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 #if 0 /* Must not be 1 in cvs version */
37 # define PSTRACE(A) TRACE A
38 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
41 # define TRACE_VSVECTOR(name)
44 #define GLNAME_REQUIRE_GLSL ((const char *)1)
45 /* *******************************************
46 IWineD3DPixelShader IUnknown parts follow
47 ******************************************* */
48 static HRESULT WINAPI
IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader
*iface
, REFIID riid
, LPVOID
*ppobj
)
50 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
51 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
52 if (IsEqualGUID(riid
, &IID_IUnknown
)
53 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
54 || IsEqualGUID(riid
, &IID_IWineD3DBaseShader
)
55 || IsEqualGUID(riid
, &IID_IWineD3DPixelShader
)) {
56 IUnknown_AddRef(iface
);
64 static ULONG WINAPI
IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader
*iface
) {
65 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
66 TRACE("(%p) : AddRef increasing from %d\n", This
, This
->ref
);
67 return InterlockedIncrement(&This
->ref
);
70 static ULONG WINAPI
IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader
*iface
) {
71 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
73 TRACE("(%p) : Releasing from %d\n", This
, This
->ref
);
74 ref
= InterlockedDecrement(&This
->ref
);
76 if (This
->baseShader
.shader_mode
== SHADER_GLSL
&& This
->baseShader
.prgId
!= 0) {
77 /* If this shader is still attached to a program, GL will perform a lazy delete */
78 TRACE("Deleting shader object %u\n", This
->baseShader
.prgId
);
79 GL_EXTCALL(glDeleteObjectARB(This
->baseShader
.prgId
));
80 checkGLcall("glDeleteObjectARB");
82 shader_delete_constant_list(&This
->baseShader
.constantsF
);
83 shader_delete_constant_list(&This
->baseShader
.constantsB
);
84 shader_delete_constant_list(&This
->baseShader
.constantsI
);
85 HeapFree(GetProcessHeap(), 0, This
);
90 /* *******************************************
91 IWineD3DPixelShader IWineD3DPixelShader parts follow
92 ******************************************* */
94 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader
*iface
, IUnknown
** parent
){
95 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
97 *parent
= This
->parent
;
98 IUnknown_AddRef(*parent
);
99 TRACE("(%p) : returning %p\n", This
, *parent
);
103 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader
* iface
, IWineD3DDevice
**pDevice
){
104 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
105 IWineD3DDevice_AddRef(This
->baseShader
.device
);
106 *pDevice
= This
->baseShader
.device
;
107 TRACE("(%p) returning %p\n", This
, *pDevice
);
112 static HRESULT WINAPI
IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader
* impl
, VOID
* pData
, UINT
* pSizeOfData
) {
113 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)impl
;
114 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This
, pData
, pSizeOfData
);
117 *pSizeOfData
= This
->baseShader
.functionLength
;
120 if (*pSizeOfData
< This
->baseShader
.functionLength
) {
121 *pSizeOfData
= This
->baseShader
.functionLength
;
122 return WINED3DERR_MOREDATA
;
124 if (NULL
== This
->baseShader
.function
) { /* no function defined */
125 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This
, pData
);
126 (*(DWORD
**) pData
) = NULL
;
128 if (This
->baseShader
.functionLength
== 0) {
131 TRACE("(%p) : GetFunction copying to %p\n", This
, pData
);
132 memcpy(pData
, This
->baseShader
.function
, This
->baseShader
.functionLength
);
137 /*******************************
138 * pshader functions software VM
141 static void pshader_add(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
142 d
->x
= s0
->x
+ s1
->x
;
143 d
->y
= s0
->y
+ s1
->y
;
144 d
->z
= s0
->z
+ s1
->z
;
145 d
->w
= s0
->w
+ s1
->w
;
146 PSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
147 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
150 static void pshader_dp3(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
151 d
->x
= d
->y
= d
->z
= d
->w
= s0
->x
* s1
->x
+ s0
->y
* s1
->y
+ s0
->z
* s1
->z
;
152 PSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
153 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
156 static void pshader_dp4(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
157 d
->x
= d
->y
= d
->z
= d
->w
= s0
->x
* s1
->x
+ s0
->y
* s1
->y
+ s0
->z
* s1
->z
+ s0
->w
* s1
->w
;
158 PSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
159 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
162 static void pshader_dst(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
164 d
->y
= s0
->y
* s1
->y
;
167 PSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
168 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
171 static void pshader_expp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
177 tmp
.f
= floorf(s0
->w
);
178 d
->x
= powf(2.0f
, tmp
.f
);
179 d
->y
= s0
->w
- tmp
.f
;
180 tmp
.f
= powf(2.0f
, s0
->w
);
181 tmp
.d
&= 0xFFFFFF00U
;
184 PSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
185 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
188 static void pshader_logp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
189 float tmp_f
= fabsf(s0
->w
);
190 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
!= tmp_f
) ? logf(tmp_f
) / logf(2.0f
) : -HUGE_VAL
;
191 PSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
192 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
195 static void pshader_mad(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
) {
196 d
->x
= s0
->x
* s1
->x
+ s2
->x
;
197 d
->y
= s0
->y
* s1
->y
+ s2
->y
;
198 d
->z
= s0
->z
* s1
->z
+ s2
->z
;
199 d
->w
= s0
->w
* s1
->w
+ s2
->w
;
200 PSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
201 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
));
204 static void pshader_max(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
205 d
->x
= (s0
->x
>= s1
->x
) ? s0
->x
: s1
->x
;
206 d
->y
= (s0
->y
>= s1
->y
) ? s0
->y
: s1
->y
;
207 d
->z
= (s0
->z
>= s1
->z
) ? s0
->z
: s1
->z
;
208 d
->w
= (s0
->w
>= s1
->w
) ? s0
->w
: s1
->w
;
209 PSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
210 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
213 static void pshader_min(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
214 d
->x
= (s0
->x
< s1
->x
) ? s0
->x
: s1
->x
;
215 d
->y
= (s0
->y
< s1
->y
) ? s0
->y
: s1
->y
;
216 d
->z
= (s0
->z
< s1
->z
) ? s0
->z
: s1
->z
;
217 d
->w
= (s0
->w
< s1
->w
) ? s0
->w
: s1
->w
;
218 PSTRACE(("executing min: 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 pshader_mov(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
227 PSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
228 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
231 static void pshader_mul(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 PSTRACE(("executing mul: 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
));
240 static void pshader_nop(void) {
241 /* NOPPPP ahhh too easy ;) */
242 PSTRACE(("executing nop\n"));
245 static void pshader_rcp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
246 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
== s0
->w
) ? HUGE_VAL
: 1.0f
/ s0
->w
;
247 PSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
248 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
251 static void pshader_rsq(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
252 float tmp_f
= fabsf(s0
->w
);
253 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
);
254 PSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
255 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
258 static void pshader_sge(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
259 d
->x
= (s0
->x
>= s1
->x
) ? 1.0f
: 0.0f
;
260 d
->y
= (s0
->y
>= s1
->y
) ? 1.0f
: 0.0f
;
261 d
->z
= (s0
->z
>= s1
->z
) ? 1.0f
: 0.0f
;
262 d
->w
= (s0
->w
>= s1
->w
) ? 1.0f
: 0.0f
;
263 PSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
264 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
267 static void pshader_slt(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
268 d
->x
= (s0
->x
< s1
->x
) ? 1.0f
: 0.0f
;
269 d
->y
= (s0
->y
< s1
->y
) ? 1.0f
: 0.0f
;
270 d
->z
= (s0
->z
< s1
->z
) ? 1.0f
: 0.0f
;
271 d
->w
= (s0
->w
< s1
->w
) ? 1.0f
: 0.0f
;
272 PSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
273 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
276 static void pshader_sub(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
277 d
->x
= s0
->x
- s1
->x
;
278 d
->y
= s0
->y
- s1
->y
;
279 d
->z
= s0
->z
- s1
->z
;
280 d
->w
= s0
->w
- s1
->w
;
281 PSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
282 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
286 * Version 1.1 specific
289 static void pshader_exp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
290 d
->x
= d
->y
= d
->z
= d
->w
= powf(2.0f
, s0
->w
);
291 PSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
292 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
295 static void pshader_log(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
296 float tmp_f
= fabsf(s0
->w
);
297 d
->x
= d
->y
= d
->z
= d
->w
= (0.0f
!= tmp_f
) ? logf(tmp_f
) / logf(2.0f
) : -HUGE_VAL
;
298 PSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
299 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
302 static void pshader_frc(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
303 d
->x
= s0
->x
- floorf(s0
->x
);
304 d
->y
= s0
->y
- floorf(s0
->y
);
307 PSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
308 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
311 typedef FLOAT D3DMATRIX44
[4][4];
312 typedef FLOAT D3DMATRIX43
[4][3];
313 typedef FLOAT D3DMATRIX34
[3][4];
314 typedef FLOAT D3DMATRIX33
[3][3];
315 typedef FLOAT D3DMATRIX23
[2][3];
317 static void pshader_m4x4(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat
) {
319 * Buggy CODE: here only if cast not work for copy/paste
320 WINED3DSHADERVECTOR* mat2 = mat1 + 1;
321 WINED3DSHADERVECTOR* mat3 = mat1 + 2;
322 WINED3DSHADERVECTOR* mat4 = mat1 + 3;
323 d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
324 d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
325 d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
326 d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
328 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
+ mat
[0][3] * s0
->w
;
329 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
+ mat
[1][3] * s0
->w
;
330 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
+ mat
[2][3] * s0
->w
;
331 d
->w
= mat
[3][0] * s0
->x
+ mat
[3][1] * s0
->y
+ mat
[3][2] * s0
->z
+ mat
[3][3] * s0
->w
;
332 PSTRACE(("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
));
333 PSTRACE(("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
));
334 PSTRACE(("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
));
335 PSTRACE(("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
));
338 static void pshader_m4x3(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, D3DMATRIX34 mat
) {
339 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
+ mat
[0][3] * s0
->w
;
340 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
+ mat
[1][3] * s0
->w
;
341 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
+ mat
[2][3] * s0
->w
;
343 PSTRACE(("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
));
344 PSTRACE(("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
));
345 PSTRACE(("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
));
346 PSTRACE(("executing m4x3(4): (%f) (%f) \n", s0
->w
, d
->w
));
349 static void pshader_m3x4(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, D3DMATRIX43 mat
) {
350 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
351 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
352 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
;
353 d
->w
= mat
[3][0] * s0
->x
+ mat
[3][1] * s0
->y
+ mat
[3][2] * s0
->z
;
354 PSTRACE(("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
));
355 PSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], s0
->y
, d
->y
));
356 PSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], s0
->z
, d
->z
));
357 PSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat
[3][0], mat
[3][1], mat
[3][2], s0
->w
, d
->w
));
360 static void pshader_m3x3(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, D3DMATRIX33 mat
) {
361 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
362 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
363 d
->z
= mat
[2][0] * s0
->x
+ mat
[2][1] * s0
->y
+ mat
[2][2] * s0
->z
;
365 PSTRACE(("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
));
366 PSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat
[1][0], mat
[1][1], mat
[1][2], s0
->y
, d
->y
));
367 PSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat
[2][0], mat
[2][1], mat
[2][2], s0
->z
, d
->z
));
368 PSTRACE(("executing m3x3(4): (%f) \n", d
->w
));
371 static void pshader_m3x2(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, D3DMATRIX23 mat
) {
373 d
->x
= mat
[0][0] * s0
->x
+ mat
[0][1] * s0
->y
+ mat
[0][2] * s0
->z
;
374 d
->y
= mat
[1][0] * s0
->x
+ mat
[1][1] * s0
->y
+ mat
[1][2] * s0
->z
;
380 * Version 2.0 specific
382 static void pshader_lrp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
) {
383 d
->x
= s0
->x
* (s1
->x
- s2
->x
) + s2
->x
;
384 d
->y
= s0
->y
* (s1
->y
- s2
->y
) + s2
->y
;
385 d
->z
= s0
->z
* (s1
->z
- s2
->z
) + s2
->z
;
386 d
->w
= s0
->w
* (s1
->w
- s2
->w
) + s2
->w
;
389 static void pshader_crs(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
390 d
->x
= s0
->y
* s1
->z
- s0
->z
* s1
->y
;
391 d
->y
= s0
->z
* s1
->x
- s0
->x
* s1
->z
;
392 d
->z
= s0
->x
* s1
->y
- s0
->y
* s1
->x
;
393 d
->w
= 0.9f
; /* w is undefined, so set it to something safeish */
395 PSTRACE(("executing crs: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
396 s0
->x
, s0
->y
, s0
->z
, s0
->w
, s1
->x
, s1
->y
, s1
->z
, s1
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
399 static void pshader_abs(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
404 PSTRACE(("executing abs: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
405 s0
->x
, s0
->y
, s0
->z
, s0
->w
, d
->x
, d
->y
, d
->z
, d
->w
));
409 static void pshader_texcoord(WINED3DSHADERVECTOR
* d
) {
413 static void pshader_texkill(WINED3DSHADERVECTOR
* d
) {
417 static void pshader_tex(WINED3DSHADERVECTOR
* d
) {
420 static void pshader_texld(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
424 static void pshader_texbem(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
428 static void pshader_texbeml(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
432 static void pshader_texreg2ar(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
436 static void pshader_texreg2gb(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
440 static void pshader_texm3x2pad(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
444 static void pshader_texm3x2tex(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
448 static void pshader_texm3x3tex(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
452 static void pshader_texm3x3pad(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
456 static void pshader_texm3x3diff(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
460 static void pshader_texm3x3spec(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
464 static void pshader_texm3x3vspec(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
468 static void pshader_cnd(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
) {
472 /* Def is C[n] = {n.nf, n.nf, n.nf, n.nf} */
473 static void pshader_def(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
, WINED3DSHADERVECTOR
* s3
) {
477 static void pshader_texreg2rgb(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
481 static void pshader_texdp3tex(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
485 static void pshader_texm3x2depth(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
489 static void pshader_texdp3(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
493 static void pshader_texm3x3(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
497 static void pshader_texdepth(WINED3DSHADERVECTOR
* d
) {
501 static void pshader_cmp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
) {
505 static void pshader_bem(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
509 static void pshader_call(WINED3DSHADERVECTOR
* d
) {
513 static void pshader_callnz(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
517 static void pshader_loop(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
521 static void pshader_ret(void) {
525 static void pshader_endloop(void) {
529 static void pshader_dcl(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
533 static void pshader_pow(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
537 static void pshader_nrm(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
541 static void pshader_sincos3(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
545 static void pshader_sincos2(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
) {
549 static void pshader_rep(WINED3DSHADERVECTOR
* d
) {
553 static void pshader_endrep(void) {
557 static void pshader_if(WINED3DSHADERVECTOR
* d
) {
561 static void pshader_ifc(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
565 static void pshader_else(void) {
569 static void pshader_label(WINED3DSHADERVECTOR
* d
) {
573 static void pshader_endif(void) {
577 static void pshader_break(void) {
581 static void pshader_breakc(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
) {
585 static void pshader_breakp(WINED3DSHADERVECTOR
* d
) {
589 static void pshader_defb(WINED3DSHADERVECTOR
* d
) {
593 static void pshader_defi(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
, WINED3DSHADERVECTOR
* s3
) {
597 static void pshader_dp2add(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
) {
601 static void pshader_dsx(WINED3DSHADERVECTOR
* d
) {
605 static void pshader_dsy(WINED3DSHADERVECTOR
* d
) {
609 static void pshader_texldd(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
, WINED3DSHADERVECTOR
* s2
, WINED3DSHADERVECTOR
* s3
) {
613 static void pshader_setp(WINED3DSHADERVECTOR
* d
, WINED3DSHADERVECTOR
* s0
, WINED3DSHADERVECTOR
* s1
) {
617 static void pshader_texldl(WINED3DSHADERVECTOR
* d
) {
621 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[] = {
624 {WINED3DSIO_NOP
, "nop", "NOP", 0, 0, pshader_nop
, pshader_hw_map2gl
, NULL
, 0, 0},
625 {WINED3DSIO_MOV
, "mov", "MOV", 1, 2, pshader_mov
, pshader_hw_map2gl
, shader_glsl_mov
, 0, 0},
626 {WINED3DSIO_ADD
, "add", "ADD", 1, 3, pshader_add
, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
627 {WINED3DSIO_SUB
, "sub", "SUB", 1, 3, pshader_sub
, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
628 {WINED3DSIO_MAD
, "mad", "MAD", 1, 4, pshader_mad
, pshader_hw_map2gl
, shader_glsl_mad
, 0, 0},
629 {WINED3DSIO_MUL
, "mul", "MUL", 1, 3, pshader_mul
, pshader_hw_map2gl
, shader_glsl_arith
, 0, 0},
630 {WINED3DSIO_RCP
, "rcp", "RCP", 1, 2, pshader_rcp
, pshader_hw_map2gl
, shader_glsl_rcp
, 0, 0},
631 {WINED3DSIO_RSQ
, "rsq", "RSQ", 1, 2, pshader_rsq
, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
632 {WINED3DSIO_DP3
, "dp3", "DP3", 1, 3, pshader_dp3
, pshader_hw_map2gl
, shader_glsl_dot
, 0, 0},
633 {WINED3DSIO_DP4
, "dp4", "DP4", 1, 3, pshader_dp4
, pshader_hw_map2gl
, shader_glsl_dot
, 0, 0},
634 {WINED3DSIO_MIN
, "min", "MIN", 1, 3, pshader_min
, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
635 {WINED3DSIO_MAX
, "max", "MAX", 1, 3, pshader_max
, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
636 {WINED3DSIO_SLT
, "slt", "SLT", 1, 3, pshader_slt
, pshader_hw_map2gl
, shader_glsl_compare
, 0, 0},
637 {WINED3DSIO_SGE
, "sge", "SGE", 1, 3, pshader_sge
, pshader_hw_map2gl
, shader_glsl_compare
, 0, 0},
638 {WINED3DSIO_ABS
, "abs", "ABS", 1, 2, pshader_abs
, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
639 {WINED3DSIO_EXP
, "exp", "EX2", 1, 2, pshader_exp
, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
640 {WINED3DSIO_LOG
, "log", "LG2", 1, 2, pshader_log
, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
641 {WINED3DSIO_EXPP
, "expp", "EXP", 1, 2, pshader_expp
, pshader_hw_map2gl
, shader_glsl_expp
, 0, 0},
642 {WINED3DSIO_LOGP
, "logp", "LOG", 1, 2, pshader_logp
, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
643 {WINED3DSIO_DST
, "dst", "DST", 1, 3, pshader_dst
, pshader_hw_map2gl
, shader_glsl_dst
, 0, 0},
644 {WINED3DSIO_LRP
, "lrp", "LRP", 1, 4, pshader_lrp
, pshader_hw_map2gl
, shader_glsl_lrp
, 0, 0},
645 {WINED3DSIO_FRC
, "frc", "FRC", 1, 2, pshader_frc
, pshader_hw_map2gl
, shader_glsl_map2gl
, 0, 0},
646 {WINED3DSIO_CND
, "cnd", NULL
, 1, 4, pshader_cnd
, pshader_hw_cnd
, shader_glsl_cnd
, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,4)},
647 {WINED3DSIO_CMP
, "cmp", NULL
, 1, 4, pshader_cmp
, pshader_hw_cmp
, shader_glsl_cmp
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
648 {WINED3DSIO_POW
, "pow", "POW", 1, 3, pshader_pow
, NULL
, shader_glsl_map2gl
, 0, 0},
649 {WINED3DSIO_CRS
, "crs", "XPS", 1, 3, pshader_crs
, NULL
, shader_glsl_map2gl
, 0, 0},
650 /* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
653 MUL vec.xyz, vec, tmp;
654 but I think this is better because it accounts for w properly.
660 {WINED3DSIO_NRM
, "nrm", NULL
, 1, 2, pshader_nrm
, NULL
, shader_glsl_map2gl
, 0, 0},
661 {WINED3DSIO_SINCOS
, "sincos", NULL
, 1, 4, pshader_sincos2
, NULL
, shader_glsl_sincos
, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,0)},
662 {WINED3DSIO_SINCOS
, "sincos", NULL
, 1, 2, pshader_sincos3
, NULL
, shader_glsl_sincos
, WINED3DPS_VERSION(3,0), -1},
663 /* TODO: dp2add can be made out of multiple instuctions */
664 {WINED3DSIO_DP2ADD
, "dp2add", GLNAME_REQUIRE_GLSL
, 1, 4, pshader_dp2add
, NULL
, pshader_glsl_dp2add
, WINED3DPS_VERSION(2,0), -1},
667 {WINED3DSIO_M4x4
, "m4x4", "undefined", 1, 3, pshader_m4x4
, NULL
, shader_glsl_mnxn
, 0, 0},
668 {WINED3DSIO_M4x3
, "m4x3", "undefined", 1, 3, pshader_m4x3
, NULL
, shader_glsl_mnxn
, 0, 0},
669 {WINED3DSIO_M3x4
, "m3x4", "undefined", 1, 3, pshader_m3x4
, NULL
, shader_glsl_mnxn
, 0, 0},
670 {WINED3DSIO_M3x3
, "m3x3", "undefined", 1, 3, pshader_m3x3
, NULL
, shader_glsl_mnxn
, 0, 0},
671 {WINED3DSIO_M3x2
, "m3x2", "undefined", 1, 3, pshader_m3x2
, NULL
, shader_glsl_mnxn
, 0, 0},
673 /* Register declarations */
674 {WINED3DSIO_DCL
, "dcl", NULL
, 0, 2, pshader_dcl
, NULL
, NULL
, 0, 0},
676 /* Flow control - requires GLSL or software shaders */
677 {WINED3DSIO_REP
, "rep", NULL
, 0, 1, pshader_rep
, NULL
, shader_glsl_rep
, WINED3DPS_VERSION(2,1), -1},
678 {WINED3DSIO_ENDREP
, "endrep", NULL
, 0, 0, pshader_endrep
, NULL
, shader_glsl_end
, WINED3DPS_VERSION(2,1), -1},
679 {WINED3DSIO_IF
, "if", NULL
, 0, 1, pshader_if
, NULL
, shader_glsl_if
, WINED3DPS_VERSION(2,1), -1},
680 {WINED3DSIO_IFC
, "ifc", NULL
, 0, 2, pshader_ifc
, NULL
, shader_glsl_ifc
, WINED3DPS_VERSION(2,1), -1},
681 {WINED3DSIO_ELSE
, "else", NULL
, 0, 0, pshader_else
, NULL
, shader_glsl_else
, WINED3DPS_VERSION(2,1), -1},
682 {WINED3DSIO_ENDIF
, "endif", NULL
, 0, 0, pshader_endif
, NULL
, shader_glsl_end
, WINED3DPS_VERSION(2,1), -1},
683 {WINED3DSIO_BREAK
, "break", NULL
, 0, 0, pshader_break
, NULL
, shader_glsl_break
, WINED3DPS_VERSION(2,1), -1},
684 {WINED3DSIO_BREAKC
, "breakc", NULL
, 0, 2, pshader_breakc
, NULL
, shader_glsl_breakc
, WINED3DPS_VERSION(2,1), -1},
685 {WINED3DSIO_BREAKP
, "breakp", GLNAME_REQUIRE_GLSL
, 0, 1, pshader_breakp
, NULL
, NULL
, 0, 0},
686 {WINED3DSIO_CALL
, "call", NULL
, 0, 1, pshader_call
, NULL
, shader_glsl_call
, WINED3DPS_VERSION(2,1), -1},
687 {WINED3DSIO_CALLNZ
, "callnz", NULL
, 0, 2, pshader_callnz
, NULL
, shader_glsl_callnz
, WINED3DPS_VERSION(2,1), -1},
688 {WINED3DSIO_LOOP
, "loop", NULL
, 0, 2, pshader_loop
, NULL
, shader_glsl_loop
, WINED3DPS_VERSION(3,0), -1},
689 {WINED3DSIO_RET
, "ret", NULL
, 0, 0, pshader_ret
, NULL
, NULL
, WINED3DPS_VERSION(2,1), -1},
690 {WINED3DSIO_ENDLOOP
, "endloop", NULL
, 0, 0, pshader_endloop
, NULL
, shader_glsl_end
, WINED3DPS_VERSION(3,0), -1},
691 {WINED3DSIO_LABEL
, "label", NULL
, 0, 1, pshader_label
, NULL
, shader_glsl_label
, WINED3DPS_VERSION(2,1), -1},
693 /* Constant definitions */
694 {WINED3DSIO_DEF
, "def", "undefined", 1, 5, pshader_def
, NULL
, NULL
, 0, 0},
695 {WINED3DSIO_DEFB
, "defb", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_defb
, NULL
, NULL
, 0, 0},
696 {WINED3DSIO_DEFI
, "defi", GLNAME_REQUIRE_GLSL
, 1, 5, pshader_defi
, NULL
, NULL
, 0, 0},
699 {WINED3DSIO_TEXCOORD
, "texcoord", "undefined", 1, 1, pshader_texcoord
, pshader_hw_texcoord
, pshader_glsl_texcoord
, 0, WINED3DPS_VERSION(1,3)},
700 {WINED3DSIO_TEXCOORD
, "texcrd", "undefined", 1, 2, pshader_texcoord
, pshader_hw_texcoord
, pshader_glsl_texcoord
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
701 {WINED3DSIO_TEXKILL
, "texkill", "KIL", 1, 1, pshader_texkill
, pshader_hw_map2gl
, pshader_glsl_texkill
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
702 {WINED3DSIO_TEX
, "tex", "undefined", 1, 1, pshader_tex
, pshader_hw_tex
, pshader_glsl_tex
, 0, WINED3DPS_VERSION(1,3)},
703 {WINED3DSIO_TEX
, "texld", "undefined", 1, 2, pshader_texld
, pshader_hw_tex
, pshader_glsl_tex
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
704 {WINED3DSIO_TEX
, "texld", "undefined", 1, 3, pshader_texld
, pshader_hw_tex
, pshader_glsl_tex
, WINED3DPS_VERSION(2,0), -1},
705 {WINED3DSIO_TEXBEM
, "texbem", "undefined", 1, 2, pshader_texbem
, pshader_hw_texbem
, pshader_glsl_texbem
, 0, WINED3DPS_VERSION(1,3)},
706 {WINED3DSIO_TEXBEML
, "texbeml", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_texbeml
, NULL
, NULL
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
707 {WINED3DSIO_TEXREG2AR
,"texreg2ar","undefined", 1, 2, pshader_texreg2ar
, pshader_hw_texreg2ar
, pshader_glsl_texreg2ar
, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,3)},
708 {WINED3DSIO_TEXREG2GB
,"texreg2gb","undefined", 1, 2, pshader_texreg2gb
, pshader_hw_texreg2gb
, pshader_glsl_texreg2gb
, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,3)},
709 {WINED3DSIO_TEXREG2RGB
, "texreg2rgb", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_texreg2rgb
, NULL
, pshader_glsl_texreg2rgb
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
710 {WINED3DSIO_TEXM3x2PAD
, "texm3x2pad", "undefined", 1, 2, pshader_texm3x2pad
, pshader_hw_texm3x2pad
, pshader_glsl_texm3x2pad
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
711 {WINED3DSIO_TEXM3x2TEX
, "texm3x2tex", "undefined", 1, 2, pshader_texm3x2tex
, pshader_hw_texm3x2tex
, pshader_glsl_texm3x2tex
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
712 {WINED3DSIO_TEXM3x3PAD
, "texm3x3pad", "undefined", 1, 2, pshader_texm3x3pad
, pshader_hw_texm3x3pad
, pshader_glsl_texm3x3pad
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
713 {WINED3DSIO_TEXM3x3DIFF
, "texm3x3diff", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_texm3x3diff
, NULL
, NULL
, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
714 {WINED3DSIO_TEXM3x3SPEC
, "texm3x3spec", "undefined", 1, 3, pshader_texm3x3spec
, pshader_hw_texm3x3spec
, pshader_glsl_texm3x3spec
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
715 {WINED3DSIO_TEXM3x3VSPEC
, "texm3x3vspec", "undefined", 1, 2, pshader_texm3x3vspec
, pshader_hw_texm3x3vspec
, pshader_glsl_texm3x3vspec
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
716 {WINED3DSIO_TEXM3x3TEX
, "texm3x3tex", "undefined", 1, 2, pshader_texm3x3tex
, pshader_hw_texm3x3tex
, pshader_glsl_texm3x3tex
, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
717 {WINED3DSIO_TEXDP3TEX
, "texdp3tex", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_texdp3tex
, NULL
, pshader_glsl_texdp3tex
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
718 {WINED3DSIO_TEXM3x2DEPTH
, "texm3x2depth", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_texm3x2depth
, NULL
, pshader_glsl_texm3x2depth
, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
719 {WINED3DSIO_TEXDP3
, "texdp3", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_texdp3
, NULL
, pshader_glsl_texdp3
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
720 {WINED3DSIO_TEXM3x3
, "texm3x3", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_texm3x3
, NULL
, pshader_glsl_texm3x3
, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
721 {WINED3DSIO_TEXDEPTH
, "texdepth", GLNAME_REQUIRE_GLSL
, 1, 1, pshader_texdepth
, NULL
, pshader_glsl_texdepth
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
722 {WINED3DSIO_BEM
, "bem", GLNAME_REQUIRE_GLSL
, 1, 3, pshader_bem
, NULL
, NULL
, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
723 {WINED3DSIO_DSX
, "dsx", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_dsx
, NULL
, NULL
, 0, 0},
724 {WINED3DSIO_DSY
, "dsy", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_dsy
, NULL
, NULL
, 0, 0},
725 {WINED3DSIO_TEXLDD
, "texldd", GLNAME_REQUIRE_GLSL
, 1, 5, pshader_texldd
, NULL
, NULL
, WINED3DPS_VERSION(2,1), -1},
726 {WINED3DSIO_SETP
, "setp", GLNAME_REQUIRE_GLSL
, 1, 3, pshader_setp
, NULL
, NULL
, 0, 0},
727 {WINED3DSIO_TEXLDL
, "texldl", GLNAME_REQUIRE_GLSL
, 1, 2, pshader_texldl
, NULL
, NULL
, 0, 0},
728 {WINED3DSIO_PHASE
, "phase", GLNAME_REQUIRE_GLSL
, 0, 0, pshader_nop
, NULL
, NULL
, 0, 0},
729 {0, NULL
, NULL
, 0, 0, NULL
, NULL
, 0, 0}
732 static void pshader_set_limits(
733 IWineD3DPixelShaderImpl
*This
) {
735 This
->baseShader
.limits
.attributes
= 0;
736 This
->baseShader
.limits
.address
= 0;
737 This
->baseShader
.limits
.packed_output
= 0;
739 switch (This
->baseShader
.hex_version
) {
740 case WINED3DPS_VERSION(1,0):
741 case WINED3DPS_VERSION(1,1):
742 case WINED3DPS_VERSION(1,2):
743 case WINED3DPS_VERSION(1,3):
744 This
->baseShader
.limits
.temporary
= 2;
745 This
->baseShader
.limits
.constant_float
= 8;
746 This
->baseShader
.limits
.constant_int
= 0;
747 This
->baseShader
.limits
.constant_bool
= 0;
748 This
->baseShader
.limits
.texcoord
= 4;
749 This
->baseShader
.limits
.sampler
= 4;
750 This
->baseShader
.limits
.packed_input
= 0;
751 This
->baseShader
.limits
.label
= 0;
754 case WINED3DPS_VERSION(1,4):
755 This
->baseShader
.limits
.temporary
= 6;
756 This
->baseShader
.limits
.constant_float
= 8;
757 This
->baseShader
.limits
.constant_int
= 0;
758 This
->baseShader
.limits
.constant_bool
= 0;
759 This
->baseShader
.limits
.texcoord
= 6;
760 This
->baseShader
.limits
.sampler
= 6;
761 This
->baseShader
.limits
.packed_input
= 0;
762 This
->baseShader
.limits
.label
= 0;
765 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
766 case WINED3DPS_VERSION(2,0):
767 This
->baseShader
.limits
.temporary
= 32;
768 This
->baseShader
.limits
.constant_float
= 32;
769 This
->baseShader
.limits
.constant_int
= 16;
770 This
->baseShader
.limits
.constant_bool
= 16;
771 This
->baseShader
.limits
.texcoord
= 8;
772 This
->baseShader
.limits
.sampler
= 16;
773 This
->baseShader
.limits
.packed_input
= 0;
776 case WINED3DPS_VERSION(2,1):
777 This
->baseShader
.limits
.temporary
= 32;
778 This
->baseShader
.limits
.constant_float
= 32;
779 This
->baseShader
.limits
.constant_int
= 16;
780 This
->baseShader
.limits
.constant_bool
= 16;
781 This
->baseShader
.limits
.texcoord
= 8;
782 This
->baseShader
.limits
.sampler
= 16;
783 This
->baseShader
.limits
.packed_input
= 0;
784 This
->baseShader
.limits
.label
= 16;
787 case WINED3DPS_VERSION(3,0):
788 This
->baseShader
.limits
.temporary
= 32;
789 This
->baseShader
.limits
.constant_float
= 224;
790 This
->baseShader
.limits
.constant_int
= 16;
791 This
->baseShader
.limits
.constant_bool
= 16;
792 This
->baseShader
.limits
.texcoord
= 0;
793 This
->baseShader
.limits
.sampler
= 16;
794 This
->baseShader
.limits
.packed_input
= 12;
795 This
->baseShader
.limits
.label
= 16; /* FIXME: 2048 */
798 default: This
->baseShader
.limits
.temporary
= 32;
799 This
->baseShader
.limits
.constant_float
= 32;
800 This
->baseShader
.limits
.constant_int
= 16;
801 This
->baseShader
.limits
.constant_bool
= 16;
802 This
->baseShader
.limits
.texcoord
= 8;
803 This
->baseShader
.limits
.sampler
= 16;
804 This
->baseShader
.limits
.packed_input
= 0;
805 This
->baseShader
.limits
.label
= 0;
806 FIXME("Unrecognized pixel shader version %#x\n",
807 This
->baseShader
.hex_version
);
811 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
812 or GLSL and send it to the card */
813 inline static VOID
IWineD3DPixelShaderImpl_GenerateShader(
814 IWineD3DPixelShader
*iface
,
815 shader_reg_maps
* reg_maps
,
816 CONST DWORD
*pFunction
) {
818 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
819 SHADER_BUFFER buffer
;
821 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
822 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
823 if (This
->device
->fixupVertexBufferSize
< SHADER_PGMSIZE
) {
824 HeapFree(GetProcessHeap(), 0, This
->fixupVertexBuffer
);
825 This
->fixupVertexBuffer
= HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE
);
826 This
->fixupVertexBufferSize
= PGMSIZE
;
827 This
->fixupVertexBuffer
[0] = 0;
829 buffer
.buffer
= This
->device
->fixupVertexBuffer
;
831 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
836 if (This
->baseShader
.shader_mode
== SHADER_GLSL
) {
838 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
839 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
841 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
842 shader_addline(&buffer
, "#extension GL_ARB_draw_buffers : enable\n");
845 /* Base Declarations */
846 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, &buffer
, &GLINFO_LOCATION
);
848 /* Pack 3.0 inputs */
849 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3,0))
850 pshader_glsl_input_pack(&buffer
, This
->semantics_in
);
852 /* Base Shader Body */
853 shader_generate_main( (IWineD3DBaseShader
*) This
, &buffer
, reg_maps
, pFunction
);
855 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
856 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
857 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
858 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
859 shader_addline(&buffer
, "gl_FragData[0] = R0;\n");
861 shader_addline(&buffer
, "gl_FragColor = R0;\n");
863 shader_addline(&buffer
, "}\n");
865 TRACE("Compiling shader object %u\n", shader_obj
);
866 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
.buffer
, NULL
));
867 GL_EXTCALL(glCompileShaderARB(shader_obj
));
868 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
870 /* Store the shader object */
871 This
->baseShader
.prgId
= shader_obj
;
873 } else if (This
->baseShader
.shader_mode
== SHADER_ARB
) {
874 /* Create the hw ARB shader */
875 shader_addline(&buffer
, "!!ARBfp1.0\n");
877 shader_addline(&buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
878 shader_addline(&buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
879 shader_addline(&buffer
, "TEMP TA;\n"); /* Used for modifiers */
880 shader_addline(&buffer
, "TEMP TB;\n"); /* Used for modifiers */
881 shader_addline(&buffer
, "TEMP TC;\n"); /* Used for modifiers */
882 shader_addline(&buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
883 shader_addline(&buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
884 shader_addline(&buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
886 /* Base Declarations */
887 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, &buffer
, &GLINFO_LOCATION
);
889 /* Base Shader Body */
890 shader_generate_main( (IWineD3DBaseShader
*) This
, &buffer
, reg_maps
, pFunction
);
892 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0))
893 shader_addline(&buffer
, "MOV result.color, R0;\n");
894 shader_addline(&buffer
, "END\n");
896 /* TODO: change to resource.glObjectHandle or something like that */
897 GL_EXTCALL(glGenProgramsARB(1, &This
->baseShader
.prgId
));
899 TRACE("Creating a hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
900 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, This
->baseShader
.prgId
));
902 TRACE("Created hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
903 /* Create the program and check for errors */
904 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
905 buffer
.bsize
, buffer
.buffer
));
907 if (glGetError() == GL_INVALID_OPERATION
) {
909 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
910 FIXME("HW PixelShader Error at position %d: %s\n",
911 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
912 This
->baseShader
.prgId
= -1;
916 #if 1 /* if were using the data buffer of device then we don't need to free it */
917 HeapFree(GetProcessHeap(), 0, buffer
.buffer
);
921 static HRESULT WINAPI
IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader
*iface
, CONST DWORD
*pFunction
) {
923 IWineD3DPixelShaderImpl
*This
=(IWineD3DPixelShaderImpl
*)iface
;
924 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
926 TRACE("(%p) : pFunction %p\n", iface
, pFunction
);
928 /* First pass: trace shader */
929 shader_trace_init((IWineD3DBaseShader
*) This
, pFunction
);
930 pshader_set_limits(This
);
932 /* Initialize immediate constant lists */
933 list_init(&This
->baseShader
.constantsF
);
934 list_init(&This
->baseShader
.constantsB
);
935 list_init(&This
->baseShader
.constantsI
);
937 This
->baseShader
.shader_mode
= deviceImpl
->ps_selected_mode
;
939 TRACE("(%p) : Copying the function\n", This
);
940 if (NULL
!= pFunction
) {
941 This
->baseShader
.function
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->baseShader
.functionLength
);
942 if (!This
->baseShader
.function
) return E_OUTOFMEMORY
;
943 memcpy((void *)This
->baseShader
.function
, pFunction
, This
->baseShader
.functionLength
);
945 This
->baseShader
.function
= NULL
;
951 static HRESULT WINAPI
IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader
*iface
) {
953 IWineD3DPixelShaderImpl
*This
=(IWineD3DPixelShaderImpl
*)iface
;
954 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
955 CONST DWORD
*function
= This
->baseShader
.function
;
956 shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
959 TRACE("(%p) : function %p\n", iface
, function
);
961 /* We're already compiled. */
962 if (This
->baseShader
.is_compiled
) return WINED3D_OK
;
964 /* We don't need to compile */
965 if (!function
|| This
->baseShader
.shader_mode
== SHADER_SW
) {
966 This
->baseShader
.is_compiled
= TRUE
;
970 /* Second pass: figure out which registers are used, what the semantics are, etc.. */
971 memset(reg_maps
, 0, sizeof(shader_reg_maps
));
972 hr
= shader_get_registers_used((IWineD3DBaseShader
*) This
, reg_maps
,
973 This
->semantics_in
, NULL
, This
->baseShader
.function
, deviceImpl
->stateBlock
);
974 if (hr
!= WINED3D_OK
) return hr
;
975 /* FIXME: validate reg_maps against OpenGL */
977 /* Generate the HW shader */
978 TRACE("(%p) : Generating hardware program\n", This
);
979 IWineD3DPixelShaderImpl_GenerateShader(iface
, &This
->baseShader
.reg_maps
, function
);
981 This
->baseShader
.is_compiled
= TRUE
;
986 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
=
988 /*** IUnknown methods ***/
989 IWineD3DPixelShaderImpl_QueryInterface
,
990 IWineD3DPixelShaderImpl_AddRef
,
991 IWineD3DPixelShaderImpl_Release
,
992 /*** IWineD3DBase methods ***/
993 IWineD3DPixelShaderImpl_GetParent
,
994 /*** IWineD3DBaseShader methods ***/
995 IWineD3DPixelShaderImpl_SetFunction
,
996 IWineD3DPixelShaderImpl_CompileShader
,
997 /*** IWineD3DPixelShader methods ***/
998 IWineD3DPixelShaderImpl_GetDevice
,
999 IWineD3DPixelShaderImpl_GetFunction