wined3d: ATI2N support using GL_EXT_texture_compression_rgtc.
[wine/wine-kai.git] / dlls / wined3d / arb_program_shader.c
blob22a8b55e87549292b3c387f41a3b89f2d5bf2d1c
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
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
31 #include <math.h>
32 #include <stdio.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 #define GLINFO_LOCATION (*gl_info)
42 /********************************************************
43 * ARB_[vertex/fragment]_program helper functions follow
44 ********************************************************/
46 /**
47 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
48 * When constant_list == NULL, it will load all the constants.
50 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
51 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
53 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
54 unsigned int max_constants, float* constants, char *dirty_consts) {
55 local_constant* lconst;
56 DWORD i, j;
57 unsigned int ret;
59 if (TRACE_ON(d3d_shader)) {
60 for(i = 0; i < max_constants; i++) {
61 if(!dirty_consts[i]) continue;
62 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
63 constants[i * 4 + 0], constants[i * 4 + 1],
64 constants[i * 4 + 2], constants[i * 4 + 3]);
67 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
68 if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
69 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
70 float lcl_const[4];
71 for(i = 0; i < max_constants; i++) {
72 if(!dirty_consts[i]) continue;
73 dirty_consts[i] = 0;
75 j = 4 * i;
76 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
77 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
78 else lcl_const[0] = constants[j + 0];
80 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
81 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
82 else lcl_const[1] = constants[j + 1];
84 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
85 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
86 else lcl_const[2] = constants[j + 2];
88 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
89 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
90 else lcl_const[3] = constants[j + 3];
92 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
94 } else {
95 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
96 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
97 * or just reloading *all* constants at once
99 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
101 for(i = 0; i < max_constants; i++) {
102 if(!dirty_consts[i]) continue;
104 /* Find the next block of dirty constants */
105 dirty_consts[i] = 0;
106 j = i;
107 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
108 dirty_consts[i] = 0;
111 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
113 } else {
114 for(i = 0; i < max_constants; i++) {
115 if(dirty_consts[i]) {
116 dirty_consts[i] = 0;
117 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
122 checkGLcall("glProgramEnvParameter4fvARB()");
124 /* Load immediate constants */
125 if(This->baseShader.load_local_constsF) {
126 if (TRACE_ON(d3d_shader)) {
127 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
128 GLfloat* values = (GLfloat*)lconst->value;
129 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
130 values[0], values[1], values[2], values[3]);
133 /* Immediate constants are clamped for 1.X shaders at loading times */
134 ret = 0;
135 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
136 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
137 ret = max(ret, lconst->idx + 1);
138 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
140 checkGLcall("glProgramEnvParameter4fvARB()");
141 return ret; /* The loaded immediate constants need reloading for the next shader */
142 } else {
143 return 0; /* No constants are dirty now */
148 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
150 * We only support float constants in ARB at the moment, so don't
151 * worry about the Integers or Booleans
153 void shader_arb_load_constants(
154 IWineD3DDevice* device,
155 char usePixelShader,
156 char useVertexShader) {
158 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
159 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
160 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
161 unsigned char i;
163 if (useVertexShader) {
164 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
166 /* Load DirectX 9 float constants for vertex shader */
167 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
168 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
169 deviceImpl->highest_dirty_vs_const,
170 stateBlock->vertexShaderConstantF,
171 deviceImpl->activeContext->vshader_const_dirty);
173 /* Upload the position fixup */
174 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
177 if (usePixelShader) {
179 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
180 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
182 /* Load DirectX 9 float constants for pixel shader */
183 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
184 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
185 deviceImpl->highest_dirty_ps_const,
186 stateBlock->pixelShaderConstantF,
187 deviceImpl->activeContext->pshader_const_dirty);
189 for(i = 0; i < psi->numbumpenvmatconsts; i++) {
190 /* The state manager takes care that this function is always called if the bump env matrix changes
192 float *data = (float *) &stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
193 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
194 deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
196 if(psi->luminanceconst[i].const_num != -1) {
197 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
198 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
199 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
200 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
202 float *scale = (float *) &stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
203 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
204 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
208 if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
209 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
210 float comparison[4];
211 float mul_low[4];
213 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
214 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
215 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
217 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
218 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
219 } else {
220 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
221 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
223 mul_low[0] = 1.0; mul_low[1] = 1.0;
224 mul_low[2] = 1.0; mul_low[3] = 1.0;
226 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
227 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
228 checkGLcall("Load sRGB correction constants\n");
229 deviceImpl->activeContext->pshader_const_dirty[psi->srgb_low_const] = 1;
230 deviceImpl->activeContext->pshader_const_dirty[psi->srgb_cmp_const] = 1;
236 /* Generate the variable & register declarations for the ARB_vertex_program output target */
237 void shader_generate_arb_declarations(
238 IWineD3DBaseShader *iface,
239 shader_reg_maps* reg_maps,
240 SHADER_BUFFER* buffer,
241 WineD3D_GL_Info* gl_info) {
243 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
244 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
245 DWORD i, cur;
246 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
247 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
248 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
249 UINT extra_constants_needed = 0;
250 local_constant* lconst;
252 /* Temporary Output register */
253 shader_addline(buffer, "TEMP TMP_OUT;\n");
255 for(i = 0; i < This->baseShader.limits.temporary; i++) {
256 if (reg_maps->temporary[i])
257 shader_addline(buffer, "TEMP R%u;\n", i);
260 for (i = 0; i < This->baseShader.limits.address; i++) {
261 if (reg_maps->address[i])
262 shader_addline(buffer, "ADDRESS A%d;\n", i);
265 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
266 if (reg_maps->texcoord[i])
267 shader_addline(buffer,"TEMP T%u;\n", i);
270 /* Texture coordinate registers must be pre-loaded */
271 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
272 if (reg_maps->texcoord[i])
273 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
276 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
277 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
278 if(!reg_maps->bumpmat[i]) continue;
280 cur = ps->numbumpenvmatconsts;
281 ps->bumpenvmatconst[cur].const_num = -1;
282 ps->bumpenvmatconst[cur].texunit = i;
283 ps->luminanceconst[cur].const_num = -1;
284 ps->luminanceconst[cur].texunit = i;
286 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
287 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
288 * bump mapping.
290 if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
291 ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
292 shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
293 i, ps->bumpenvmatconst[cur].const_num);
294 extra_constants_needed++;
296 if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
297 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
298 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
299 i, ps->luminanceconst[cur].const_num);
300 extra_constants_needed++;
301 } else if(reg_maps->luminanceparams) {
302 FIXME("No free constant to load the luminance parameters\n");
304 } else {
305 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
308 ps->numbumpenvmatconsts = cur + 1;
311 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
312 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
313 /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
314 * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
315 * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
316 * off again
318 if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) {
319 /* The idea is that if srgb is enabled, then disabled, the constant loading code
320 * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
321 * and comparison constants. If it disables it that way, the shader won't be recompiled
322 * and the code will stay in, so sRGB writing can be turned on again by setting the
323 * constants from the spec
325 ps_impl->srgb_mode_hardcoded = 0;
326 ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed;
327 ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1;
328 shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const);
329 shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const);
330 } else {
331 shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
332 srgb_mul_low, srgb_mul_low, srgb_mul_low);
333 shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
334 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
335 ps_impl->srgb_mode_hardcoded = 1;
337 /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
338 * path if the comparison value is set to INF
340 shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
341 srgb_pow, srgb_pow, srgb_pow);
342 shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
343 srgb_mul_high, srgb_mul_high, srgb_mul_high);
344 shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
345 srgb_sub_high, srgb_sub_high, srgb_sub_high);
346 ps_impl->srgb_enabled = 1;
347 } else if(pshader) {
348 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
350 /* Do not write any srgb fixup into the shader to save shader size and processing time.
351 * As a consequence, we can't toggle srgb write on without recompilation
353 ps_impl->srgb_enabled = 0;
354 ps_impl->srgb_mode_hardcoded = 1;
357 /* Load local constants using the program-local space,
358 * this avoids reloading them each time the shader is used
360 if(!This->baseShader.load_local_constsF) {
361 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
362 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
363 lconst->idx);
367 /* we use the array-based constants array if the local constants are marked for loading,
368 * because then we use indirect addressing, or when the local constant list is empty,
369 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
370 * local constants do not declare the loaded constants as an array because ARB compilers usually
371 * do not optimize unused constants away
373 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
374 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
375 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
376 max_constantsF, max_constantsF - 1);
377 } else {
378 for(i = 0; i < max_constantsF; i++) {
379 if(!shader_constant_is_local(This, i)) {
380 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
386 static const char * const shift_tab[] = {
387 "dummy", /* 0 (none) */
388 "coefmul.x", /* 1 (x2) */
389 "coefmul.y", /* 2 (x4) */
390 "coefmul.z", /* 3 (x8) */
391 "coefmul.w", /* 4 (x16) */
392 "dummy", /* 5 (x32) */
393 "dummy", /* 6 (x64) */
394 "dummy", /* 7 (x128) */
395 "dummy", /* 8 (d256) */
396 "dummy", /* 9 (d128) */
397 "dummy", /* 10 (d64) */
398 "dummy", /* 11 (d32) */
399 "coefdiv.w", /* 12 (d16) */
400 "coefdiv.z", /* 13 (d8) */
401 "coefdiv.y", /* 14 (d4) */
402 "coefdiv.x" /* 15 (d2) */
405 static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) {
406 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
407 char *ptr = write_mask;
408 char vshader = shader_is_vshader_version(This->baseShader.hex_version);
410 if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
411 *ptr++ = '.';
412 *ptr++ = 'x';
413 } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
414 *ptr++ = '.';
415 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
416 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
417 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
418 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
421 *ptr = '\0';
424 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
425 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
426 * but addressed as "rgba". To fix this we need to swap the register's x
427 * and z components. */
428 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
429 char *ptr = swizzle_str;
431 /* swizzle bits fields: wwzzyyxx */
432 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
433 DWORD swizzle_x = swizzle & 0x03;
434 DWORD swizzle_y = (swizzle >> 2) & 0x03;
435 DWORD swizzle_z = (swizzle >> 4) & 0x03;
436 DWORD swizzle_w = (swizzle >> 6) & 0x03;
438 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
439 * generate a swizzle string. Unless we need to our own swizzling. */
440 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
441 *ptr++ = '.';
442 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
443 *ptr++ = swizzle_chars[swizzle_x];
444 } else {
445 *ptr++ = swizzle_chars[swizzle_x];
446 *ptr++ = swizzle_chars[swizzle_y];
447 *ptr++ = swizzle_chars[swizzle_z];
448 *ptr++ = swizzle_chars[swizzle_w];
452 *ptr = '\0';
455 static void pshader_get_register_name(IWineD3DBaseShader* iface,
456 const DWORD param, char* regstr) {
458 DWORD reg = param & WINED3DSP_REGNUM_MASK;
459 DWORD regtype = shader_get_regtype(param);
460 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
462 switch (regtype) {
463 case WINED3DSPR_TEMP:
464 sprintf(regstr, "R%u", reg);
465 break;
466 case WINED3DSPR_INPUT:
467 if (reg==0) {
468 strcpy(regstr, "fragment.color.primary");
469 } else {
470 strcpy(regstr, "fragment.color.secondary");
472 break;
473 case WINED3DSPR_CONST:
474 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
475 sprintf(regstr, "C[%u]", reg);
476 } else {
477 sprintf(regstr, "C%u", reg);
479 break;
480 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
481 sprintf(regstr,"T%u", reg);
482 break;
483 case WINED3DSPR_COLOROUT:
484 if (reg == 0)
485 sprintf(regstr, "TMP_COLOR");
486 else {
487 /* TODO: See GL_ARB_draw_buffers */
488 FIXME("Unsupported write to render target %u\n", reg);
489 sprintf(regstr, "unsupported_register");
491 break;
492 case WINED3DSPR_DEPTHOUT:
493 sprintf(regstr, "result.depth");
494 break;
495 case WINED3DSPR_ATTROUT:
496 sprintf(regstr, "oD[%u]", reg);
497 break;
498 case WINED3DSPR_TEXCRDOUT:
499 sprintf(regstr, "oT[%u]", reg);
500 break;
501 default:
502 FIXME("Unhandled register name Type(%d)\n", regtype);
503 sprintf(regstr, "unrecognized_register");
504 break;
508 /* TODO: merge with pixel shader */
509 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
511 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
513 /* oPos, oFog and oPts in D3D */
514 static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
516 DWORD reg = param & WINED3DSP_REGNUM_MASK;
517 DWORD regtype = shader_get_regtype(param);
518 char tmpReg[255];
519 BOOL is_color = FALSE;
521 if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
522 strcat(hwLine, " -");
523 } else {
524 strcat(hwLine, " ");
527 switch (regtype) {
528 case WINED3DSPR_TEMP:
529 sprintf(tmpReg, "R%u", reg);
530 strcat(hwLine, tmpReg);
531 break;
532 case WINED3DSPR_INPUT:
534 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
535 is_color = TRUE;
537 sprintf(tmpReg, "vertex.attrib[%u]", reg);
538 strcat(hwLine, tmpReg);
539 break;
540 case WINED3DSPR_CONST:
541 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
542 if(reg >= This->rel_offset) {
543 sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
544 } else {
545 sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
547 } else {
548 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
549 sprintf(tmpReg, "C[%u]", reg);
550 } else {
551 sprintf(tmpReg, "C%u", reg);
554 strcat(hwLine, tmpReg);
555 break;
556 case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
557 sprintf(tmpReg, "A%u", reg);
558 strcat(hwLine, tmpReg);
559 break;
560 case WINED3DSPR_RASTOUT:
561 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
562 strcat(hwLine, tmpReg);
563 break;
564 case WINED3DSPR_ATTROUT:
565 if (reg==0) {
566 strcat(hwLine, "result.color.primary");
567 } else {
568 strcat(hwLine, "result.color.secondary");
570 break;
571 case WINED3DSPR_TEXCRDOUT:
572 sprintf(tmpReg, "result.texcoord[%u]", reg);
573 strcat(hwLine, tmpReg);
574 break;
575 default:
576 FIXME("Unknown reg type %d %d\n", regtype, reg);
577 strcat(hwLine, "unrecognized_register");
578 break;
581 if (!is_input) {
582 char write_mask[6];
583 shader_arb_get_write_mask(arg, param, write_mask);
584 strcat(hwLine, write_mask);
585 } else {
586 char swizzle[6];
587 shader_arb_get_swizzle(param, is_color, swizzle);
588 strcat(hwLine, swizzle);
592 static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
593 SHADER_BUFFER* buffer = arg->buffer;
594 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
595 const char *tex_type;
597 switch(sampler_type) {
598 case WINED3DSTT_1D:
599 tex_type = "1D";
600 break;
602 case WINED3DSTT_2D:
604 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
605 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
606 if(device->stateBlock->textures[sampler_idx] &&
607 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
608 tex_type = "RECT";
609 } else {
610 tex_type = "2D";
612 break;
615 case WINED3DSTT_VOLUME:
616 tex_type = "3D";
617 break;
619 case WINED3DSTT_CUBE:
620 tex_type = "CUBE";
621 break;
623 default:
624 ERR("Unexpected texture type %d\n", sampler_type);
625 tex_type = "";
628 if (bias) {
629 /* Shouldn't be possible, but let's check for it */
630 if(projected) FIXME("Biased and Projected texture sampling\n");
631 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
632 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
633 } else if (projected) {
634 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
635 } else {
636 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
640 static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
641 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
642 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
643 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
644 WINED3DFORMAT fmt;
645 WINED3DFORMAT conversion_group;
646 IWineD3DBaseTextureImpl *texture;
647 UINT i;
648 BOOL recorded = FALSE;
649 DWORD sampler_idx;
650 DWORD hex_version = shader->baseShader.hex_version;
651 char reg[256];
652 char writemask[6];
654 switch(arg->opcode->opcode) {
655 case WINED3DSIO_TEX:
656 if (hex_version < WINED3DPS_VERSION(2,0)) {
657 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
658 } else {
659 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
661 break;
663 case WINED3DSIO_TEXLDL:
664 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
665 return;
667 case WINED3DSIO_TEXDP3TEX:
668 case WINED3DSIO_TEXM3x3TEX:
669 case WINED3DSIO_TEXM3x3SPEC:
670 case WINED3DSIO_TEXM3x3VSPEC:
671 case WINED3DSIO_TEXBEM:
672 case WINED3DSIO_TEXREG2AR:
673 case WINED3DSIO_TEXREG2GB:
674 case WINED3DSIO_TEXREG2RGB:
675 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
676 break;
678 default:
679 /* Not a texture sampling instruction, nothing to do */
680 return;
683 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
684 if(texture) {
685 fmt = texture->resource.format;
686 conversion_group = texture->baseTexture.shader_conversion_group;
687 } else {
688 fmt = WINED3DFMT_UNKNOWN;
689 conversion_group = WINED3DFMT_UNKNOWN;
692 /* before doing anything, record the sampler with the format in the format conversion list,
693 * but check if it's not there already
695 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
696 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
697 recorded = TRUE;
700 if(!recorded) {
701 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
702 shader->baseShader.num_sampled_samplers++;
703 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
706 pshader_get_register_name(arg->shader, arg->dst, reg);
707 shader_arb_get_write_mask(arg, arg->dst, writemask);
708 if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
710 switch(fmt) {
711 case WINED3DFMT_V8U8:
712 case WINED3DFMT_V16U16:
713 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
714 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
715 #if 0
716 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
717 * disabled until an application that needs it is found because it causes unneeded
718 * shader recompilation in some game
720 if(strlen(writemask) >= 4) {
721 shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]);
723 #endif
724 } else {
725 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
726 * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
727 * all registers, do so, this saves an instruction.
729 if(strlen(writemask) >= 5) {
730 shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
731 } else if(strlen(writemask) >= 3) {
732 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
733 reg, writemask[1],
734 reg, writemask[1]);
735 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
736 reg, writemask[2],
737 reg, writemask[2]);
738 } else if(strlen(writemask) == 2) {
739 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1],
740 reg, writemask[1]);
743 break;
745 case WINED3DFMT_X8L8V8U8:
746 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
747 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
748 * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
750 if(strlen(writemask) >= 3) {
751 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
752 reg, writemask[1],
753 reg, writemask[1]);
754 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
755 reg, writemask[2],
756 reg, writemask[2]);
757 } else if(strlen(writemask) == 2) {
758 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
759 reg, writemask[1],
760 reg, writemask[1]);
763 break;
765 case WINED3DFMT_L6V5U5:
766 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
767 if(strlen(writemask) >= 4) {
768 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
769 shader_addline(arg->buffer, "MOV TMP.g, %s.%c;\n",
770 reg, writemask[2]);
771 shader_addline(arg->buffer, "MAD %s.%c%c, %s.%c%c, coefmul.x, -one;\n",
772 reg, writemask[1], writemask[1],
773 reg, writemask[1], writemask[3]);
774 shader_addline(arg->buffer, "MOV %s.%c, TMP.g;\n", reg,
775 writemask[3]);
776 } else if(strlen(writemask) == 3) {
777 /* This is bad: We have VL, but we need VU */
778 FIXME("2 components sampled from a converted L6V5U5 texture\n");
779 } else {
780 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
781 reg, writemask[1],
782 reg, writemask[1]);
785 break;
787 case WINED3DFMT_Q8W8V8U8:
788 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
789 /* Correct the sign in all channels */
790 switch(strlen(writemask)) {
791 case 4:
792 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
793 reg, writemask[3],
794 reg, writemask[3]);
795 /* drop through */
796 case 3:
797 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
798 reg, writemask[2],
799 reg, writemask[2]);
800 /* drop through */
801 case 2:
802 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
803 reg, writemask[1],
804 reg, writemask[1]);
805 break;
807 /* Should not occur, since it's at minimum '.' and a letter */
808 case 1:
809 ERR("Unexpected writemask: \"%s\"\n", writemask);
810 break;
812 case 5:
813 default:
814 shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
817 break;
819 case WINED3DFMT_ATI2N:
820 /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
821 * which means the first one is replicated accross .rgb, and the 2nd one is in
822 * .a. We need the 2nd in .g
824 * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
825 * are swapped compared to d3d. So swap red and green.
827 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
828 shader_addline(arg->buffer, "SWZ %s, %s, %c, %c, 1, 0;\n",
829 reg, reg, writemask[2], writemask[1]);
830 } else {
831 if(strlen(writemask) == 5) {
832 shader_addline(arg->buffer, "MOV %s.%c, %s.%c;\n",
833 reg, writemask[2], reg, writemask[4]);
834 } else if(strlen(writemask) == 2) {
835 /* Nothing to do */
836 } else {
837 /* This is bad: We have VL, but we need VU */
838 FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
841 break;
843 /* stupid compiler */
844 default:
845 break;
850 static void pshader_gen_input_modifier_line (
851 IWineD3DBaseShader *iface,
852 SHADER_BUFFER* buffer,
853 const DWORD instr,
854 int tmpreg,
855 char *outregstr) {
857 /* Generate a line that does the input modifier computation and return the input register to use */
858 char regstr[256];
859 char swzstr[20];
860 int insert_line;
862 /* Assume a new line will be added */
863 insert_line = 1;
865 /* Get register name */
866 pshader_get_register_name(iface, instr, regstr);
867 shader_arb_get_swizzle(instr, FALSE, swzstr);
869 switch (instr & WINED3DSP_SRCMOD_MASK) {
870 case WINED3DSPSM_NONE:
871 sprintf(outregstr, "%s%s", regstr, swzstr);
872 insert_line = 0;
873 break;
874 case WINED3DSPSM_NEG:
875 sprintf(outregstr, "-%s%s", regstr, swzstr);
876 insert_line = 0;
877 break;
878 case WINED3DSPSM_BIAS:
879 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
880 break;
881 case WINED3DSPSM_BIASNEG:
882 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
883 break;
884 case WINED3DSPSM_SIGN:
885 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
886 break;
887 case WINED3DSPSM_SIGNNEG:
888 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
889 break;
890 case WINED3DSPSM_COMP:
891 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
892 break;
893 case WINED3DSPSM_X2:
894 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
895 break;
896 case WINED3DSPSM_X2NEG:
897 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
898 break;
899 case WINED3DSPSM_DZ:
900 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
901 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
902 break;
903 case WINED3DSPSM_DW:
904 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
905 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
906 break;
907 default:
908 sprintf(outregstr, "%s%s", regstr, swzstr);
909 insert_line = 0;
912 /* Return modified or original register, with swizzle */
913 if (insert_line)
914 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
917 static inline void pshader_gen_output_modifier_line(
918 SHADER_BUFFER* buffer,
919 int saturate,
920 char *write_mask,
921 int shift,
922 char *regstr) {
924 /* Generate a line that does the output modifier computation */
925 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
926 regstr, write_mask, regstr, shift_tab[shift]);
929 void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
930 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
932 SHADER_BUFFER* buffer = arg->buffer;
933 char dst_name[50];
934 char src_name[2][50];
935 char dst_wmask[20];
936 DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
937 BOOL has_bumpmat = FALSE;
938 int i;
940 for(i = 0; i < This->numbumpenvmatconsts; i++) {
941 if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
942 has_bumpmat = TRUE;
943 break;
947 pshader_get_register_name(arg->shader, arg->dst, dst_name);
948 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
949 strcat(dst_name, dst_wmask);
951 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
952 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
954 if(has_bumpmat) {
955 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
956 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
957 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
958 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
959 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
961 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
962 } else {
963 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
967 void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
969 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
970 SHADER_BUFFER* buffer = arg->buffer;
971 char dst_wmask[20];
972 char dst_name[50];
973 char src_name[3][50];
974 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
975 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
977 /* FIXME: support output modifiers */
979 /* Handle output register */
980 pshader_get_register_name(arg->shader, arg->dst, dst_name);
981 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
983 /* Generate input register names (with modifiers) */
984 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
985 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
986 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
988 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
989 if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
990 arg->opcode_token & WINED3DSI_COISSUE) {
991 shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
992 } else {
993 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
994 shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
995 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
997 if (shift != 0)
998 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1001 void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
1003 SHADER_BUFFER* buffer = arg->buffer;
1004 char dst_wmask[20];
1005 char dst_name[50];
1006 char src_name[3][50];
1007 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1008 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1010 /* FIXME: support output modifiers */
1012 /* Handle output register */
1013 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1014 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1016 /* Generate input register names (with modifiers) */
1017 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1018 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1019 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1021 shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1022 src_name[0], src_name[2], src_name[1]);
1024 if (shift != 0)
1025 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1028 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1029 * dst = dot2(src0, src1) + src2 */
1030 void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
1031 SHADER_BUFFER* buffer = arg->buffer;
1032 char dst_wmask[20];
1033 char dst_name[50];
1034 char src_name[3][50];
1035 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1036 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1038 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1039 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1041 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1042 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1043 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1045 /* Emulate a DP2 with a DP3 and 0.0 */
1046 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
1047 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
1048 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
1049 shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
1051 if (shift != 0)
1052 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1055 /* Map the opcode 1-to-1 to the GL code */
1056 void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1058 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1059 SHADER_BUFFER* buffer = arg->buffer;
1060 DWORD dst = arg->dst;
1061 DWORD* src = arg->src;
1063 unsigned int i;
1064 char tmpLine[256];
1066 /* Output token related */
1067 char output_rname[256];
1068 char output_wmask[20];
1069 BOOL saturate = FALSE;
1070 BOOL centroid = FALSE;
1071 BOOL partialprecision = FALSE;
1072 DWORD shift;
1074 strcpy(tmpLine, curOpcode->glname);
1076 /* Process modifiers */
1077 if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
1078 DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
1080 saturate = mask & WINED3DSPDM_SATURATE;
1081 centroid = mask & WINED3DSPDM_MSAMPCENTROID;
1082 partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
1083 mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
1084 if (mask)
1085 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1087 if (centroid)
1088 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1090 shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1092 /* Generate input and output registers */
1093 if (curOpcode->num_params > 0) {
1094 char operands[4][100];
1096 /* Generate input register names (with modifiers) */
1097 for (i = 1; i < curOpcode->num_params; ++i)
1098 pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
1100 /* Handle output register */
1101 pshader_get_register_name(arg->shader, dst, output_rname);
1102 strcpy(operands[0], output_rname);
1103 shader_arb_get_write_mask(arg, dst, output_wmask);
1104 strcat(operands[0], output_wmask);
1106 if (saturate && (shift == 0))
1107 strcat(tmpLine, "_SAT");
1108 strcat(tmpLine, " ");
1109 strcat(tmpLine, operands[0]);
1110 for (i = 1; i < curOpcode->num_params; i++) {
1111 strcat(tmpLine, ", ");
1112 strcat(tmpLine, operands[i]);
1114 strcat(tmpLine,";\n");
1115 shader_addline(buffer, tmpLine);
1117 /* A shift requires another line. */
1118 if (shift != 0)
1119 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1123 void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
1124 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1125 DWORD hex_version = This->baseShader.hex_version;
1126 SHADER_BUFFER* buffer = arg->buffer;
1127 char reg_dest[40];
1129 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1130 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1132 pshader_get_register_name(arg->shader, arg->dst, reg_dest);
1134 if(hex_version >= WINED3DPS_VERSION(2,0)) {
1135 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1136 shader_addline(buffer, "KIL %s;\n", reg_dest);
1137 } else {
1138 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1139 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1141 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1142 shader_addline(buffer, "MOV TMP.w, one.w;\n");
1143 shader_addline(buffer, "KIL TMP;\n");
1147 void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
1148 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1149 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1151 DWORD dst = arg->dst;
1152 DWORD* src = arg->src;
1153 SHADER_BUFFER* buffer = arg->buffer;
1154 DWORD hex_version = This->baseShader.hex_version;
1155 BOOL projected = FALSE, bias = FALSE;
1157 char reg_dest[40];
1158 char reg_coord[40];
1159 DWORD reg_dest_code;
1160 DWORD reg_sampler_code;
1162 /* All versions have a destination register */
1163 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1164 pshader_get_register_name(arg->shader, dst, reg_dest);
1166 /* 1.0-1.3: Use destination register as coordinate source.
1167 1.4+: Use provided coordinate source register. */
1168 if (hex_version < WINED3DPS_VERSION(1,4))
1169 strcpy(reg_coord, reg_dest);
1170 else
1171 pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
1173 /* 1.0-1.4: Use destination register number as texture code.
1174 2.0+: Use provided sampler number as texure code. */
1175 if (hex_version < WINED3DPS_VERSION(2,0))
1176 reg_sampler_code = reg_dest_code;
1177 else
1178 reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1180 /* projection flag:
1181 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1182 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1183 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1185 if(hex_version < WINED3DPS_VERSION(1,4)) {
1186 DWORD flags = 0;
1187 if(reg_sampler_code < MAX_TEXTURES) {
1188 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1190 if (flags & WINED3DTTFF_PROJECTED) {
1191 projected = TRUE;
1193 } else if(hex_version < WINED3DPS_VERSION(2,0)) {
1194 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1195 if (src_mod == WINED3DSPSM_DZ) {
1196 projected = TRUE;
1197 } else if(src_mod == WINED3DSPSM_DW) {
1198 projected = TRUE;
1200 } else {
1201 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1202 projected = TRUE;
1204 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1205 bias = TRUE;
1208 shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1211 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
1213 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1214 DWORD dst = arg->dst;
1215 SHADER_BUFFER* buffer = arg->buffer;
1216 DWORD hex_version = This->baseShader.hex_version;
1218 char tmp[20];
1219 shader_arb_get_write_mask(arg, dst, tmp);
1220 if (hex_version != WINED3DPS_VERSION(1,4)) {
1221 DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1222 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1223 } else {
1224 DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1225 char reg_src[40];
1227 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
1228 shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1232 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
1234 SHADER_BUFFER* buffer = arg->buffer;
1235 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1236 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1237 DWORD flags;
1239 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1240 char dst_str[8];
1241 char src_str[50];
1243 sprintf(dst_str, "T%u", reg1);
1244 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1245 shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1246 shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1247 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1248 shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1251 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
1253 SHADER_BUFFER* buffer = arg->buffer;
1255 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1256 char dst_str[8];
1257 char src_str[50];
1259 sprintf(dst_str, "T%u", reg1);
1260 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1261 shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1262 shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1263 shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1266 void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
1268 SHADER_BUFFER* buffer = arg->buffer;
1269 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1270 char dst_str[8];
1271 char src_str[50];
1273 sprintf(dst_str, "T%u", reg1);
1274 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1275 shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1278 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
1279 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1280 BOOL has_bumpmat = FALSE;
1281 BOOL has_luminance = FALSE;
1282 int i;
1284 DWORD dst = arg->dst;
1285 DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1286 SHADER_BUFFER* buffer = arg->buffer;
1288 char reg_coord[40];
1289 DWORD reg_dest_code;
1291 /* All versions have a destination register */
1292 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1293 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1294 pshader_get_register_name(arg->shader, dst, reg_coord);
1296 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1297 if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
1298 has_bumpmat = TRUE;
1299 break;
1302 for(i = 0; i < This->numbumpenvmatconsts; i++) {
1303 if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
1304 has_luminance = TRUE;
1305 break;
1309 if(has_bumpmat) {
1310 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1312 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1313 shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1314 shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1315 shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1317 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1318 * so we can't let the GL handle this.
1320 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1321 & WINED3DTTFF_PROJECTED) {
1322 shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1323 shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1324 shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1325 } else {
1326 shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1329 shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1331 if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
1332 shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1333 src, reg_dest_code, reg_dest_code);
1334 shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1337 } else {
1338 DWORD tf;
1339 if(reg_dest_code < MAX_TEXTURES) {
1340 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1341 } else {
1342 tf = 0;
1344 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1345 shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1349 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1351 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1352 SHADER_BUFFER* buffer = arg->buffer;
1353 char src0_name[50];
1355 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1356 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1359 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1361 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1362 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1363 DWORD flags;
1364 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1365 SHADER_BUFFER* buffer = arg->buffer;
1366 char dst_str[8];
1367 char src0_name[50];
1369 sprintf(dst_str, "T%u", reg);
1370 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1371 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1372 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1373 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1376 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1378 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1379 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1380 SHADER_BUFFER* buffer = arg->buffer;
1381 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1382 char src0_name[50];
1384 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1385 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1386 current_state->texcoord_w[current_state->current_row++] = reg;
1389 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1391 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1392 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1393 DWORD flags;
1394 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1395 SHADER_BUFFER* buffer = arg->buffer;
1396 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1397 char dst_str[8];
1398 char src0_name[50];
1400 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1401 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1403 /* Sample the texture using the calculated coordinates */
1404 sprintf(dst_str, "T%u", reg);
1405 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1406 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1407 current_state->current_row = 0;
1410 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1412 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1413 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1414 DWORD flags;
1415 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1416 SHADER_BUFFER* buffer = arg->buffer;
1417 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1418 char dst_str[8];
1419 char src0_name[50];
1421 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1422 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1424 /* Construct the eye-ray vector from w coordinates */
1425 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1426 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1427 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1429 /* Calculate reflection vector
1431 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1432 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1433 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1434 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1435 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1436 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1437 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1439 /* Sample the texture using the calculated coordinates */
1440 sprintf(dst_str, "T%u", reg);
1441 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1442 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1443 current_state->current_row = 0;
1446 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1448 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1449 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1450 DWORD flags;
1451 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1452 DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1453 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1454 SHADER_BUFFER* buffer = arg->buffer;
1455 char dst_str[8];
1456 char src0_name[50];
1458 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1459 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1461 /* Calculate reflection vector.
1463 * dot(N, E)
1464 * TMP.xyz = 2 * --------- * N - E
1465 * dot(N, N)
1467 * Which normalizes the normal vector
1469 shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1470 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1471 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1472 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1473 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1474 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1476 /* Sample the texture using the calculated coordinates */
1477 sprintf(dst_str, "T%u", reg);
1478 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1479 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1480 current_state->current_row = 0;
1483 void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
1484 SHADER_BUFFER* buffer = arg->buffer;
1485 char dst_name[50];
1487 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1488 * which is essentially an input, is the destination register because it is the first
1489 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1490 * here
1492 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1494 /* According to the msdn, the source register(must be r5) is unusable after
1495 * the texdepth instruction, so we're free to modify it
1497 shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1499 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1500 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1501 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1503 shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1504 shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1505 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1506 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1509 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1510 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1511 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1512 void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
1513 SHADER_BUFFER* buffer = arg->buffer;
1514 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1515 char src0[50];
1516 char dst_str[8];
1518 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1519 shader_addline(buffer, "MOV TMP, 0.0;\n");
1520 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1522 sprintf(dst_str, "T%u", sampler_idx);
1523 shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1526 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1527 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1528 void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
1529 char src0[50];
1530 char dst_str[50];
1531 char dst_mask[6];
1532 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1533 SHADER_BUFFER* buffer = arg->buffer;
1535 /* Handle output register */
1536 pshader_get_register_name(arg->shader, arg->dst, dst_str);
1537 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1539 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1540 shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1542 /* TODO: Handle output modifiers */
1545 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1546 * Perform the 3rd row of a 3x3 matrix multiply */
1547 void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
1548 SHADER_BUFFER* buffer = arg->buffer;
1549 char dst_str[50];
1550 char dst_mask[6];
1551 char src0[50];
1552 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1554 pshader_get_register_name(arg->shader, arg->dst, dst_str);
1555 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1557 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1558 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1559 shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1561 /* TODO: Handle output modifiers */
1564 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1565 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1566 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1567 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1569 void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
1570 SHADER_BUFFER* buffer = arg->buffer;
1571 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1572 char src0[50];
1574 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1575 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1577 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1578 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1579 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1581 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1582 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1583 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1584 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1587 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1588 Vertex/Pixel shaders to ARB_vertex_program codes */
1589 void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
1591 int i;
1592 int nComponents = 0;
1593 SHADER_OPCODE_ARG tmpArg;
1595 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1597 /* Set constants for the temporary argument */
1598 tmpArg.shader = arg->shader;
1599 tmpArg.buffer = arg->buffer;
1600 tmpArg.src[0] = arg->src[0];
1601 tmpArg.src_addr[0] = arg->src_addr[0];
1602 tmpArg.src_addr[1] = arg->src_addr[1];
1603 tmpArg.reg_maps = arg->reg_maps;
1605 switch(arg->opcode->opcode) {
1606 case WINED3DSIO_M4x4:
1607 nComponents = 4;
1608 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1609 break;
1610 case WINED3DSIO_M4x3:
1611 nComponents = 3;
1612 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1613 break;
1614 case WINED3DSIO_M3x4:
1615 nComponents = 4;
1616 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1617 break;
1618 case WINED3DSIO_M3x3:
1619 nComponents = 3;
1620 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1621 break;
1622 case WINED3DSIO_M3x2:
1623 nComponents = 2;
1624 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1625 break;
1626 default:
1627 break;
1630 for (i = 0; i < nComponents; i++) {
1631 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1632 tmpArg.src[1] = arg->src[1]+i;
1633 vshader_hw_map2gl(&tmpArg);
1637 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
1638 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1639 SHADER_BUFFER* buffer = arg->buffer;
1640 DWORD dst = arg->dst;
1641 DWORD src = arg->src[0];
1642 DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1644 char tmpLine[256];
1646 strcpy(tmpLine, curOpcode->glname); /* Opcode */
1647 vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1648 strcat(tmpLine, ",");
1649 vshader_program_add_param(arg, src, TRUE, tmpLine);
1650 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1651 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1652 * .w is used
1654 strcat(tmpLine, ".w");
1657 shader_addline(buffer, "%s;\n", tmpLine);
1660 void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
1661 SHADER_BUFFER* buffer = arg->buffer;
1662 char dst_name[50];
1663 char src_name[50];
1664 char dst_wmask[20];
1665 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1666 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1668 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1669 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1671 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1672 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1673 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1674 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1675 shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1676 src_name);
1678 if (shift != 0)
1679 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1682 void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
1683 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1684 * must contain fixed constants. So we need a separate function to filter those constants and
1685 * can't use map2gl
1687 SHADER_BUFFER* buffer = arg->buffer;
1688 char dst_name[50];
1689 char src_name[50];
1690 char dst_wmask[20];
1691 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1692 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1694 pshader_get_register_name(arg->shader, arg->dst, dst_name);
1695 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1697 pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1698 shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1699 src_name);
1701 if (shift != 0)
1702 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1706 /* TODO: merge with pixel shader */
1707 /* Map the opcode 1-to-1 to the GL code */
1708 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1710 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl*) arg->shader;
1711 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1712 SHADER_BUFFER* buffer = arg->buffer;
1713 DWORD dst = arg->dst;
1714 DWORD* src = arg->src;
1716 DWORD dst_regtype = shader_get_regtype(dst);
1717 char tmpLine[256];
1718 unsigned int i;
1720 if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA) {
1721 if(shader->rel_offset) {
1722 memset(tmpLine, 0, sizeof(tmpLine));
1723 vshader_program_add_param(arg, src[0], TRUE, tmpLine);
1724 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
1725 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1726 return;
1727 } else {
1728 strcpy(tmpLine, "ARL");
1730 } else
1731 strcpy(tmpLine, curOpcode->glname);
1733 if (curOpcode->num_params > 0) {
1734 vshader_program_add_param(arg, dst, FALSE, tmpLine);
1735 for (i = 1; i < curOpcode->num_params; ++i) {
1736 strcat(tmpLine, ",");
1737 vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
1740 shader_addline(buffer, "%s;\n", tmpLine);
1743 static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
1744 GLuint program_id = 0;
1745 const char *blt_vprogram =
1746 "!!ARBvp1.0\n"
1747 "PARAM c[1] = { { 1, 0.5 } };\n"
1748 "MOV result.position, vertex.position;\n"
1749 "MOV result.color, c[0].x;\n"
1750 "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1751 "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1752 "END\n";
1754 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1755 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1756 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1758 if (glGetError() == GL_INVALID_OPERATION) {
1759 GLint pos;
1760 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1761 FIXME("Vertex program error at position %d: %s\n", pos,
1762 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1765 return program_id;
1768 static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
1769 GLuint program_id = 0;
1770 const char *blt_fprogram =
1771 "!!ARBfp1.0\n"
1772 "TEMP R0;\n"
1773 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1774 "MOV result.depth.z, R0.x;\n"
1775 "END\n";
1777 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1778 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1779 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
1781 if (glGetError() == GL_INVALID_OPERATION) {
1782 GLint pos;
1783 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1784 FIXME("Fragment program error at position %d: %s\n", pos,
1785 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1788 return program_id;
1791 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1792 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1793 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1794 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1796 if (useVS) {
1797 TRACE("Using vertex shader\n");
1799 priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId;
1801 /* Bind the vertex program */
1802 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1803 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1805 /* Enable OpenGL vertex programs */
1806 glEnable(GL_VERTEX_PROGRAM_ARB);
1807 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1808 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1809 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1810 priv->current_vprogram_id = 0;
1811 glDisable(GL_VERTEX_PROGRAM_ARB);
1812 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1815 if (usePS) {
1816 TRACE("Using pixel shader\n");
1818 priv->current_fprogram_id = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId;
1820 /* Bind the fragment program */
1821 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1822 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1824 /* Enable OpenGL fragment programs */
1825 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1826 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1827 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1828 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1829 priv->current_fprogram_id = 0;
1830 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1831 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1835 static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
1836 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1837 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1838 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1840 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1841 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1842 glEnable(GL_VERTEX_PROGRAM_ARB);
1844 if (!priv->depth_blt_fprogram_id) priv->depth_blt_fprogram_id = create_arb_blt_fragment_program(gl_info);
1845 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->depth_blt_fprogram_id));
1846 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1849 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1850 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1851 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1852 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1854 if (priv->current_vprogram_id) {
1855 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1856 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1858 glEnable(GL_VERTEX_PROGRAM_ARB);
1859 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1861 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1862 } else {
1863 glDisable(GL_VERTEX_PROGRAM_ARB);
1864 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1867 if (priv->current_fprogram_id) {
1868 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1869 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1871 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1872 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1874 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1875 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1876 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1877 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1881 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1882 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1883 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1884 if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1885 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1888 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1889 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
1890 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
1892 ENTER_GL();
1893 GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId));
1894 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))");
1895 LEAVE_GL();
1896 This->baseShader.prgId = 0;
1897 This->baseShader.is_compiled = FALSE;
1900 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1901 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1902 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1903 return WINED3D_OK;
1906 static void shader_arb_free(IWineD3DDevice *iface) {
1907 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1908 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1909 struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1911 if(priv->depth_blt_vprogram_id) {
1912 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1914 if(priv->depth_blt_fprogram_id) {
1915 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id));
1918 HeapFree(GetProcessHeap(), 0, This->shader_priv);
1921 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1922 return TRUE;
1925 static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
1926 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1927 shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1928 CONST DWORD *function = This->baseShader.function;
1929 const char *fragcolor;
1930 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
1931 local_constant* lconst;
1933 /* Create the hw ARB shader */
1934 shader_addline(buffer, "!!ARBfp1.0\n");
1936 shader_addline(buffer, "TEMP TMP;\n"); /* Used in matrix ops */
1937 shader_addline(buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
1938 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
1939 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
1940 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
1941 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1942 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1943 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1945 /* Base Declarations */
1946 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
1948 /* We need two variables for fog blending */
1949 shader_addline(buffer, "TEMP TMP_FOG;\n");
1950 if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
1951 shader_addline(buffer, "TEMP TMP_COLOR;\n");
1954 /* Base Shader Body */
1955 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
1957 /* calculate fog and blend it
1958 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
1959 * -1/(e-s) and e/(e-s) respectively.
1961 shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
1963 if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
1964 fragcolor = "R0";
1965 } else {
1966 fragcolor = "TMP_COLOR";
1968 if(This->srgb_enabled) {
1969 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1971 /* Calculate the > 0.0031308 case */
1972 shader_addline(buffer, "POW TMP.x, %s.x, srgb_pow.x;\n", fragcolor);
1973 shader_addline(buffer, "POW TMP.y, %s.y, srgb_pow.y;\n", fragcolor);
1974 shader_addline(buffer, "POW TMP.z, %s.z, srgb_pow.z;\n", fragcolor);
1975 shader_addline(buffer, "MUL TMP, TMP, srgb_mul_hi;\n");
1976 shader_addline(buffer, "SUB TMP, TMP, srgb_sub_hi;\n");
1977 /* Calculate the < case */
1978 shader_addline(buffer, "MUL TMP2, srgb_mul_low, %s;\n", fragcolor);
1979 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1980 shader_addline(buffer, "SLT TA, srgb_comparison, %s;\n", fragcolor);
1981 shader_addline(buffer, "SGE TB, srgb_comparison, %s;\n", fragcolor);
1982 /* Store the components > 0.0031308 in the destination */
1983 shader_addline(buffer, "MUL %s, TMP, TA;\n", fragcolor);
1984 /* Add the components that are < 0.0031308 */
1985 shader_addline(buffer, "MAD result.color.xyz, TMP2, TB, %s;\n", fragcolor);
1986 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1988 if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
1989 shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
1990 shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
1993 shader_addline(buffer, "END\n");
1995 /* TODO: change to resource.glObjectHandle or something like that */
1996 GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
1998 TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
1999 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
2001 TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
2002 /* Create the program and check for errors */
2003 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2004 buffer->bsize, buffer->buffer));
2006 if (glGetError() == GL_INVALID_OPERATION) {
2007 GLint errPos;
2008 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2009 FIXME("HW PixelShader Error at position %d: %s\n",
2010 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2011 This->baseShader.prgId = -1;
2014 /* Load immediate constants */
2015 if(!This->baseShader.load_local_constsF) {
2016 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2017 float *value = (float *) lconst->value;
2018 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
2019 checkGLcall("glProgramLocalParameter4fvARB");
2024 static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
2025 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2026 shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2027 CONST DWORD *function = This->baseShader.function;
2028 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2029 local_constant* lconst;
2031 /* Create the hw ARB shader */
2032 shader_addline(buffer, "!!ARBvp1.0\n");
2033 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2035 /* Mesa supports only 95 constants */
2036 if (GL_VEND(MESA) || GL_VEND(WINE))
2037 This->baseShader.limits.constant_float =
2038 min(95, This->baseShader.limits.constant_float);
2040 shader_addline(buffer, "TEMP TMP;\n");
2042 /* Base Declarations */
2043 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2045 /* We need a constant to fixup the final position */
2046 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2048 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2049 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2050 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2051 * a replacement shader depend on the texcoord.w being set properly.
2053 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2054 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2055 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2056 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2057 * this can eat a number of instructions, so skip it unless this cap is set as well
2059 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2060 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2062 if((GLINFO_LOCATION).set_texcoord_w) {
2063 int i;
2064 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2065 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2066 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2067 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2073 /* Base Shader Body */
2074 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2076 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2077 if (!reg_maps->fog)
2078 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2080 /* Write the final position.
2082 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2083 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2084 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2085 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2087 shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2088 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2089 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2091 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2092 * and the glsl equivalent
2094 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2096 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2098 shader_addline(buffer, "END\n");
2100 /* TODO: change to resource.glObjectHandle or something like that */
2101 GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
2103 TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
2104 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
2106 TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
2107 /* Create the program and check for errors */
2108 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2109 buffer->bsize, buffer->buffer));
2111 if (glGetError() == GL_INVALID_OPERATION) {
2112 GLint errPos;
2113 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2114 FIXME("HW VertexShader Error at position %d: %s\n",
2115 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2116 This->baseShader.prgId = -1;
2119 /* Load immediate constants */
2120 if(!This->baseShader.load_local_constsF) {
2121 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2122 float *value = (float *) lconst->value;
2123 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2128 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
2129 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2130 * then overwrite the shader specific ones
2132 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2134 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2135 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2136 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2137 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2140 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2141 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2142 pCaps->PixelShader1xMaxValue = 8.0;
2143 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2147 const shader_backend_t arb_program_shader_backend = {
2148 shader_arb_select,
2149 shader_arb_select_depth_blt,
2150 shader_arb_deselect_depth_blt,
2151 shader_arb_load_constants,
2152 shader_arb_cleanup,
2153 shader_arb_color_correction,
2154 shader_arb_destroy,
2155 shader_arb_alloc,
2156 shader_arb_free,
2157 shader_arb_dirty_const,
2158 shader_arb_generate_pshader,
2159 shader_arb_generate_vshader,
2160 shader_arb_get_caps,