {
655 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1],
656 reg, writemask[1]);
659 break;
661 case WINED3DFMT_X8L8V8U8:
662 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
663 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
664 * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
666 if(strlen(writemask) >= 3) {
667 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
668 reg, writemask[1],
669 reg, writemask[1]);
670 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
671 reg, writemask[2],
672 reg, writemask[2]);
673 } else if(strlen(writemask) == 2) {
674 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
675 reg, writemask[1],
676 reg, writemask[1]);
679 break;
681 case WINED3DFMT_L6V5U5:
682 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
683 if(strlen(writemask) >= 4) {
684 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
685 shader_addline(arg->buffer, "MOV TMP.g, %s.%c;\n",
686 reg, writemask[2]);
687 shader_addline(arg->buffer, "MAD %s.%c%c, %s.%c%c, coefmul.x, -one;\n",
688 reg, writemask[1], writemask[1],
689 reg, writemask[1], writemask[3]);
690 shader_addline(arg->buffer, "MOV %s.%c, TMP.g;\n", reg,
691 writemask[3]);
692 } else if(strlen(writemask) == 3) {
693 /* This is bad: We have VL, but we need VU */
694 FIXME("2 components sampled from a converted L6V5U5 texture\n");
695 } else {
696 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
697 reg, writemask[1],
698 reg, writemask[1]);
701 break;
703 case WINED3DFMT_Q8W8V8U8:
704 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
705 /* Correct the sign in all channels */
706 switch(strlen(writemask)) {
707 case 4:
708 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
709 reg, writemask[3],
710 reg, writemask[3]);
711 /* drop through */
712 case 3:
713 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
714 reg, writemask[2],
715 reg, writemask[2]);
716 /* drop through */
717 case 2:
718 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
719 reg, writemask[1],
720 reg, writemask[1]);
721 break;
723 /* Should not occur, since it's at minimum '.' and a letter */
724 case 1:
725 ERR("Unexpected writemask: \"%s\"\n", writemask);
726 break;
728 case 5:
729 default:
730 shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
733 break;
735 /* stupid compiler */
736 default:
737 break;
742 static void pshader_gen_input_modifier_line (
743 SHADER_BUFFER* buffer,
744 const DWORD instr,
745 int tmpreg,
746 char *outregstr) {
748 /* Generate a line that does the input modifier computation and return the input register to use */
749 char regstr[256];
750 char swzstr[20];
751 int insert_line;
753 /* Assume a new line will be added */
754 insert_line = 1;
756 /* Get register name */
757 pshader_get_register_name(instr, regstr);
758 shader_arb_get_swizzle(instr, FALSE, swzstr);
760 switch (instr & WINED3DSP_SRCMOD_MASK) {
761 case WINED3DSPSM_NONE:
762 sprintf(outregstr, "%s%s", regstr, swzstr);
763 insert_line = 0;
764 break;
765 case WINED3DSPSM_NEG:
766 sprintf(outregstr, "-%s%s", regstr, swzstr);
767 insert_line = 0;
768 break;
769 case WINED3DSPSM_BIAS:
770 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
771 break;
772 case WINED3DSPSM_BIASNEG:
773 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
774 break;
775 case WINED3DSPSM_SIGN:
776 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
777 break;
778 case WINED3DSPSM_SIGNNEG:
779 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
780 break;
781 case WINED3DSPSM_COMP:
782 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
783 break;
784 case WINED3DSPSM_X2:
785 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
786 break;
787 case WINED3DSPSM_X2NEG:
788 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
789 break;
790 case WINED3DSPSM_DZ:
791 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
792 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
793 break;
794 case WINED3DSPSM_DW:
795 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
796 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
797 break;
798 default:
799 sprintf(outregstr, "%s%s", regstr, swzstr);
800 insert_line = 0;
803 /* Return modified or original register, with swizzle */
804 if (insert_line)
805 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
808 static inline void pshader_gen_output_modifier_line(
809 SHADER_BUFFER* buffer,
810 int saturate,
811 char *write_mask,
812 int shift,
813 char *regstr) {
815 /* Generate a line that does the output modifier computation */
816 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
817 regstr, write_mask, regstr, shift_tab[shift]);
820 void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
821 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
823 SHADER_BUFFER* buffer = arg->buffer;
824 char dst_name[50];
825 char src_name[2][50];
826 char dst_wmask[20];
828 pshader_get_register_name(arg->dst, dst_name);
829 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
830 strcat(dst_name, dst_wmask);
832 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
833 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
835 if(This->bumpenvmatconst != -1) {
836 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
837 shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
838 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
839 shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
840 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
842 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
843 } else {
844 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
848 void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
850 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
851 SHADER_BUFFER* buffer = arg->buffer;
852 char dst_wmask[20];
853 char dst_name[50];
854 char src_name[3][50];
855 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
856 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
858 /* FIXME: support output modifiers */
860 /* Handle output register */
861 pshader_get_register_name(arg->dst, dst_name);
862 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
864 /* Generate input register names (with modifiers) */
865 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
866 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
867 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
869 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
870 if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
871 arg->opcode_token & WINED3DSI_COISSUE) {
872 shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
873 } else {
874 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
875 shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
876 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
878 if (shift != 0)
879 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
882 void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
884 SHADER_BUFFER* buffer = arg->buffer;
885 char dst_wmask[20];
886 char dst_name[50];
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 /* FIXME: support output modifiers */
893 /* Handle output register */
894 pshader_get_register_name(arg->dst, dst_name);
895 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
897 /* Generate input register names (with modifiers) */
898 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
899 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
900 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
902 shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
903 src_name[0], src_name[2], src_name[1]);
905 if (shift != 0)
906 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
909 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
910 * dst = dot2(src0, src1) + src2 */
911 void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
912 SHADER_BUFFER* buffer = arg->buffer;
913 char dst_wmask[20];
914 char dst_name[50];
915 char src_name[3][50];
916 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
917 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
919 pshader_get_register_name(arg->dst, dst_name);
920 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
922 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
923 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
924 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
926 /* Emulate a DP2 with a DP3 and 0.0 */
927 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
928 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
929 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
930 shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
932 if (shift != 0)
933 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
936 /* Map the opcode 1-to-1 to the GL code */
937 void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
939 CONST SHADER_OPCODE* curOpcode = arg->opcode;
940 SHADER_BUFFER* buffer = arg->buffer;
941 DWORD dst = arg->dst;
942 DWORD* src = arg->src;
944 unsigned int i;
945 char tmpLine[256];
947 /* Output token related */
948 char output_rname[256];
949 char output_wmask[20];
950 BOOL saturate = FALSE;
951 BOOL centroid = FALSE;
952 BOOL partialprecision = FALSE;
953 DWORD shift;
955 strcpy(tmpLine, curOpcode->glname);
957 /* Process modifiers */
958 if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
959 DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
961 saturate = mask & WINED3DSPDM_SATURATE;
962 centroid = mask & WINED3DSPDM_MSAMPCENTROID;
963 partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
964 mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
965 if (mask)
966 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
968 if (centroid)
969 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
971 shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
973 /* Generate input and output registers */
974 if (curOpcode->num_params > 0) {
975 char operands[4][100];
977 /* Generate input register names (with modifiers) */
978 for (i = 1; i < curOpcode->num_params; ++i)
979 pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i]);
981 /* Handle output register */
982 pshader_get_register_name(dst, output_rname);
983 strcpy(operands[0], output_rname);
984 shader_arb_get_write_mask(arg, dst, output_wmask);
985 strcat(operands[0], output_wmask);
987 if (saturate && (shift == 0))
988 strcat(tmpLine, "_SAT");
989 strcat(tmpLine, " ");
990 strcat(tmpLine, operands[0]);
991 for (i = 1; i < curOpcode->num_params; i++) {
992 strcat(tmpLine, ", ");
993 strcat(tmpLine, operands[i]);
995 strcat(tmpLine,";\n");
996 shader_addline(buffer, tmpLine);
998 /* A shift requires another line. */
999 if (shift != 0)
1000 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1004 void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
1005 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1006 DWORD hex_version = This->baseShader.hex_version;
1007 SHADER_BUFFER* buffer = arg->buffer;
1008 char reg_dest[40];
1010 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1011 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1013 pshader_get_register_name(arg->dst, reg_dest);
1015 if(hex_version >= WINED3DPS_VERSION(2,0)) {
1016 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1017 shader_addline(buffer, "KIL %s;\n", reg_dest);
1018 } else {
1019 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1020 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1022 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1023 shader_addline(buffer, "MOV TMP.w, one.w;\n", reg_dest);
1024 shader_addline(buffer, "KIL TMP;\n", reg_dest);
1028 void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
1029 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1030 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1032 DWORD dst = arg->dst;
1033 DWORD* src = arg->src;
1034 SHADER_BUFFER* buffer = arg->buffer;
1035 DWORD hex_version = This->baseShader.hex_version;
1036 BOOL projected = FALSE, bias = FALSE;
1038 char reg_dest[40];
1039 char reg_coord[40];
1040 DWORD reg_dest_code;
1041 DWORD reg_sampler_code;
1043 /* All versions have a destination register */
1044 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1045 pshader_get_register_name(dst, reg_dest);
1047 /* 1.0-1.3: Use destination register as coordinate source.
1048 1.4+: Use provided coordinate source register. */
1049 if (hex_version < WINED3DPS_VERSION(1,4))
1050 strcpy(reg_coord, reg_dest);
1051 else
1052 pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord);
1054 /* 1.0-1.4: Use destination register number as texture code.
1055 2.0+: Use provided sampler number as texure code. */
1056 if (hex_version < WINED3DPS_VERSION(2,0))
1057 reg_sampler_code = reg_dest_code;
1058 else
1059 reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1061 /* projection flag:
1062 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1063 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1064 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1066 if(hex_version < WINED3DPS_VERSION(1,4)) {
1067 DWORD flags = 0;
1068 if(reg_sampler_code < MAX_TEXTURES) {
1069 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1071 if (flags & WINED3DTTFF_PROJECTED) {
1072 projected = TRUE;
1074 } else if(hex_version < WINED3DPS_VERSION(2,0)) {
1075 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1076 if (src_mod == WINED3DSPSM_DZ) {
1077 projected = TRUE;
1078 } else if(src_mod == WINED3DSPSM_DW) {
1079 projected = TRUE;
1081 } else {
1082 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1083 projected = TRUE;
1085 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1086 bias = TRUE;
1089 shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1092 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
1094 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1095 DWORD dst = arg->dst;
1096 SHADER_BUFFER* buffer = arg->buffer;
1097 DWORD hex_version = This->baseShader.hex_version;
1099 char tmp[20];
1100 shader_arb_get_write_mask(arg, dst, tmp);
1101 if (hex_version != WINED3DPS_VERSION(1,4)) {
1102 DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1103 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1104 } else {
1105 DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1106 char reg_src[40];
1108 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, reg_src);
1109 shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1113 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
1115 SHADER_BUFFER* buffer = arg->buffer;
1116 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1117 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1118 DWORD flags;
1120 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1121 char dst_str[8];
1122 char src_str[50];
1124 sprintf(dst_str, "T%u", reg1);
1125 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_str);
1126 shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1127 shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1128 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1129 shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1132 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
1134 SHADER_BUFFER* buffer = arg->buffer;
1135 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1136 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1137 DWORD flags;
1139 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1140 char dst_str[8];
1141 char src_str[50];
1143 sprintf(dst_str, "T%u", reg1);
1144 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_str);
1145 shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1146 shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1147 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1148 shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1151 void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
1153 SHADER_BUFFER* buffer = arg->buffer;
1154 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1155 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1156 DWORD flags;
1157 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1158 char dst_str[8];
1159 char src_str[50];
1161 sprintf(dst_str, "T%u", reg1);
1162 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_str);
1163 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1164 shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1167 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
1168 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1170 DWORD dst = arg->dst;
1171 DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1172 SHADER_BUFFER* buffer = arg->buffer;
1174 char reg_coord[40];
1175 DWORD reg_dest_code;
1177 /* All versions have a destination register */
1178 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1179 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1180 pshader_get_register_name(dst, reg_coord);
1182 if(This->bumpenvmatconst != -1) {
1183 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1185 shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
1186 shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1187 shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
1188 shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1190 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1191 * so we can't let the GL handle this.
1193 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1194 & WINED3DTTFF_PROJECTED) {
1195 shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1196 shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1197 shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1198 } else {
1199 shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1202 shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1204 if(arg->opcode->opcode == WINED3DSIO_TEXBEML && This->luminanceconst != -1) {
1205 shader_addline(buffer, "MAD TMP, T%u.z, luminance.x, luminance.y;\n", src);
1206 shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1209 } else {
1210 DWORD tf;
1211 if(reg_dest_code < MAX_TEXTURES) {
1212 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1213 } else {
1214 tf = 0;
1216 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1217 shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1221 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1223 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1224 SHADER_BUFFER* buffer = arg->buffer;
1225 char src0_name[50];
1227 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1228 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1231 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1233 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1234 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1235 DWORD flags;
1236 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1237 SHADER_BUFFER* buffer = arg->buffer;
1238 char dst_str[8];
1239 char src0_name[50];
1241 sprintf(dst_str, "T%u", reg);
1242 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1243 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1244 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1245 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1248 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1250 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1251 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1252 SHADER_BUFFER* buffer = arg->buffer;
1253 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1254 char src0_name[50];
1256 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1257 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1258 current_state->texcoord_w[current_state->current_row++] = reg;
1261 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1263 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1264 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1265 DWORD flags;
1266 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1267 SHADER_BUFFER* buffer = arg->buffer;
1268 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1269 char dst_str[8];
1270 char src0_name[50];
1272 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1273 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1275 /* Sample the texture using the calculated coordinates */
1276 sprintf(dst_str, "T%u", reg);
1277 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1278 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1279 current_state->current_row = 0;
1282 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1284 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1285 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1286 DWORD flags;
1287 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1288 SHADER_BUFFER* buffer = arg->buffer;
1289 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1290 char dst_str[8];
1291 char src0_name[50];
1293 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1294 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1296 /* Construct the eye-ray vector from w coordinates */
1297 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1298 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1299 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1301 /* Calculate reflection vector
1303 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1304 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1305 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1306 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1307 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1308 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1309 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1311 /* Sample the texture using the calculated coordinates */
1312 sprintf(dst_str, "T%u", reg);
1313 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1314 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1315 current_state->current_row = 0;
1318 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1320 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1321 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1322 DWORD flags;
1323 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1324 DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1325 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1326 SHADER_BUFFER* buffer = arg->buffer;
1327 char dst_str[8];
1328 char src0_name[50];
1330 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1331 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1333 /* Calculate reflection vector.
1335 * dot(N, E)
1336 * TMP.xyz = 2 * --------- * N - E
1337 * dot(N, N)
1339 * Which normalizes the normal vector
1341 shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1342 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1343 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1344 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1345 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1346 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1348 /* Sample the texture using the calculated coordinates */
1349 sprintf(dst_str, "T%u", reg);
1350 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1351 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1352 current_state->current_row = 0;
1355 void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
1356 SHADER_BUFFER* buffer = arg->buffer;
1357 char dst_name[50];
1359 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1360 * which is essentially an input, is the destiantion register because it is the first
1361 * param. According to the msdn, this must be register r5, but let's keep it more flexible
1362 * here
1364 pshader_get_register_name(arg->dst, dst_name);
1366 /* According to the msdn, the source register(must be r5) is unusable after
1367 * the texdepth instruction, so we're free to modify it
1369 shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1371 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1372 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1373 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1375 shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1376 shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1377 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n", dst_name, dst_name);
1378 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n", dst_name, dst_name);
1381 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1382 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1383 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1384 void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
1385 SHADER_BUFFER* buffer = arg->buffer;
1386 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1387 char src0[50];
1388 char dst_str[8];
1390 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
1391 shader_addline(buffer, "MOV TMP, 0.0;\n");
1392 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1394 sprintf(dst_str, "T%u", sampler_idx);
1395 shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1398 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1399 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1400 void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
1401 char src0[50];
1402 char dst_str[50];
1403 char dst_mask[6];
1404 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1405 SHADER_BUFFER* buffer = arg->buffer;
1407 /* Handle output register */
1408 pshader_get_register_name(arg->dst, dst_str);
1409 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1411 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
1412 shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1414 /* TODO: Handle output modifiers */
1417 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1418 * Perform the 3rd row of a 3x3 matrix multiply */
1419 void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
1420 SHADER_BUFFER* buffer = arg->buffer;
1421 char dst_str[50];
1422 char dst_mask[6];
1423 char src0[50];
1424 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1426 pshader_get_register_name(arg->dst, dst_str);
1427 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1429 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
1430 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1431 shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1433 /* TODO: Handle output modifiers */
1436 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1437 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1438 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1439 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1441 void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
1442 SHADER_BUFFER* buffer = arg->buffer;
1443 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1444 char src0[50];
1446 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
1447 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1449 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1450 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1451 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1453 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1454 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1455 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1456 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1459 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1460 Vertex/Pixel shaders to ARB_vertex_program codes */
1461 void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
1463 int i;
1464 int nComponents = 0;
1465 SHADER_OPCODE_ARG tmpArg;
1467 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1469 /* Set constants for the temporary argument */
1470 tmpArg.shader = arg->shader;
1471 tmpArg.buffer = arg->buffer;
1472 tmpArg.src[0] = arg->src[0];
1473 tmpArg.src_addr[0] = arg->src_addr[0];
1474 tmpArg.src_addr[1] = arg->src_addr[1];
1475 tmpArg.reg_maps = arg->reg_maps;
1477 switch(arg->opcode->opcode) {
1478 case WINED3DSIO_M4x4:
1479 nComponents = 4;
1480 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1481 break;
1482 case WINED3DSIO_M4x3:
1483 nComponents = 3;
1484 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1485 break;
1486 case WINED3DSIO_M3x4:
1487 nComponents = 4;
1488 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1489 break;
1490 case WINED3DSIO_M3x3:
1491 nComponents = 3;
1492 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1493 break;
1494 case WINED3DSIO_M3x2:
1495 nComponents = 2;
1496 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1497 break;
1498 default:
1499 break;
1502 for (i = 0; i < nComponents; i++) {
1503 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1504 tmpArg.src[1] = arg->src[1]+i;
1505 vshader_hw_map2gl(&tmpArg);
1509 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
1510 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1511 SHADER_BUFFER* buffer = arg->buffer;
1512 DWORD dst = arg->dst;
1513 DWORD src = arg->src[0];
1514 DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1516 char tmpLine[256];
1518 strcpy(tmpLine, curOpcode->glname); /* Opcode */
1519 vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1520 strcat(tmpLine, ",");
1521 vshader_program_add_param(arg, src, TRUE, tmpLine);
1522 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1523 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1524 * .w is used
1526 strcat(tmpLine, ".w");
1529 shader_addline(buffer, "%s;\n", tmpLine);
1532 void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
1533 SHADER_BUFFER* buffer = arg->buffer;
1534 char dst_name[50];
1535 char src_name[50];
1536 char dst_wmask[20];
1537 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1538 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1540 pshader_get_register_name(arg->dst, dst_name);
1541 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1543 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name);
1544 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1545 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1546 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1547 shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1548 src_name);
1550 if (shift != 0)
1551 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1554 void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
1555 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1556 * must contain fixed constants. So we need a separate functin to filter those constants and
1557 * can't use map2gl
1559 SHADER_BUFFER* buffer = arg->buffer;
1560 char dst_name[50];
1561 char src_name[50];
1562 char dst_wmask[20];
1563 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1564 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1566 pshader_get_register_name(arg->dst, dst_name);
1567 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1569 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name);
1570 shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1571 src_name);
1573 if (shift != 0)
1574 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1578 /* TODO: merge with pixel shader */
1579 /* Map the opcode 1-to-1 to the GL code */
1580 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1582 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl*) arg->shader;
1583 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1584 SHADER_BUFFER* buffer = arg->buffer;
1585 DWORD dst = arg->dst;
1586 DWORD* src = arg->src;
1588 DWORD dst_regtype = shader_get_regtype(dst);
1589 char tmpLine[256];
1590 unsigned int i;
1592 if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA) {
1593 if(shader->rel_offset) {
1594 memset(tmpLine, 0, sizeof(tmpLine));
1595 vshader_program_add_param(arg, src[0], TRUE, tmpLine);
1596 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
1597 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1598 return;
1599 } else {
1600 strcpy(tmpLine, "ARL");
1602 } else
1603 strcpy(tmpLine, curOpcode->glname);
1605 if (curOpcode->num_params > 0) {
1606 vshader_program_add_param(arg, dst, FALSE, tmpLine);
1607 for (i = 1; i < curOpcode->num_params; ++i) {
1608 strcat(tmpLine, ",");
1609 vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
1612 shader_addline(buffer, "%s;\n", tmpLine);
1615 static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
1616 GLuint program_id = 0;
1617 const char *blt_vprogram =
1618 "!!ARBvp1.0\n"
1619 "PARAM c[1] = { { 1, 0.5 } };\n"
1620 "MOV result.position, vertex.position;\n"
1621 "MOV result.color, c[0].x;\n"
1622 "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1623 "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1624 "END\n";
1626 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1627 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1628 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1630 if (glGetError() == GL_INVALID_OPERATION) {
1631 GLint pos;
1632 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1633 FIXME("Vertex program error at position %d: %s\n", pos,
1634 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1637 return program_id;
1640 static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
1641 GLuint program_id = 0;
1642 const char *blt_fprogram =
1643 "!!ARBfp1.0\n"
1644 "TEMP R0;\n"
1645 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1646 "MOV result.depth.z, R0.x;\n"
1647 "END\n";
1649 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1650 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1651 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
1653 if (glGetError() == GL_INVALID_OPERATION) {
1654 GLint pos;
1655 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1656 FIXME("Fragment program error at position %d: %s\n", pos,
1657 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1660 return program_id;
1663 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1664 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1665 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1667 if (useVS) {
1668 TRACE("Using vertex shader\n");
1670 /* Bind the vertex program */
1671 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB,
1672 ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId));
1673 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1675 /* Enable OpenGL vertex programs */
1676 glEnable(GL_VERTEX_PROGRAM_ARB);
1677 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1678 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
1679 This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
1680 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1681 glDisable(GL_VERTEX_PROGRAM_ARB);
1682 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1685 if (usePS) {
1686 TRACE("Using pixel shader\n");
1688 /* Bind the fragment program */
1689 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
1690 ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId));
1691 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1693 /* Enable OpenGL fragment programs */
1694 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1695 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1696 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
1697 This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
1698 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1699 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1700 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1704 static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
1705 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1706 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1707 static GLuint vprogram_id = 0;
1708 static GLuint fprogram_id = 0;
1710 if (!vprogram_id) vprogram_id = create_arb_blt_vertex_program(gl_info);
1711 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vprogram_id));
1712 glEnable(GL_VERTEX_PROGRAM_ARB);
1714 if (!fprogram_id) fprogram_id = create_arb_blt_fragment_program(gl_info);
1715 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fprogram_id));
1716 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1719 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1720 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1721 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1722 if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1723 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1726 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1729 const shader_backend_t arb_program_shader_backend = {
1730 &shader_arb_select,
1731 &shader_arb_select_depth_blt,
1732 &shader_arb_load_constants,
1733 &shader_arb_cleanup,
1734 &shader_arb_color_correction,
1735 &shader_arb_destroy