2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
34 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->baseShader.device)->wineD3D))->gl_info
36 /* Shader debugging - Change the following line to enable debugging of software
38 #if 0 /* Musxt not be 1 in cvs version */
39 # define VSTRACE(A) TRACE A
40 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
43 # define TRACE_VSVECTOR(name)
47 * DirectX9 SDK download
48 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
51 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
53 * Using Vertex Shaders
54 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
57 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
60 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
61 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
62 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
63 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
66 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
69 * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
71 * NVIDIA: DX8 Vertex Shader to NV Vertex Program
72 * http://developer.nvidia.com/view.asp?IO=vstovp
74 * NVIDIA: Memory Management with VAR
75 * http://developer.nvidia.com/view.asp?IO=var_memory_management
78 /* TODO: Vertex and Pixel shaders are almost identicle, the only exception being the way that some of the data is looked up or the availablity of some of the data i.e. some instructions are only valid for pshaders and some for vshaders
79 because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't supprise me if the programes can be cross compiled using a large body body shared code */
81 #define GLNAME_REQUIRE_GLSL ((const char *)1)
83 /*******************************
84 * vshader functions software VM
87 static void vshader_add(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
92 VSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
93 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
96 static void vshader_dp3(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
97 d
->x
= d
->y
= d
->z
= d
->w
= s0
->x
* s1
->x
+ s0
->y
* s1
->y
+ s0
->z
* s1
->z
;
98 VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
99 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
102 static void vshader_dp4(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
103 d
->x
= d
->y
= d
->z
= d
->w
= s0
->x
* s1
->x
+ s0
->y
* s1
->y
+ s0
->z
* s1
->z
+ s0
->w
* s1
->w
;
104 VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
105 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
108 static void vshader_dst(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
110 d
->y
= s0
->y
* s1
->y
;
113 VSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
114 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
117 static void vshader_expp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
123 tmp
.f
= floorf(s0
->w
);
124 d
->x
= powf(2.0f
, tmp
.f
);
125 d
->y
= s0
->w
- tmp
.f
;
126 tmp
.f
= powf(2.0f
, s0
->w
);
127 tmp
.d
&= 0xFFFFFF00U
;
130 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
131 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
134 static void vshader_lit(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
136 d
->y
= (0.0f
< s0
->x
) ? s0
->x
: 0.0f
;
137 d
->z
= (0.0f
< s0
->x
&& 0.0f
< s0
->y
) ? powf(s0
->y
, s0
->w
) : 0.0f
;
139 VSTRACE(("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
140 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
143 static void vshader_logp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
144 float tmp_f
= fabsf(s0
->w
);
145 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
!= tmp_f
) ? logf(tmp_f
) / logf(2.0f
) : -HUGE_VAL
;
146 VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
147 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
150 static void vshader_mad(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
) {
151 d
->x
= s0
->x
* s1
->x
+ s2
->x
;
152 d
->y
= s0
->y
* s1
->y
+ s2
->y
;
153 d
->z
= s0
->z
* s1
->z
+ s2
->z
;
154 d
->w
= s0
->w
* s1
->w
+ s2
->w
;
155 VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
156 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, s2
->x
, s2
->y
, s2
->z
, s2
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
159 static void vshader_max(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
160 d
->x
= (s0
->x
>= s1
->x
) ? s0
->x
: s1
->x
;
161 d
->y
= (s0
->y
>= s1
->y
) ? s0
->y
: s1
->y
;
162 d
->z
= (s0
->z
>= s1
->z
) ? s0
->z
: s1
->z
;
163 d
->w
= (s0
->w
>= s1
->w
) ? s0
->w
: s1
->w
;
164 VSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
165 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
168 static void vshader_min(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
169 d
->x
= (s0
->x
< s1
->x
) ? s0
->x
: s1
->x
;
170 d
->y
= (s0
->y
< s1
->y
) ? s0
->y
: s1
->y
;
171 d
->z
= (s0
->z
< s1
->z
) ? s0
->z
: s1
->z
;
172 d
->w
= (s0
->w
< s1
->w
) ? s0
->w
: s1
->w
;
173 VSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
174 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
177 static void vshader_mov(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
182 VSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
183 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
186 static void vshader_mul(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
187 d
->x
= s0
->x
* s1
->x
;
188 d
->y
= s0
->y
* s1
->y
;
189 d
->z
= s0
->z
* s1
->z
;
190 d
->w
= s0
->w
* s1
->w
;
191 VSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
192 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
195 static void vshader_nop(void) {
196 /* NOPPPP ahhh too easy ;) */
197 VSTRACE(("executing nop\n"));
200 static void vshader_rcp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
201 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
== s0
->w
) ? HUGE_VAL
: 1.0f
/ s0
->w
;
202 VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
203 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
206 static void vshader_rsq(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
207 float tmp_f
= fabsf(s0
->w
);
208 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
== tmp_f
) ? HUGE_VAL
: ((1.0f
!= tmp_f
) ? 1.0f
/ sqrtf(tmp_f
) : 1.0f
);
209 VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
210 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
213 static void vshader_sge(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
214 d
->x
= (s0
->x
>= s1
->x
) ? 1.0f
: 0.0f
;
215 d
->y
= (s0
->y
>= s1
->y
) ? 1.0f
: 0.0f
;
216 d
->z
= (s0
->z
>= s1
->z
) ? 1.0f
: 0.0f
;
217 d
->w
= (s0
->w
>= s1
->w
) ? 1.0f
: 0.0f
;
218 VSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
219 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
222 static void vshader_slt(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
223 d
->x
= (s0
->x
< s1
->x
) ? 1.0f
: 0.0f
;
224 d
->y
= (s0
->y
< s1
->y
) ? 1.0f
: 0.0f
;
225 d
->z
= (s0
->z
< s1
->z
) ? 1.0f
: 0.0f
;
226 d
->w
= (s0
->w
< s1
->w
) ? 1.0f
: 0.0f
;
227 VSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
228 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
231 static void vshader_sub(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
232 d
->x
= s0
->x
- s1
->x
;
233 d
->y
= s0
->y
- s1
->y
;
234 d
->z
= s0
->z
- s1
->z
;
235 d
->w
= s0
->w
- s1
->w
;
236 VSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
237 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
241 * Version 1.1 specific
244 static void vshader_exp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
245 d
->x
= d
->y
= d
->z
= d
->w
= powf(2.0f
, s0
->w
);
246 VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
247 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
250 static void vshader_log(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
251 float tmp_f
= fabsf(s0
->w
);
252 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
!= tmp_f
) ? logf(tmp_f
) / logf(2.0f
) : -HUGE_VAL
;
253 VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
254 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
257 static void vshader_frc(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
258 d
->x
= s0
->x
- floorf(s0
->x
);
259 d
->y
= s0
->y
- floorf(s0
->y
);
262 VSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
263 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
266 typedef FLOAT D3DMATRIX44
[4][4];
267 typedef FLOAT D3DMATRIX43
[4][3];
268 typedef FLOAT D3DMATRIX34
[3][4];
269 typedef FLOAT D3DMATRIX33
[3][3];
270 typedef FLOAT D3DMATRIX23
[2][3];
272 static void vshader_m4x4(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat
) {
274 * Buggy CODE: here only if cast not work for copy/paste
275 WINED3DSHADERVECTOR* mat2 = mat1 + 1;
276 WINED3DSHADERVECTOR* mat3 = mat1 + 2;
277 WINED3DSHADERVECTOR* mat4 = mat1 + 3;
278 d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
279 d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
280 d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
281 d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
283 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
+ mat
[0][3] * s0
->w
;
284 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
+ mat
[1][3] * s0
->w
;
285 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
+ mat
[2][3] * s0
->w
;
286 d
->w
= mat
[3][0] * s0
->x
+ mat
[3][1] * s0
->y
+ mat
[3][2] * s0
->z
+ mat
[3][3] * s0
->w
;
287 VSTRACE(("executing m4x4(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], mat
[0][3], s0
->x
, d
->x
));
288 VSTRACE(("executing m4x4(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], mat
[1][3], s0
->y
, d
->y
));
289 VSTRACE(("executing m4x4(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], mat
[2][3], s0
->z
, d
->z
));
290 VSTRACE(("executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat
[3][0], mat
[3][1], mat
[3][2], mat
[3][3], s0
->w
, d
->w
));
293 static void vshader_m4x3(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, D3DMATRIX34 mat
) {
294 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
+ mat
[0][3] * s0
->w
;
295 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
+ mat
[1][3] * s0
->w
;
296 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
+ mat
[2][3] * s0
->w
;
298 VSTRACE(("executing m4x3(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], mat
[0][3], s0
->x
, d
->x
));
299 VSTRACE(("executing m4x3(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], mat
[1][3], s0
->y
, d
->y
));
300 VSTRACE(("executing m4x3(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], mat
[2][3], s0
->z
, d
->z
));
301 VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0
->w
, d
->w
));
304 static void vshader_m3x4(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, D3DMATRIX43 mat
) {
305 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
306 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
307 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
;
308 d
->w
= mat
[3][0] * s0
->x
+ mat
[3][1] * s0
->y
+ mat
[3][2] * s0
->z
;
309 VSTRACE(("executing m3x4(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], s0
->x
, d
->x
));
310 VSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], s0
->y
, d
->y
));
311 VSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], s0
->z
, d
->z
));
312 VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat
[3][0], mat
[3][1], mat
[3][2], s0
->w
, d
->w
));
315 static void vshader_m3x3(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, D3DMATRIX33 mat
) {
316 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
317 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
318 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
;
320 VSTRACE(("executing m3x3(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat
[0][0], mat
[0][1], mat
[0][2], s0
->x
, d
->x
));
321 VSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], s0
->y
, d
->y
));
322 VSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], s0
->z
, d
->z
));
323 VSTRACE(("executing m3x3(4): (%f) \n", d
->w
));
326 static void vshader_m3x2(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, D3DMATRIX23 mat
) {
328 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
329 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
335 * Version 2.0 specific
337 static void vshader_lrp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
) {
338 d
->x
= s0
->x
* (s1
->x
- s2
->x
) + s2
->x
;
339 d
->y
= s0
->y
* (s1
->y
- s2
->y
) + s2
->y
;
340 d
->z
= s0
->z
* (s1
->z
- s2
->z
) + s2
->z
;
341 d
->w
= s0
->w
* (s1
->w
- s2
->w
) + s2
->w
;
344 static void vshader_crs(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
345 d
->x
= s0
->y
* s1
->z
- s0
->z
* s1
->y
;
346 d
->y
= s0
->z
* s1
->x
- s0
->x
* s1
->z
;
347 d
->z
= s0
->x
* s1
->y
- s0
->y
* s1
->x
;
348 d
->w
= 0.9f
; /* w is undefined, so set it to something safeish */
350 VSTRACE(("executing crs: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
351 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
354 static void vshader_abs(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
360 VSTRACE(("executing abs: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
361 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
366 /* Def is C[n] = {n.nf, n.nf, n.nf, n.nf} */
367 static void vshader_def(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
, WINED3DSHADERVECTOR
* s3
) {
371 static void vshader_call(WINED3DSHADERVECTOR
* d
) {
375 static void vshader_callnz(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
379 static void vshader_loop(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
383 static void vshader_ret(void) {
387 static void vshader_endloop(void) {
391 static void vshader_dcl(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
395 static void vshader_pow(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
399 static void vshader_sgn(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
403 static void vshader_nrm(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
407 static void vshader_sincos3(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
411 static void vshader_sincos2(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
) {
415 static void vshader_rep(WINED3DSHADERVECTOR
* d
) {
419 static void vshader_endrep(void) {
423 static void vshader_if(WINED3DSHADERVECTOR
* d
) {
427 static void vshader_ifc(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
431 static void vshader_else(void) {
435 static void vshader_label(WINED3DSHADERVECTOR
* d
) {
439 static void vshader_endif(void) {
443 static void vshader_break(void) {
447 static void vshader_breakc(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
451 static void vshader_breakp(WINED3DSHADERVECTOR
* d
) {
455 static void vshader_mova(WINED3DSHADERVECTOR
* d
) {
459 static void vshader_defb(WINED3DSHADERVECTOR
* d
) {
463 static void vshader_defi(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
, WINED3DSHADERVECTOR
* s3
) {
467 static void vshader_setp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
471 static void vshader_texldl(WINED3DSHADERVECTOR
* d
) {
475 CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[] = {
478 {D3DSIO_NOP
, "nop", "NOP", 0, 0, vshader_nop
, vshader_hw_map2gl
, NULL
, 0, 0},
479 {D3DSIO_MOV
, "mov", "MOV", 1, 2, vshader_mov
, vshader_hw_map2gl
, shader_glsl_mov
, 0, 0},
480 {D3DSIO_ADD
, "add", "ADD", 1, 3, vshader_add
, vshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
481 {D3DSIO_SUB
, "sub", "SUB", 1, 3, vshader_sub
, vshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
482 {D3DSIO_MAD
, "mad", "MAD", 1, 4, vshader_mad
, vshader_hw_map2gl
, shader_glsl_mad
, 0, 0},
483 {D3DSIO_MUL
, "mul", "MUL", 1, 3, vshader_mul
, vshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
484 {D3DSIO_RCP
, "rcp", "RCP", 1, 2, vshader_rcp
, vshader_hw_map2gl
, shader_glsl_rcp
, 0, 0},
485 {D3DSIO_RSQ
, "rsq", "RSQ", 1, 2, vshader_rsq
, vshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
486 {D3DSIO_DP3
, "dp3", "DP3", 1, 3, vshader_dp3
, vshader_hw_map2gl
, shader_glsl_dot
, 0, 0},
487 {D3DSIO_DP4
, "dp4", "DP4", 1, 3, vshader_dp4
, vshader_hw_map2gl
, shader_glsl_dot
, 0, 0},
488 {D3DSIO_MIN
, "min", "MIN", 1, 3, vshader_min
, vshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
489 {D3DSIO_MAX
, "max", "MAX", 1, 3, vshader_max
, vshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
490 {D3DSIO_SLT
, "slt", "SLT", 1, 3, vshader_slt
, vshader_hw_map2gl
, shader_glsl_compare
, 0, 0},
491 {D3DSIO_SGE
, "sge", "SGE", 1, 3, vshader_sge
, vshader_hw_map2gl
, shader_glsl_compare
, 0, 0},
492 {D3DSIO_ABS
, "abs", "ABS", 1, 2, vshader_abs
, vshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
493 {D3DSIO_EXP
, "exp", "EX2", 1, 2, vshader_exp
, vshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
494 {D3DSIO_LOG
, "log", "LG2", 1, 2, vshader_log
, vshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
495 {D3DSIO_EXPP
, "expp", "EXP", 1, 2, vshader_expp
, vshader_hw_map2gl
, shader_glsl_expp
, 0, 0},
496 {D3DSIO_LOGP
, "logp", "LOG", 1, 2, vshader_logp
, vshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
497 {D3DSIO_LIT
, "lit", "LIT", 1, 2, vshader_lit
, vshader_hw_map2gl
, shader_glsl_lit
, 0, 0},
498 {D3DSIO_DST
, "dst", "DST", 1, 3, vshader_dst
, vshader_hw_map2gl
, shader_glsl_dst
, 0, 0},
499 {D3DSIO_LRP
, "lrp", "LRP", 1, 4, vshader_lrp
, NULL
, shader_glsl_lrp
, 0, 0},
500 {D3DSIO_FRC
, "frc", "FRC", 1, 2, vshader_frc
, vshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
501 {D3DSIO_POW
, "pow", "POW", 1, 3, vshader_pow
, NULL
, shader_glsl_map2gl
, 0, 0},
502 {D3DSIO_CRS
, "crs", "XPS", 1, 3, vshader_crs
, NULL
, shader_glsl_map2gl
, 0, 0},
503 /* TODO: sng can possibly be performed a s
506 {D3DSIO_SGN
, "sgn", NULL
, 1, 2, vshader_sgn
, NULL
, shader_glsl_map2gl
, 0, 0},
507 /* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
510 MUL vec.xyz, vec, tmp;
511 but I think this is better because it accounts for w properly.
517 {D3DSIO_NRM
, "nrm", NULL
, 1, 2, vshader_nrm
, NULL
, shader_glsl_map2gl
, 0, 0},
518 {D3DSIO_SINCOS
, "sincos", NULL
, 1, 4, vshader_sincos2
, NULL
, shader_glsl_sincos
, D3DVS_VERSION(2,0), D3DVS_VERSION(2,0)},
519 {D3DSIO_SINCOS
, "sincos", NULL
, 1, 2, vshader_sincos3
, NULL
, shader_glsl_sincos
, D3DVS_VERSION(3,0), -1},
522 {D3DSIO_M4x4
, "m4x4", "undefined", 1, 3, vshader_m4x4
, vshader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
523 {D3DSIO_M4x3
, "m4x3", "undefined", 1, 3, vshader_m4x3
, vshader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
524 {D3DSIO_M3x4
, "m3x4", "undefined", 1, 3, vshader_m3x4
, vshader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
525 {D3DSIO_M3x3
, "m3x3", "undefined", 1, 3, vshader_m3x3
, vshader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
526 {D3DSIO_M3x2
, "m3x2", "undefined", 1, 3, vshader_m3x2
, vshader_hw_mnxn
, shader_glsl_mnxn
, 0, 0},
528 /* Declare registers */
529 {D3DSIO_DCL
, "dcl", NULL
, 0, 2, vshader_dcl
, NULL
, NULL
, 0, 0},
531 /* Constant definitions */
532 {D3DSIO_DEF
, "def", NULL
, 1, 5, vshader_def
, NULL
, NULL
, 0, 0},
533 {D3DSIO_DEFB
, "defb", GLNAME_REQUIRE_GLSL
, 1, 2, vshader_defb
, NULL
, NULL
, 0, 0},
534 {D3DSIO_DEFI
, "defi", GLNAME_REQUIRE_GLSL
, 1, 5, vshader_defi
, NULL
, NULL
, 0, 0},
536 /* Flow control - requires GLSL or software shaders */
537 {D3DSIO_REP
, "rep", NULL
, 0, 1, vshader_rep
, NULL
, shader_glsl_rep
, D3DVS_VERSION(2,0), -1},
538 {D3DSIO_ENDREP
, "endrep", NULL
, 0, 0, vshader_endrep
, NULL
, shader_glsl_end
, D3DVS_VERSION(2,0), -1},
539 {D3DSIO_IF
, "if", NULL
, 0, 1, vshader_if
, NULL
, shader_glsl_if
, D3DVS_VERSION(2,0), -1},
540 {D3DSIO_IFC
, "ifc", NULL
, 0, 2, vshader_ifc
, NULL
, shader_glsl_ifc
, D3DVS_VERSION(2,1), -1},
541 {D3DSIO_ELSE
, "else", NULL
, 0, 0, vshader_else
, NULL
, shader_glsl_else
, D3DVS_VERSION(2,0), -1},
542 {D3DSIO_ENDIF
, "endif", NULL
, 0, 0, vshader_endif
, NULL
, shader_glsl_end
, D3DVS_VERSION(2,0), -1},
543 {D3DSIO_BREAK
, "break", NULL
, 0, 0, vshader_break
, NULL
, shader_glsl_break
, D3DVS_VERSION(2,1), -1},
544 {D3DSIO_BREAKC
, "breakc", NULL
, 0, 2, vshader_breakc
, NULL
, shader_glsl_breakc
, D3DVS_VERSION(2,1), -1},
545 {D3DSIO_BREAKP
, "breakp", GLNAME_REQUIRE_GLSL
, 0, 1, vshader_breakp
, NULL
, NULL
, 0, 0},
546 {D3DSIO_CALL
, "call", NULL
, 0, 1, vshader_call
, NULL
, shader_glsl_call
, D3DVS_VERSION(2,0), -1},
547 {D3DSIO_CALLNZ
, "callnz", NULL
, 0, 2, vshader_callnz
, NULL
, shader_glsl_callnz
, D3DVS_VERSION(2,0), -1},
548 {D3DSIO_LOOP
, "loop", NULL
, 0, 2, vshader_loop
, NULL
, shader_glsl_loop
, D3DVS_VERSION(2,0), -1},
549 {D3DSIO_RET
, "ret", NULL
, 0, 0, vshader_ret
, NULL
, NULL
, D3DVS_VERSION(2,0), -1},
550 {D3DSIO_ENDLOOP
, "endloop", NULL
, 0, 0, vshader_endloop
, NULL
, shader_glsl_end
, D3DVS_VERSION(2,0), -1},
551 {D3DSIO_LABEL
, "label", NULL
, 0, 1, vshader_label
, NULL
, shader_glsl_label
, D3DVS_VERSION(2,0), -1},
553 {D3DSIO_MOVA
, "mova", GLNAME_REQUIRE_GLSL
, 1, 2, vshader_mova
, NULL
, shader_glsl_mov
, 0, 0},
554 {D3DSIO_SETP
, "setp", GLNAME_REQUIRE_GLSL
, 1, 3, vshader_setp
, NULL
, NULL
, 0, 0},
555 {D3DSIO_TEXLDL
, "texdl", GLNAME_REQUIRE_GLSL
, 1, 2, vshader_texldl
, NULL
, NULL
, 0, 0},
556 {0, NULL
, NULL
, 0, 0, NULL
, NULL
, 0, 0}
559 static void vshader_set_limits(
560 IWineD3DVertexShaderImpl
*This
) {
562 This
->baseShader
.limits
.texcoord
= 0;
563 This
->baseShader
.limits
.attributes
= 16;
564 This
->baseShader
.limits
.packed_input
= 0;
566 /* Must match D3DCAPS9.MaxVertexShaderConst: at least 256 for vs_2_0 */
567 This
->baseShader
.limits
.constant_float
= GL_LIMITS(vshader_constantsF
);
569 switch (This
->baseShader
.hex_version
) {
570 case D3DVS_VERSION(1,0):
571 case D3DVS_VERSION(1,1):
572 This
->baseShader
.limits
.temporary
= 12;
573 This
->baseShader
.limits
.constant_bool
= 0;
574 This
->baseShader
.limits
.constant_int
= 0;
575 This
->baseShader
.limits
.address
= 1;
576 This
->baseShader
.limits
.packed_output
= 0;
577 This
->baseShader
.limits
.sampler
= 0;
578 This
->baseShader
.limits
.label
= 0;
581 case D3DVS_VERSION(2,0):
582 case D3DVS_VERSION(2,1):
583 This
->baseShader
.limits
.temporary
= 12;
584 This
->baseShader
.limits
.constant_bool
= 16;
585 This
->baseShader
.limits
.constant_int
= 16;
586 This
->baseShader
.limits
.address
= 1;
587 This
->baseShader
.limits
.packed_output
= 0;
588 This
->baseShader
.limits
.sampler
= 0;
589 This
->baseShader
.limits
.label
= 16;
592 case D3DVS_VERSION(3,0):
593 This
->baseShader
.limits
.temporary
= 32;
594 This
->baseShader
.limits
.constant_bool
= 32;
595 This
->baseShader
.limits
.constant_int
= 32;
596 This
->baseShader
.limits
.address
= 1;
597 This
->baseShader
.limits
.packed_output
= 12;
598 This
->baseShader
.limits
.sampler
= 4;
599 This
->baseShader
.limits
.label
= 16; /* FIXME: 2048 */
602 default: This
->baseShader
.limits
.temporary
= 12;
603 This
->baseShader
.limits
.constant_bool
= 16;
604 This
->baseShader
.limits
.constant_int
= 16;
605 This
->baseShader
.limits
.address
= 1;
606 This
->baseShader
.limits
.packed_output
= 0;
607 This
->baseShader
.limits
.sampler
= 0;
608 This
->baseShader
.limits
.label
= 16;
609 FIXME("Unrecognized vertex shader version %#x\n",
610 This
->baseShader
.hex_version
);
614 /* This is an internal function,
615 * used to create fake semantics for shaders
616 * that don't have them - d3d8 shaders where the declaration
617 * stores the register for each input
619 static void vshader_set_input(
620 IWineD3DVertexShaderImpl
* This
,
622 BYTE usage
, BYTE usage_idx
) {
624 /* Fake usage: set reserved bit, usage, usage_idx */
625 DWORD usage_token
= (0x1 << 31) |
626 (usage
<< D3DSP_DCL_USAGE_SHIFT
) | (usage_idx
<< D3DSP_DCL_USAGEINDEX_SHIFT
);
628 /* Fake register; set reserved bit, regnum, type: input, wmask: all */
629 DWORD reg_token
= (0x1 << 31) |
630 D3DSP_WRITEMASK_ALL
| (D3DSPR_INPUT
<< D3DSP_REGTYPE_SHIFT
) | regnum
;
632 This
->semantics_in
[regnum
].usage
= usage_token
;
633 This
->semantics_in
[regnum
].reg
= reg_token
;
636 BOOL
vshader_get_input(
637 IWineD3DVertexShader
* iface
,
638 BYTE usage_req
, BYTE usage_idx_req
,
639 unsigned int* regnum
) {
641 IWineD3DVertexShaderImpl
* This
= (IWineD3DVertexShaderImpl
*) iface
;
644 for (i
= 0; i
< MAX_ATTRIBS
; i
++) {
645 DWORD usage_token
= This
->semantics_in
[i
].usage
;
646 DWORD usage
= (usage_token
& D3DSP_DCL_USAGE_MASK
) >> D3DSP_DCL_USAGE_SHIFT
;
647 DWORD usage_idx
= (usage_token
& D3DSP_DCL_USAGEINDEX_MASK
) >> D3DSP_DCL_USAGEINDEX_SHIFT
;
649 if (usage_token
&& (usage
== usage_req
&& usage_idx
== usage_idx_req
)) {
657 BOOL
vshader_input_is_color(
658 IWineD3DVertexShader
* iface
,
659 unsigned int regnum
) {
661 IWineD3DVertexShaderImpl
* This
= (IWineD3DVertexShaderImpl
*) iface
;
662 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
664 DWORD usage_token
= This
->semantics_in
[regnum
].usage
;
665 DWORD usage
= (usage_token
& D3DSP_DCL_USAGE_MASK
) >> D3DSP_DCL_USAGE_SHIFT
;
666 DWORD usage_idx
= (usage_token
& D3DSP_DCL_USAGEINDEX_MASK
) >> D3DSP_DCL_USAGEINDEX_SHIFT
;
668 IWineD3DVertexDeclarationImpl
*vertexDeclaration
= NULL
;
669 if (This
->vertexDeclaration
) {
670 /* D3D8 declaration */
671 vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*)This
->vertexDeclaration
;
673 /* D3D9 declaration */
674 vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*) (deviceImpl
->stateBlock
->vertexDecl
);
677 if (vertexDeclaration
) {
679 /* Find the declaration element that matches our register, then check
680 * if it has D3DCOLOR as it's type. This works for both d3d8 and d3d9. */
681 for (i
= 0; i
< vertexDeclaration
->declarationWNumElements
-1; ++i
) {
682 WINED3DVERTEXELEMENT
*element
= vertexDeclaration
->pDeclarationWine
+ i
;
683 if ((element
->Usage
== usage
&& element
->UsageIndex
== usage_idx
)) {
684 return element
->Type
== WINED3DDECLTYPE_D3DCOLOR
;
689 ERR("Either no vertexdeclaration present, or register not matched. This should never happen.\n");
693 /** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
694 or GLSL and send it to the card */
695 static VOID
IWineD3DVertexShaderImpl_GenerateShader(
696 IWineD3DVertexShader
*iface
,
697 shader_reg_maps
* reg_maps
,
698 CONST DWORD
*pFunction
) {
700 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
701 SHADER_BUFFER buffer
;
703 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
704 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
705 if (This
->device
->fixupVertexBufferSize
< SHADER_PGMSIZE
) {
706 HeapFree(GetProcessHeap(), 0, This
->fixupVertexBuffer
);
707 This
->fixupVertexBuffer
= HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE
);
708 This
->fixupVertexBufferSize
= PGMSIZE
;
709 This
->fixupVertexBuffer
[0] = 0;
711 buffer
.buffer
= This
->device
->fixupVertexBuffer
;
713 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
718 if (This
->baseShader
.shader_mode
== SHADER_GLSL
) {
720 /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
721 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
723 /* Base Declarations */
724 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, &buffer
, &GLINFO_LOCATION
);
726 /* Base Shader Body */
727 shader_generate_main( (IWineD3DBaseShader
*) This
, &buffer
, reg_maps
, pFunction
);
729 /* Unpack 3.0 outputs */
730 if (This
->baseShader
.hex_version
>= D3DVS_VERSION(3,0))
731 vshader_glsl_output_unpack(&buffer
, This
->semantics_out
);
733 /* Clamp the fog from 0 to 1 if it's used */
736 shader_addline(&buffer
, "gl_FogFragCoord = clamp(gl_FogFragCoord, 0.0, 1.0);\n");
739 /* Write the final position.
741 * OpenGL coordinates specify the center of the pixel while d3d coords specify
742 * the corner. The offsets are stored in z and w in the 2nd row of the projection
743 * matrix to avoid wasting a free shader constant. Add them to the w and z coord
746 shader_addline(&buffer
, "gl_Position.x = gl_Position.x + posFixup[2];\n");
747 shader_addline(&buffer
, "gl_Position.y = gl_Position.y + posFixup[3];\n");
748 /* Account for any inverted textures (render to texture case) by reversing the y coordinate
749 * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
751 shader_addline(&buffer
, "gl_Position.y = gl_Position.y * posFixup[1];\n");
753 shader_addline(&buffer
, "}\n\0");
755 TRACE("Compiling shader object %u\n", shader_obj
);
756 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
.buffer
, NULL
));
757 GL_EXTCALL(glCompileShaderARB(shader_obj
));
758 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
760 /* Store the shader object */
761 This
->baseShader
.prgId
= shader_obj
;
763 } else if (This
->baseShader
.shader_mode
== SHADER_ARB
) {
765 /* Create the hw ARB shader */
766 shader_addline(&buffer
, "!!ARBvp1.0\n");
768 /* Mesa supports only 95 constants */
769 if (GL_VEND(MESA
) || GL_VEND(WINE
))
770 This
->baseShader
.limits
.constant_float
=
771 min(95, This
->baseShader
.limits
.constant_float
);
773 /* Base Declarations */
774 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, &buffer
, &GLINFO_LOCATION
);
776 /* We need a constant to fixup the final position */
777 shader_addline(&buffer
, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS
);
781 shader_addline(&buffer
, "TEMP TMP_FOG;\n");
784 /* Base Shader Body */
785 shader_generate_main( (IWineD3DBaseShader
*) This
, &buffer
, reg_maps
, pFunction
);
787 /* Make sure the fog value is positive - values above 1.0 are ignored */
789 shader_addline(&buffer
, "MAX result.fogcoord, TMP_FOG, 0.0;\n");
791 /* Write the final position.
793 * OpenGL coordinates specify the center of the pixel while d3d coords specify
794 * the corner. The offsets are stored in the 2nd row of the projection matrix,
795 * the x offset in z and the y offset in w. Add them to the resulting position
797 shader_addline(&buffer
, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;\n");
798 shader_addline(&buffer
, "ADD TMP_OUT.y, TMP_OUT.y, posFixup.w;\n");
799 /* Account for any inverted textures (render to texture case) by reversing the y coordinate
800 * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
802 shader_addline(&buffer
, "MUL TMP_OUT.y, TMP_OUT.y, posFixup.y;\n");
804 shader_addline(&buffer
, "MOV result.position, TMP_OUT;\n");
806 shader_addline(&buffer
, "END\n\0");
808 /* TODO: change to resource.glObjectHandle or something like that */
809 GL_EXTCALL(glGenProgramsARB(1, &This
->baseShader
.prgId
));
811 TRACE("Creating a hw vertex shader, prg=%d\n", This
->baseShader
.prgId
);
812 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, This
->baseShader
.prgId
));
814 TRACE("Created hw vertex shader, prg=%d\n", This
->baseShader
.prgId
);
815 /* Create the program and check for errors */
816 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
817 buffer
.bsize
, buffer
.buffer
));
819 if (glGetError() == GL_INVALID_OPERATION
) {
821 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
822 FIXME("HW VertexShader Error at position %d: %s\n",
823 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
824 This
->baseShader
.prgId
= -1;
828 #if 1 /* if were using the data buffer of device then we don't need to free it */
829 HeapFree(GetProcessHeap(), 0, buffer
.buffer
);
833 BOOL
IWineD3DVertexShaderImpl_ExecuteHAL(IWineD3DVertexShader
* iface
, WINEVSHADERINPUTDATA
* input
, WINEVSHADEROUTPUTDATA
* output
) {
835 * TODO: use the NV_vertex_program (or 1_1) extension
836 * and specifics vendors (ARB_vertex_program??) variants for it
841 HRESULT WINAPI
IWineD3DVertexShaderImpl_ExecuteSW(IWineD3DVertexShader
* iface
, WINEVSHADERINPUTDATA
* input
, WINEVSHADEROUTPUTDATA
* output
) {
842 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
845 /** Vertex Shader Temporary Registers */
846 WINED3DSHADERVECTOR R
[12];
847 /*D3DSHADERSCALAR A0;*/
848 WINED3DSHADERVECTOR A
[1];
849 /** temporary Vector for modifier management */
850 WINED3DSHADERVECTOR d
;
851 WINED3DSHADERVECTOR s
[3];
853 const DWORD
* pToken
= This
->baseShader
.function
;
854 const SHADER_OPCODE
* curOpcode
= NULL
;
855 /** functions parameters */
856 WINED3DSHADERVECTOR
* p
[6];
857 WINED3DSHADERVECTOR
* p_send
[6];
860 /** init temporary register */
861 memset(R
, 0, 12 * sizeof(WINED3DSHADERVECTOR
));
863 /* vshader_program_parse(vshader); */
864 #if 0 /* Must not be 1 in cvs */
866 TRACE_VSVECTOR(This
->data
->C
[0]);
867 TRACE_VSVECTOR(This
->data
->C
[1]);
868 TRACE_VSVECTOR(This
->data
->C
[2]);
869 TRACE_VSVECTOR(This
->data
->C
[3]);
870 TRACE_VSVECTOR(This
->data
->C
[4]);
871 TRACE_VSVECTOR(This
->data
->C
[5]);
872 TRACE_VSVECTOR(This
->data
->C
[6]);
873 TRACE_VSVECTOR(This
->data
->C
[7]);
874 TRACE_VSVECTOR(This
->data
->C
[8]);
875 TRACE_VSVECTOR(This
->data
->C
[64]);
876 TRACE_VSVECTOR(input
->V
[D3DVSDE_POSITION
]);
877 TRACE_VSVECTOR(input
->V
[D3DVSDE_BLENDWEIGHT
]);
878 TRACE_VSVECTOR(input
->V
[D3DVSDE_BLENDINDICES
]);
879 TRACE_VSVECTOR(input
->V
[D3DVSDE_NORMAL
]);
880 TRACE_VSVECTOR(input
->V
[D3DVSDE_PSIZE
]);
881 TRACE_VSVECTOR(input
->V
[D3DVSDE_DIFFUSE
]);
882 TRACE_VSVECTOR(input
->V
[D3DVSDE_SPECULAR
]);
883 TRACE_VSVECTOR(input
->V
[D3DVSDE_TEXCOORD0
]);
884 TRACE_VSVECTOR(input
->V
[D3DVSDE_TEXCOORD1
]);
887 TRACE_VSVECTOR(vshader
->data
->C
[64]);
888 /* TODO: Run through all the tokens and find and labels, if, endifs, loops etc...., and make a labels list */
890 /* the first dword is the version tag */
893 if (shader_is_vshader_version(*pToken
)) { /** version */
896 while (D3DVS_END() != *pToken
) {
897 if (shader_is_comment(*pToken
)) { /** comment */
898 DWORD comment_len
= (*pToken
& D3DSI_COMMENTSIZE_MASK
) >> D3DSI_COMMENTSIZE_SHIFT
;
900 pToken
+= comment_len
;
904 opcode_token
= *pToken
++;
905 curOpcode
= shader_get_opcode((IWineD3DBaseShader
*) This
, opcode_token
);
907 if (NULL
== curOpcode
) {
908 FIXME("Unrecognized opcode: token=%08x\n", opcode_token
);
909 pToken
+= shader_skip_unrecognized((IWineD3DBaseShader
*) This
, pToken
);
913 if (curOpcode
->num_params
> 0) {
914 /* TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken); */
915 for (i
= 0; i
< curOpcode
->num_params
; ++i
) {
916 DWORD reg
= pToken
[i
] & D3DSP_REGNUM_MASK
;
917 DWORD regtype
= shader_get_regtype(pToken
[i
]);
921 /* TRACE("p[%d]=R[%d]\n", i, reg); */
925 /* TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]); */
926 p
[i
] = &input
->V
[reg
];
929 if (pToken
[i
] & D3DVS_ADDRMODE_RELATIVE
) {
930 p
[i
] = &This
->data
->C
[(DWORD
) A
[0].x
+ reg
];
932 p
[i
] = &This
->data
->C
[reg
];
935 case D3DSPR_ADDR
: /* case D3DSPR_TEXTURE: */
937 ERR("cannot handle address registers != a0, forcing use of a0\n");
940 /* TRACE("p[%d]=A[%d]\n", i, reg); */
945 case D3DSRO_POSITION
:
946 p
[i
] = &output
->oPos
;
949 p
[i
] = &output
->oFog
;
951 case D3DSRO_POINT_SIZE
:
952 p
[i
] = &output
->oPts
;
957 /* TRACE("p[%d]=oD[%d]\n", i, reg); */
958 p
[i
] = &output
->oD
[reg
];
960 case D3DSPR_TEXCRDOUT
:
961 /* TRACE("p[%d]=oT[%d]\n", i, reg); */
962 p
[i
] = &output
->oT
[reg
];
964 /* TODO Decls and defs */
973 if (i
> 0) { /* input reg */
974 DWORD swizzle
= (pToken
[i
] & D3DVS_SWIZZLE_MASK
) >> D3DVS_SWIZZLE_SHIFT
;
975 UINT isNegative
= ((pToken
[i
] & D3DSP_SRCMOD_MASK
) == D3DSPSM_NEG
);
977 if (!isNegative
&& (D3DVS_NOSWIZZLE
>> D3DVS_SWIZZLE_SHIFT
) == swizzle
) {
978 /* TRACE("p[%d] not swizzled\n", i); */
981 DWORD swizzle_x
= swizzle
& 0x03;
982 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
983 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
984 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
985 /* TRACE("p[%d] swizzled\n", i); */
986 float* tt
= (float*) p
[i
];
987 s
[i
].x
= (isNegative
) ? -tt
[swizzle_x
] : tt
[swizzle_x
];
988 s
[i
].y
= (isNegative
) ? -tt
[swizzle_y
] : tt
[swizzle_y
];
989 s
[i
].z
= (isNegative
) ? -tt
[swizzle_z
] : tt
[swizzle_z
];
990 s
[i
].w
= (isNegative
) ? -tt
[swizzle_w
] : tt
[swizzle_w
];
993 } else { /* output reg */
994 if ((pToken
[i
] & D3DSP_WRITEMASK_ALL
) == D3DSP_WRITEMASK_ALL
) {
997 p_send
[i
] = &d
; /* to be post-processed for modifiers management */
1003 switch (curOpcode
->num_params
) {
1005 curOpcode
->soft_fct();
1008 curOpcode
->soft_fct(p_send
[0]);
1011 curOpcode
->soft_fct(p_send
[0], p_send
[1]);
1014 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2]);
1017 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2], p_send
[3]);
1020 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2], p_send
[3], p_send
[4]);
1023 curOpcode
->soft_fct(p_send
[0], p_send
[1], p_send
[2], p_send
[3], p_send
[4], p_send
[5]);
1026 ERR("%s too many params: %u\n", curOpcode
->name
, curOpcode
->num_params
);
1029 /* check if output reg modifier post-process */
1030 if (curOpcode
->num_params
> 0 && (pToken
[0] & D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
1031 if (pToken
[0] & D3DSP_WRITEMASK_0
) p
[0]->x
= d
.x
;
1032 if (pToken
[0] & D3DSP_WRITEMASK_1
) p
[0]->y
= d
.y
;
1033 if (pToken
[0] & D3DSP_WRITEMASK_2
) p
[0]->z
= d
.z
;
1034 if (pToken
[0] & D3DSP_WRITEMASK_3
) p
[0]->w
= d
.w
;
1037 TRACE_VSVECTOR(output
->oPos
);
1038 TRACE_VSVECTOR(output
->oD
[0]);
1039 TRACE_VSVECTOR(output
->oD
[1]);
1040 TRACE_VSVECTOR(output
->oT
[0]);
1041 TRACE_VSVECTOR(output
->oT
[1]);
1042 TRACE_VSVECTOR(R
[0]);
1043 TRACE_VSVECTOR(R
[1]);
1044 TRACE_VSVECTOR(R
[2]);
1045 TRACE_VSVECTOR(R
[3]);
1046 TRACE_VSVECTOR(R
[4]);
1047 TRACE_VSVECTOR(R
[5]);
1050 /* to next opcode token */
1051 pToken
+= curOpcode
->num_params
;
1054 TRACE("End of current instruction:\n");
1055 TRACE_VSVECTOR(output
->oPos
);
1056 TRACE_VSVECTOR(output
->oD
[0]);
1057 TRACE_VSVECTOR(output
->oD
[1]);
1058 TRACE_VSVECTOR(output
->oT
[0]);
1059 TRACE_VSVECTOR(output
->oT
[1]);
1060 TRACE_VSVECTOR(R
[0]);
1061 TRACE_VSVECTOR(R
[1]);
1062 TRACE_VSVECTOR(R
[2]);
1063 TRACE_VSVECTOR(R
[3]);
1064 TRACE_VSVECTOR(R
[4]);
1065 TRACE_VSVECTOR(R
[5]);
1068 #if 0 /* Must not be 1 in cvs */
1070 TRACE_VSVECTOR(output
->oPos
);
1071 TRACE_VSVECTOR(output
->oD
[0]);
1072 TRACE_VSVECTOR(output
->oD
[1]);
1073 TRACE_VSVECTOR(output
->oT
[0]);
1074 TRACE_VSVECTOR(output
->oT
[1]);
1079 /* *******************************************
1080 IWineD3DVertexShader IUnknown parts follow
1081 ******************************************* */
1082 static HRESULT WINAPI
IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader
*iface
, REFIID riid
, LPVOID
*ppobj
)
1084 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
1085 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
1086 if (IsEqualGUID(riid
, &IID_IUnknown
)
1087 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
1088 || IsEqualGUID(riid
, &IID_IWineD3DBaseShader
)
1089 || IsEqualGUID(riid
, &IID_IWineD3DVertexShader
)) {
1090 IUnknown_AddRef(iface
);
1095 return E_NOINTERFACE
;
1098 static ULONG WINAPI
IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader
*iface
) {
1099 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
1100 TRACE("(%p) : AddRef increasing from %d\n", This
, This
->ref
);
1101 return InterlockedIncrement(&This
->ref
);
1104 static ULONG WINAPI
IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader
*iface
) {
1105 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
1107 TRACE("(%p) : Releasing from %d\n", This
, This
->ref
);
1108 ref
= InterlockedDecrement(&This
->ref
);
1110 if (This
->vertexDeclaration
) IWineD3DVertexDeclaration_Release(This
->vertexDeclaration
);
1111 if (This
->baseShader
.shader_mode
== SHADER_GLSL
&& This
->baseShader
.prgId
!= 0) {
1112 /* If this shader is still attached to a program, GL will perform a lazy delete */
1113 TRACE("Deleting shader object %u\n", This
->baseShader
.prgId
);
1114 GL_EXTCALL(glDeleteObjectARB(This
->baseShader
.prgId
));
1115 checkGLcall("glDeleteObjectARB");
1117 shader_delete_constant_list(&This
->baseShader
.constantsF
);
1118 shader_delete_constant_list(&This
->baseShader
.constantsB
);
1119 shader_delete_constant_list(&This
->baseShader
.constantsI
);
1120 HeapFree(GetProcessHeap(), 0, This
);
1126 /* *******************************************
1127 IWineD3DVertexShader IWineD3DVertexShader parts follow
1128 ******************************************* */
1130 static HRESULT WINAPI
IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader
*iface
, IUnknown
** parent
){
1131 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
1133 *parent
= This
->parent
;
1134 IUnknown_AddRef(*parent
);
1135 TRACE("(%p) : returning %p\n", This
, *parent
);
1139 static HRESULT WINAPI
IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader
* iface
, IWineD3DDevice
**pDevice
){
1140 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
1141 IWineD3DDevice_AddRef(This
->baseShader
.device
);
1142 *pDevice
= This
->baseShader
.device
;
1143 TRACE("(%p) returning %p\n", This
, *pDevice
);
1147 static HRESULT WINAPI
IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader
* impl
, VOID
* pData
, UINT
* pSizeOfData
) {
1148 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)impl
;
1149 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This
, pData
, pSizeOfData
);
1151 if (NULL
== pData
) {
1152 *pSizeOfData
= This
->baseShader
.functionLength
;
1155 if (*pSizeOfData
< This
->baseShader
.functionLength
) {
1156 *pSizeOfData
= This
->baseShader
.functionLength
;
1157 return WINED3DERR_MOREDATA
;
1159 if (NULL
== This
->baseShader
.function
) { /* no function defined */
1160 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This
, pData
);
1161 (*(DWORD
**) pData
) = NULL
;
1163 if(This
->baseShader
.functionLength
== 0){
1166 TRACE("(%p) : GetFunction copying to %p\n", This
, pData
);
1167 memcpy(pData
, This
->baseShader
.function
, This
->baseShader
.functionLength
);
1172 /* Note that for vertex shaders CompileShader isn't called until the
1173 * shader is first used. The reason for this is that we need the vertex
1174 * declaration the shader will be used with in order to determine if
1175 * the data in a register is of type D3DCOLOR, and needs swizzling. */
1176 static HRESULT WINAPI
IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
*iface
, CONST DWORD
*pFunction
) {
1178 IWineD3DVertexShaderImpl
*This
=(IWineD3DVertexShaderImpl
*)iface
;
1179 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1181 shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
1183 TRACE("(%p) : pFunction %p\n", iface
, pFunction
);
1185 /* First pass: trace shader */
1186 shader_trace_init((IWineD3DBaseShader
*) This
, pFunction
);
1187 vshader_set_limits(This
);
1189 /* Initialize immediate constant lists */
1190 list_init(&This
->baseShader
.constantsF
);
1191 list_init(&This
->baseShader
.constantsB
);
1192 list_init(&This
->baseShader
.constantsI
);
1194 /* Preload semantics for d3d8 shaders */
1195 if (This
->vertexDeclaration
) {
1196 IWineD3DVertexDeclarationImpl
* vdecl
= (IWineD3DVertexDeclarationImpl
*) This
->vertexDeclaration
;
1198 for (i
= 0; i
< vdecl
->declarationWNumElements
- 1; ++i
) {
1199 WINED3DVERTEXELEMENT
* element
= vdecl
->pDeclarationWine
+ i
;
1200 vshader_set_input(This
, element
->Reg
, element
->Usage
, element
->UsageIndex
);
1204 /* Second pass: figure out registers used, semantics, etc.. */
1205 memset(reg_maps
, 0, sizeof(shader_reg_maps
));
1206 hr
= shader_get_registers_used((IWineD3DBaseShader
*) This
, reg_maps
,
1207 This
->semantics_in
, This
->semantics_out
, pFunction
, deviceImpl
->stateBlock
);
1208 if (hr
!= WINED3D_OK
) return hr
;
1210 This
->baseShader
.shader_mode
= wined3d_settings
.vs_selected_mode
;
1212 /* copy the function ... because it will certainly be released by application */
1213 if (NULL
!= pFunction
) {
1214 This
->baseShader
.function
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->baseShader
.functionLength
);
1215 if (!This
->baseShader
.function
) return E_OUTOFMEMORY
;
1216 memcpy((void *)This
->baseShader
.function
, pFunction
, This
->baseShader
.functionLength
);
1218 This
->baseShader
.function
= NULL
;
1224 static HRESULT WINAPI
IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader
*iface
) {
1225 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
1226 CONST DWORD
*function
= This
->baseShader
.function
;
1228 TRACE("(%p) : function %p\n", iface
, function
);
1230 /* We're already compiled. */
1231 if (This
->baseShader
.is_compiled
) return WINED3D_OK
;
1233 /* We don't need to compile */
1234 if (!function
|| This
->baseShader
.shader_mode
== SHADER_SW
) {
1235 This
->baseShader
.is_compiled
= TRUE
;
1239 /* Generate the HW shader */
1240 TRACE("(%p) : Generating hardware program\n", This
);
1241 IWineD3DVertexShaderImpl_GenerateShader(iface
, &This
->baseShader
.reg_maps
, function
);
1243 This
->baseShader
.is_compiled
= TRUE
;
1248 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
=
1250 /*** IUnknown methods ***/
1251 IWineD3DVertexShaderImpl_QueryInterface
,
1252 IWineD3DVertexShaderImpl_AddRef
,
1253 IWineD3DVertexShaderImpl_Release
,
1254 /*** IWineD3DBase methods ***/
1255 IWineD3DVertexShaderImpl_GetParent
,
1256 /*** IWineD3DBaseShader methods ***/
1257 IWineD3DVertexShaderImpl_SetFunction
,
1258 IWineD3DVertexShaderImpl_CompileShader
,
1259 /*** IWineD3DVertexShader methods ***/
1260 IWineD3DVertexShaderImpl_GetDevice
,
1261 IWineD3DVertexShaderImpl_GetFunction