wined3d: Implement texbeml in arb shaders.
[wine/wine-kai.git] / dlls / wined3d / arb_program_shader.c
blob9f77446f8aa4cd60172d68a9f758d282d3edd419
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
30 #include <math.h>
31 #include <stdio.h>
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 #define GLINFO_LOCATION (*gl_info)
40 /********************************************************
41 * ARB_[vertex/fragment]_program helper functions follow
42 ********************************************************/
44 /**
45 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
46 * When constant_list == NULL, it will load all the constants.
48 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
49 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
51 static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
52 unsigned int max_constants, float* constants, struct list *constant_list) {
53 constants_entry *constant;
54 local_constant* lconst;
55 DWORD i, j, k;
56 DWORD *idx;
58 if (TRACE_ON(d3d_shader)) {
59 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
60 idx = constant->idx;
61 j = constant->count;
62 while (j--) {
63 i = *idx++;
64 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
65 constants[i * 4 + 0], constants[i * 4 + 1],
66 constants[i * 4 + 2], constants[i * 4 + 3]);
70 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
71 if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
72 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
73 float lcl_const[4];
74 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
75 idx = constant->idx;
76 j = constant->count;
77 while (j--) {
78 i = *idx++;
79 k = i * 4;
80 if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
81 else if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
82 else lcl_const[0] = constants[k + 0];
84 if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
85 else if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
86 else lcl_const[1] = constants[k + 1];
88 if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
89 else if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
90 else lcl_const[2] = constants[k + 2];
92 if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
93 else if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
94 else lcl_const[3] = constants[k + 3];
96 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
99 } else {
100 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
101 idx = constant->idx;
102 j = constant->count;
103 while (j--) {
104 i = *idx++;
105 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
109 checkGLcall("glProgramEnvParameter4fvARB()");
111 /* Load immediate constants */
112 if (TRACE_ON(d3d_shader)) {
113 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
114 GLfloat* values = (GLfloat*)lconst->value;
115 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
116 values[0], values[1], values[2], values[3]);
119 /* Immediate constants are clamped for 1.X shaders at loading times */
120 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
121 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
123 checkGLcall("glProgramEnvParameter4fvARB()");
127 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
129 * We only support float constants in ARB at the moment, so don't
130 * worry about the Integers or Booleans
132 void shader_arb_load_constants(
133 IWineD3DDevice* device,
134 char usePixelShader,
135 char useVertexShader) {
137 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
138 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
139 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
141 if (useVertexShader) {
142 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
144 /* Load DirectX 9 float constants for vertex shader */
145 shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
146 GL_LIMITS(vshader_constantsF),
147 stateBlock->vertexShaderConstantF,
148 &stateBlock->set_vconstantsF);
150 /* Upload the position fixup */
151 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
154 if (usePixelShader) {
156 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
157 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
159 /* Load DirectX 9 float constants for pixel shader */
160 shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
161 GL_LIMITS(pshader_constantsF),
162 stateBlock->pixelShaderConstantF,
163 &stateBlock->set_pconstantsF);
164 if(((IWineD3DPixelShaderImpl *) pshader)->bumpenvmatconst != -1) {
165 /* needsbumpmat stores the stage number from where to load the matrix. bumpenvmatconst stores the
166 * number of the constant to load the matrix into.
167 * The state manager takes care that this function is always called if the bump env matrix changes
169 float *data = (float *) &stateBlock->textureState[(int) psi->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
170 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst, data));
172 if(((IWineD3DPixelShaderImpl *) pshader)->luminanceconst != -1) {
173 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
174 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
175 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
176 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
178 float *scale = (float *) &stateBlock->textureState[(int) psi->needsbumpmat][WINED3DTSS_BUMPENVLSCALE];
179 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst, scale));
182 if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
183 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
184 float comparison[4];
185 float mul_low[4];
187 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
188 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
189 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
191 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
192 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
193 } else {
194 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
195 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
197 mul_low[0] = 1.0; mul_low[1] = 1.0;
198 mul_low[2] = 1.0; mul_low[3] = 1.0;
200 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
201 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
202 checkGLcall("Load sRGB correction constants\n");
207 /* Generate the variable & register declarations for the ARB_vertex_program output target */
208 void shader_generate_arb_declarations(
209 IWineD3DBaseShader *iface,
210 shader_reg_maps* reg_maps,
211 SHADER_BUFFER* buffer,
212 WineD3D_GL_Info* gl_info) {
214 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
215 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
216 DWORD i;
217 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
218 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
219 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
220 UINT extra_constants_needed = 0;
222 /* Temporary Output register */
223 shader_addline(buffer, "TEMP TMP_OUT;\n");
225 for(i = 0; i < This->baseShader.limits.temporary; i++) {
226 if (reg_maps->temporary[i])
227 shader_addline(buffer, "TEMP R%u;\n", i);
230 for (i = 0; i < This->baseShader.limits.address; i++) {
231 if (reg_maps->address[i])
232 shader_addline(buffer, "ADDRESS A%d;\n", i);
235 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
236 if (reg_maps->texcoord[i])
237 shader_addline(buffer,"TEMP T%u;\n", i);
240 /* Texture coordinate registers must be pre-loaded */
241 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
242 if (reg_maps->texcoord[i])
243 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
246 ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst = -1;
247 ((IWineD3DPixelShaderImpl *)This)->luminanceconst = -1;
248 if(reg_maps->bumpmat != -1 /* Only a pshader can use texbem */) {
249 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
250 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
251 * bump mapping.
253 if(max_constantsF < GL_LIMITS(pshader_constantsF)) {
254 ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst = max_constantsF;
255 shader_addline(buffer, "PARAM bumpenvmat = program.env[%d];\n", ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst);
257 if(reg_maps->luminanceparams != -1 && max_constantsF +1 < GL_LIMITS(pshader_constantsF)) {
258 extra_constants_needed += 1;
259 ((IWineD3DPixelShaderImpl *)This)->luminanceconst = max_constantsF + 1;
260 shader_addline(buffer, "PARAM luminance = program.env[%d];\n", ((IWineD3DPixelShaderImpl *)This)->luminanceconst);
261 } else if(reg_maps->luminanceparams != -1) {
262 FIXME("No free constant to load the luminance parameters\n");
264 } else {
265 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
267 extra_constants_needed += 1;
269 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
270 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
271 /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
272 * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
273 * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
274 * off again
276 if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) {
277 /* The idea is that if srgb is enabled, then disabled, the constant loading code
278 * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
279 * and comparison constants. If it disables it that way, the shader won't be recompiled
280 * and the code will stay in, so sRGB writing can be turned on again by setting the
281 * constants from the spec
283 ps_impl->srgb_mode_hardcoded = 0;
284 ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed;
285 ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1;
286 shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const);
287 shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const);
288 } else {
289 shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
290 srgb_mul_low, srgb_mul_low, srgb_mul_low);
291 shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
292 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
293 ps_impl->srgb_mode_hardcoded = 1;
295 /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
296 * path if the comparison value is set to INF
298 shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
299 srgb_pow, srgb_pow, srgb_pow);
300 shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
301 srgb_mul_high, srgb_mul_high, srgb_mul_high);
302 shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
303 srgb_sub_high, srgb_sub_high, srgb_sub_high);
304 ps_impl->srgb_enabled = 1;
305 } else if(pshader) {
306 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
308 /* Do not write any srgb fixup into the shader to save shader size and processing time.
309 * As a consequence, we can't toggle srgb write on without recompilation
311 ps_impl->srgb_enabled = 0;
312 ps_impl->srgb_mode_hardcoded = 1;
315 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
316 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
317 max_constantsF, max_constantsF - 1);
320 static const char * const shift_tab[] = {
321 "dummy", /* 0 (none) */
322 "coefmul.x", /* 1 (x2) */
323 "coefmul.y", /* 2 (x4) */
324 "coefmul.z", /* 3 (x8) */
325 "coefmul.w", /* 4 (x16) */
326 "dummy", /* 5 (x32) */
327 "dummy", /* 6 (x64) */
328 "dummy", /* 7 (x128) */
329 "dummy", /* 8 (d256) */
330 "dummy", /* 9 (d128) */
331 "dummy", /* 10 (d64) */
332 "dummy", /* 11 (d32) */
333 "coefdiv.w", /* 12 (d16) */
334 "coefdiv.z", /* 13 (d8) */
335 "coefdiv.y", /* 14 (d4) */
336 "coefdiv.x" /* 15 (d2) */
339 static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) {
340 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
341 char *ptr = write_mask;
342 char vshader = shader_is_vshader_version(This->baseShader.hex_version);
344 if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
345 *ptr++ = '.';
346 *ptr++ = 'x';
347 } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
348 *ptr++ = '.';
349 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
350 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
351 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
352 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
355 *ptr = '\0';
358 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
359 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
360 * but addressed as "rgba". To fix this we need to swap the register's x
361 * and z components. */
362 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
363 char *ptr = swizzle_str;
365 /* swizzle bits fields: wwzzyyxx */
366 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
367 DWORD swizzle_x = swizzle & 0x03;
368 DWORD swizzle_y = (swizzle >> 2) & 0x03;
369 DWORD swizzle_z = (swizzle >> 4) & 0x03;
370 DWORD swizzle_w = (swizzle >> 6) & 0x03;
372 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
373 * generate a swizzle string. Unless we need to our own swizzling. */
374 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
375 *ptr++ = '.';
376 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
377 *ptr++ = swizzle_chars[swizzle_x];
378 } else {
379 *ptr++ = swizzle_chars[swizzle_x];
380 *ptr++ = swizzle_chars[swizzle_y];
381 *ptr++ = swizzle_chars[swizzle_z];
382 *ptr++ = swizzle_chars[swizzle_w];
386 *ptr = '\0';
389 static void pshader_get_register_name(
390 const DWORD param, char* regstr) {
392 DWORD reg = param & WINED3DSP_REGNUM_MASK;
393 DWORD regtype = shader_get_regtype(param);
395 switch (regtype) {
396 case WINED3DSPR_TEMP:
397 sprintf(regstr, "R%u", reg);
398 break;
399 case WINED3DSPR_INPUT:
400 if (reg==0) {
401 strcpy(regstr, "fragment.color.primary");
402 } else {
403 strcpy(regstr, "fragment.color.secondary");
405 break;
406 case WINED3DSPR_CONST:
407 sprintf(regstr, "C[%u]", reg);
408 break;
409 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
410 sprintf(regstr,"T%u", reg);
411 break;
412 case WINED3DSPR_COLOROUT:
413 if (reg == 0)
414 sprintf(regstr, "TMP_COLOR");
415 else {
416 /* TODO: See GL_ARB_draw_buffers */
417 FIXME("Unsupported write to render target %u\n", reg);
418 sprintf(regstr, "unsupported_register");
420 break;
421 case WINED3DSPR_DEPTHOUT:
422 sprintf(regstr, "result.depth");
423 break;
424 case WINED3DSPR_ATTROUT:
425 sprintf(regstr, "oD[%u]", reg);
426 break;
427 case WINED3DSPR_TEXCRDOUT:
428 sprintf(regstr, "oT[%u]", reg);
429 break;
430 default:
431 FIXME("Unhandled register name Type(%d)\n", regtype);
432 sprintf(regstr, "unrecognized_register");
433 break;
437 /* TODO: merge with pixel shader */
438 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
440 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
442 /* oPos, oFog and oPts in D3D */
443 static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
445 DWORD reg = param & WINED3DSP_REGNUM_MASK;
446 DWORD regtype = shader_get_regtype(param);
447 char tmpReg[255];
448 BOOL is_color = FALSE;
450 if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
451 strcat(hwLine, " -");
452 } else {
453 strcat(hwLine, " ");
456 switch (regtype) {
457 case WINED3DSPR_TEMP:
458 sprintf(tmpReg, "R%u", reg);
459 strcat(hwLine, tmpReg);
460 break;
461 case WINED3DSPR_INPUT:
463 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
464 is_color = TRUE;
466 sprintf(tmpReg, "vertex.attrib[%u]", reg);
467 strcat(hwLine, tmpReg);
468 break;
469 case WINED3DSPR_CONST:
470 sprintf(tmpReg, "C[%s%u]", (param & WINED3DSHADER_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
471 strcat(hwLine, tmpReg);
472 break;
473 case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
474 sprintf(tmpReg, "A%u", reg);
475 strcat(hwLine, tmpReg);
476 break;
477 case WINED3DSPR_RASTOUT:
478 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
479 strcat(hwLine, tmpReg);
480 break;
481 case WINED3DSPR_ATTROUT:
482 if (reg==0) {
483 strcat(hwLine, "result.color.primary");
484 } else {
485 strcat(hwLine, "result.color.secondary");
487 break;
488 case WINED3DSPR_TEXCRDOUT:
489 sprintf(tmpReg, "result.texcoord[%u]", reg);
490 strcat(hwLine, tmpReg);
491 break;
492 default:
493 FIXME("Unknown reg type %d %d\n", regtype, reg);
494 strcat(hwLine, "unrecognized_register");
495 break;
498 if (!is_input) {
499 char write_mask[6];
500 shader_arb_get_write_mask(arg, param, write_mask);
501 strcat(hwLine, write_mask);
502 } else {
503 char swizzle[6];
504 shader_arb_get_swizzle(param, is_color, swizzle);
505 strcat(hwLine, swizzle);
509 static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
510 SHADER_BUFFER* buffer = arg->buffer;
511 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
512 const char *tex_type;
514 switch(sampler_type) {
515 case WINED3DSTT_1D:
516 tex_type = "1D";
517 break;
519 case WINED3DSTT_2D:
520 tex_type = "2D";
521 break;
523 case WINED3DSTT_VOLUME:
524 tex_type = "3D";
525 break;
527 case WINED3DSTT_CUBE:
528 tex_type = "CUBE";
529 break;
531 default:
532 ERR("Unexpected texture type %d\n", sampler_type);
533 tex_type = "";
536 if (bias) {
537 /* Shouldn't be possible, but let's check for it */
538 if(projected) FIXME("Biased and Projected texture sampling\n");
539 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
540 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
541 } else if (projected) {
542 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
543 } else {
544 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
548 static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
549 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
550 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
551 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
552 WINED3DFORMAT fmt;
553 WINED3DFORMAT conversion_group;
554 IWineD3DBaseTextureImpl *texture;
555 UINT i;
556 BOOL recorded = FALSE;
557 DWORD sampler_idx;
558 DWORD hex_version = shader->baseShader.hex_version;
559 char reg[256];
560 char writemask[6];
562 switch(arg->opcode->opcode) {
563 case WINED3DSIO_TEX:
564 if (hex_version < WINED3DPS_VERSION(2,0)) {
565 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
566 } else {
567 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
569 break;
571 case WINED3DSIO_TEXLDL:
572 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
573 return;
575 case WINED3DSIO_TEXDP3TEX:
576 case WINED3DSIO_TEXM3x3TEX:
577 case WINED3DSIO_TEXM3x3SPEC:
578 case WINED3DSIO_TEXM3x3VSPEC:
579 case WINED3DSIO_TEXBEM:
580 case WINED3DSIO_TEXREG2AR:
581 case WINED3DSIO_TEXREG2GB:
582 case WINED3DSIO_TEXREG2RGB:
583 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
584 break;
586 default:
587 /* Not a texture sampling instruction, nothing to do */
588 return;
591 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
592 if(texture) {
593 fmt = texture->resource.format;
594 conversion_group = texture->baseTexture.shader_conversion_group;
595 } else {
596 fmt = WINED3DFMT_UNKNOWN;
597 conversion_group = WINED3DFMT_UNKNOWN;
600 /* before doing anything, record the sampler with the format in the format conversion list,
601 * but check if it's not there already
603 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
604 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
605 recorded = TRUE;
608 if(!recorded) {
609 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
610 shader->baseShader.num_sampled_samplers++;
611 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
614 pshader_get_register_name(arg->dst, reg);
615 shader_arb_get_write_mask(arg, arg->dst, writemask);
616 if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
618 switch(fmt) {
619 case WINED3DFMT_V8U8:
620 case WINED3DFMT_V16U16:
621 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
622 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
623 #if 0
624 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
625 * disabled until an application that needs it is found because it causes unneeded
626 * shader recompilation in some game
628 if(strlen(writemask) >= 4) {
629 shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]);
631 #endif
632 } else {
633 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
634 * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
635 * all registers, do so, this saves an instruction.
637 if(strlen(writemask) >= 5) {
638 shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
639 } else if(strlen(writemask) >= 3) {
640 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
641 reg, writemask[1],
642 reg, writemask[1]);
643 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
644 reg, writemask[2],
645 reg, writemask[2]);
646 } else if(strlen(writemask) == 2) {
647 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1],
648 reg, writemask[1]);
651 break;
653 case WINED3DFMT_X8L8V8U8:
654 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
655 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
656 * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
658 if(strlen(writemask) >= 3) {
659 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
660 reg, writemask[1],
661 reg, writemask[1]);
662 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
663 reg, writemask[2],
664 reg, writemask[2]);
665 } else if(strlen(writemask) == 2) {
666 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
667 reg, writemask[1],
668 reg, writemask[1]);
671 break;
673 case WINED3DFMT_L6V5U5:
674 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
675 if(strlen(writemask) >= 4) {
676 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
677 shader_addline(arg->buffer, "MOV TMP.g, %s.%c;\n",
678 reg, writemask[2]);
679 shader_addline(arg->buffer, "MAD %s.%c%c, %s.%c%c, coefmul.x, -one;\n",
680 reg, writemask[1], writemask[1],
681 reg, writemask[1], writemask[3]);
682 shader_addline(arg->buffer, "MOV %s.%c, TMP.g;\n", reg,
683 writemask[3]);
684 } else if(strlen(writemask) == 3) {
685 /* This is bad: We have VL, but we need VU */
686 FIXME("2 components sampled from a converted L6V5U5 texture\n");
687 } else {
688 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
689 reg, writemask[1],
690 reg, writemask[1]);
693 break;
695 case WINED3DFMT_Q8W8V8U8:
696 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
697 /* Correct the sign in all channels */
698 switch(strlen(writemask)) {
699 case 4:
700 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
701 reg, writemask[3],
702 reg, writemask[3]);
703 /* drop through */
704 case 3:
705 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
706 reg, writemask[2],
707 reg, writemask[2]);
708 /* drop through */
709 case 2:
710 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
711 reg, writemask[1],
712 reg, writemask[1]);
713 break;
715 /* Should not occur, since it's at minimum '.' and a letter */
716 case 1:
717 ERR("Unexpected writemask: \"%s\"\n", writemask);
718 break;
720 case 5:
721 default:
722 shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
725 break;
727 /* stupid compiler */
728 default:
729 break;
734 static void pshader_gen_input_modifier_line (
735 SHADER_BUFFER* buffer,
736 const DWORD instr,
737 int tmpreg,
738 char *outregstr) {
740 /* Generate a line that does the input modifier computation and return the input register to use */
741 char regstr[256];
742 char swzstr[20];
743 int insert_line;
745 /* Assume a new line will be added */
746 insert_line = 1;
748 /* Get register name */
749 pshader_get_register_name(instr, regstr);
750 shader_arb_get_swizzle(instr, FALSE, swzstr);
752 switch (instr & WINED3DSP_SRCMOD_MASK) {
753 case WINED3DSPSM_NONE:
754 sprintf(outregstr, "%s%s", regstr, swzstr);
755 insert_line = 0;
756 break;
757 case WINED3DSPSM_NEG:
758 sprintf(outregstr, "-%s%s", regstr, swzstr);
759 insert_line = 0;
760 break;
761 case WINED3DSPSM_BIAS:
762 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
763 break;
764 case WINED3DSPSM_BIASNEG:
765 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
766 break;
767 case WINED3DSPSM_SIGN:
768 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
769 break;
770 case WINED3DSPSM_SIGNNEG:
771 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
772 break;
773 case WINED3DSPSM_COMP:
774 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
775 break;
776 case WINED3DSPSM_X2:
777 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
778 break;
779 case WINED3DSPSM_X2NEG:
780 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
781 break;
782 case WINED3DSPSM_DZ:
783 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
784 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
785 break;
786 case WINED3DSPSM_DW:
787 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
788 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
789 break;
790 default:
791 sprintf(outregstr, "%s%s", regstr, swzstr);
792 insert_line = 0;
795 /* Return modified or original register, with swizzle */
796 if (insert_line)
797 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
800 static inline void pshader_gen_output_modifier_line(
801 SHADER_BUFFER* buffer,
802 int saturate,
803 char *write_mask,
804 int shift,
805 char *regstr) {
807 /* Generate a line that does the output modifier computation */
808 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
809 regstr, write_mask, regstr, shift_tab[shift]);
812 void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
813 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
815 SHADER_BUFFER* buffer = arg->buffer;
816 char dst_name[50];
817 char src_name[2][50];
818 char dst_wmask[20];
820 pshader_get_register_name(arg->dst, dst_name);
821 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
822 strcat(dst_name, dst_wmask);
824 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
825 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
827 if(This->bumpenvmatconst != -1) {
828 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
829 shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
830 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
831 shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
832 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
834 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
835 } else {
836 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
840 void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
842 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
843 SHADER_BUFFER* buffer = arg->buffer;
844 char dst_wmask[20];
845 char dst_name[50];
846 char src_name[3][50];
847 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
848 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
850 /* FIXME: support output modifiers */
852 /* Handle output register */
853 pshader_get_register_name(arg->dst, dst_name);
854 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
856 /* Generate input register names (with modifiers) */
857 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
858 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
859 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
861 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
862 if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
863 arg->opcode_token & WINED3DSI_COISSUE) {
864 shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
865 } else {
866 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
867 shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
868 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
870 if (shift != 0)
871 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
874 void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
876 SHADER_BUFFER* buffer = arg->buffer;
877 char dst_wmask[20];
878 char dst_name[50];
879 char src_name[3][50];
880 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
881 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
883 /* FIXME: support output modifiers */
885 /* Handle output register */
886 pshader_get_register_name(arg->dst, dst_name);
887 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
889 /* Generate input register names (with modifiers) */
890 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
891 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
892 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
894 shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
895 src_name[0], src_name[2], src_name[1]);
897 if (shift != 0)
898 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
901 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
902 * dst = dot2(src0, src1) + src2 */
903 void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
904 SHADER_BUFFER* buffer = arg->buffer;
905 char dst_wmask[20];
906 char dst_name[50];
907 char src_name[3][50];
908 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
909 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
911 pshader_get_register_name(arg->dst, dst_name);
912 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
914 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
915 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
916 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
918 /* Emulate a DP2 with a DP3 and 0.0 */
919 shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
920 shader_addline(buffer, "MOV TMP.z, 0.0;\n");
921 shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
922 shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
924 if (shift != 0)
925 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
928 /* Map the opcode 1-to-1 to the GL code */
929 void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
931 CONST SHADER_OPCODE* curOpcode = arg->opcode;
932 SHADER_BUFFER* buffer = arg->buffer;
933 DWORD dst = arg->dst;
934 DWORD* src = arg->src;
936 unsigned int i;
937 char tmpLine[256];
939 /* Output token related */
940 char output_rname[256];
941 char output_wmask[20];
942 BOOL saturate = FALSE;
943 BOOL centroid = FALSE;
944 BOOL partialprecision = FALSE;
945 DWORD shift;
947 strcpy(tmpLine, curOpcode->glname);
949 /* Process modifiers */
950 if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
951 DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
953 saturate = mask & WINED3DSPDM_SATURATE;
954 centroid = mask & WINED3DSPDM_MSAMPCENTROID;
955 partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
956 mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
957 if (mask)
958 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
960 if (centroid)
961 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
963 shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
965 /* Generate input and output registers */
966 if (curOpcode->num_params > 0) {
967 char operands[4][100];
969 /* Generate input register names (with modifiers) */
970 for (i = 1; i < curOpcode->num_params; ++i)
971 pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i]);
973 /* Handle output register */
974 pshader_get_register_name(dst, output_rname);
975 strcpy(operands[0], output_rname);
976 shader_arb_get_write_mask(arg, dst, output_wmask);
977 strcat(operands[0], output_wmask);
979 if (saturate && (shift == 0))
980 strcat(tmpLine, "_SAT");
981 strcat(tmpLine, " ");
982 strcat(tmpLine, operands[0]);
983 for (i = 1; i < curOpcode->num_params; i++) {
984 strcat(tmpLine, ", ");
985 strcat(tmpLine, operands[i]);
987 strcat(tmpLine,";\n");
988 shader_addline(buffer, tmpLine);
990 /* A shift requires another line. */
991 if (shift != 0)
992 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
996 void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
997 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
998 DWORD hex_version = This->baseShader.hex_version;
999 SHADER_BUFFER* buffer = arg->buffer;
1000 char reg_dest[40];
1002 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1003 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1005 pshader_get_register_name(arg->dst, reg_dest);
1007 if(hex_version >= WINED3DPS_VERSION(2,0)) {
1008 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1009 shader_addline(buffer, "KIL %s;\n", reg_dest);
1010 } else {
1011 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1012 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1014 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1015 shader_addline(buffer, "MOV TMP.w, one.w;\n", reg_dest);
1016 shader_addline(buffer, "KIL TMP;\n", reg_dest);
1020 void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
1021 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1022 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1024 DWORD dst = arg->dst;
1025 DWORD* src = arg->src;
1026 SHADER_BUFFER* buffer = arg->buffer;
1027 DWORD hex_version = This->baseShader.hex_version;
1028 BOOL projected = FALSE, bias = FALSE;
1030 char reg_dest[40];
1031 char reg_coord[40];
1032 DWORD reg_dest_code;
1033 DWORD reg_sampler_code;
1035 /* All versions have a destination register */
1036 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1037 pshader_get_register_name(dst, reg_dest);
1039 /* 1.0-1.3: Use destination register as coordinate source.
1040 1.4+: Use provided coordinate source register. */
1041 if (hex_version < WINED3DPS_VERSION(1,4))
1042 strcpy(reg_coord, reg_dest);
1043 else
1044 pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord);
1046 /* 1.0-1.4: Use destination register number as texture code.
1047 2.0+: Use provided sampler number as texure code. */
1048 if (hex_version < WINED3DPS_VERSION(2,0))
1049 reg_sampler_code = reg_dest_code;
1050 else
1051 reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1053 /* projection flag:
1054 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1055 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1056 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1058 if(hex_version < WINED3DPS_VERSION(1,4)) {
1059 DWORD flags = 0;
1060 if(reg_sampler_code < MAX_TEXTURES) {
1061 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1063 if (flags & WINED3DTTFF_PROJECTED) {
1064 projected = TRUE;
1066 } else if(hex_version < WINED3DPS_VERSION(2,0)) {
1067 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1068 if (src_mod == WINED3DSPSM_DZ) {
1069 projected = TRUE;
1070 } else if(src_mod == WINED3DSPSM_DW) {
1071 projected = TRUE;
1073 } else {
1074 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1075 projected = TRUE;
1077 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1078 bias = TRUE;
1081 shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1084 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
1086 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1087 DWORD dst = arg->dst;
1088 SHADER_BUFFER* buffer = arg->buffer;
1089 DWORD hex_version = This->baseShader.hex_version;
1091 char tmp[20];
1092 shader_arb_get_write_mask(arg, dst, tmp);
1093 if (hex_version != WINED3DPS_VERSION(1,4)) {
1094 DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1095 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1096 } else {
1097 DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1098 char reg_src[40];
1100 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, reg_src);
1101 shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1105 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
1107 SHADER_BUFFER* buffer = arg->buffer;
1108 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1109 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1110 DWORD flags;
1112 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1113 char dst_str[8];
1114 char src_str[50];
1116 sprintf(dst_str, "T%u", reg1);
1117 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_str);
1118 shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1119 shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1120 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1121 shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1124 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
1126 SHADER_BUFFER* buffer = arg->buffer;
1127 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1128 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1129 DWORD flags;
1131 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1132 char dst_str[8];
1133 char src_str[50];
1135 sprintf(dst_str, "T%u", reg1);
1136 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_str);
1137 shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1138 shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1139 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1140 shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1143 void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
1145 SHADER_BUFFER* buffer = arg->buffer;
1146 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1147 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1148 DWORD flags;
1149 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1150 char dst_str[8];
1151 char src_str[50];
1153 sprintf(dst_str, "T%u", reg1);
1154 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_str);
1155 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1156 shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1159 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
1160 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1162 DWORD dst = arg->dst;
1163 DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1164 SHADER_BUFFER* buffer = arg->buffer;
1166 char reg_coord[40];
1167 DWORD reg_dest_code;
1169 /* All versions have a destination register */
1170 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1171 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1172 pshader_get_register_name(dst, reg_coord);
1174 if(This->bumpenvmatconst != -1) {
1175 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1177 shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
1178 shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1179 shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
1180 shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1182 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1183 * so we can't let the GL handle this.
1185 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1186 & WINED3DTTFF_PROJECTED) {
1187 shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1188 shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1189 shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1190 } else {
1191 shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1194 shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1196 if(arg->opcode->opcode == WINED3DSIO_TEXBEML && This->luminanceconst != -1) {
1197 shader_addline(buffer, "MAD TMP, T%u.z, luminance.x, luminance.y;\n", src);
1198 shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1201 } else {
1202 DWORD tf;
1203 if(reg_dest_code < MAX_TEXTURES) {
1204 tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1205 } else {
1206 tf = 0;
1208 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1209 shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1213 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1215 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1216 SHADER_BUFFER* buffer = arg->buffer;
1217 char src0_name[50];
1219 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1220 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1223 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1225 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1226 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1227 DWORD flags;
1228 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1229 SHADER_BUFFER* buffer = arg->buffer;
1230 char dst_str[8];
1231 char src0_name[50];
1233 sprintf(dst_str, "T%u", reg);
1234 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1235 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1236 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1237 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1240 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1242 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1243 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1244 SHADER_BUFFER* buffer = arg->buffer;
1245 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1246 char src0_name[50];
1248 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1249 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1250 current_state->texcoord_w[current_state->current_row++] = reg;
1253 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1255 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1256 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1257 DWORD flags;
1258 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1259 SHADER_BUFFER* buffer = arg->buffer;
1260 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1261 char dst_str[8];
1262 char src0_name[50];
1264 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1265 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1267 /* Sample the texture using the calculated coordinates */
1268 sprintf(dst_str, "T%u", reg);
1269 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1270 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1271 current_state->current_row = 0;
1274 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1276 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1277 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1278 DWORD flags;
1279 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1280 SHADER_BUFFER* buffer = arg->buffer;
1281 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1282 char dst_str[8];
1283 char src0_name[50];
1285 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1286 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1288 /* Construct the eye-ray vector from w coordinates */
1289 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1290 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1291 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1293 /* Calculate reflection vector
1295 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1296 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1297 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1298 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1299 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1300 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1301 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1303 /* Sample the texture using the calculated coordinates */
1304 sprintf(dst_str, "T%u", reg);
1305 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1306 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1307 current_state->current_row = 0;
1310 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1312 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1313 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1314 DWORD flags;
1315 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1316 DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1317 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1318 SHADER_BUFFER* buffer = arg->buffer;
1319 char dst_str[8];
1320 char src0_name[50];
1322 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1323 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1325 /* Calculate reflection vector.
1327 * dot(N, E)
1328 * TMP.xyz = 2 * --------- * N - E
1329 * dot(N, N)
1331 * Which normalizes the normal vector
1333 shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1334 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1335 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1336 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1337 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1338 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1340 /* Sample the texture using the calculated coordinates */
1341 sprintf(dst_str, "T%u", reg);
1342 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1343 shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1344 current_state->current_row = 0;
1347 void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
1348 SHADER_BUFFER* buffer = arg->buffer;
1349 char dst_name[50];
1351 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1352 * which is essentially an input, is the destiantion register because it is the first
1353 * param. According to the msdn, this must be register r5, but let's keep it more flexible
1354 * here
1356 pshader_get_register_name(arg->dst, dst_name);
1358 /* According to the msdn, the source register(must be r5) is unusable after
1359 * the texdepth instruction, so we're free to modify it
1361 shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1363 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1364 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1365 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1367 shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1368 shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1369 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n", dst_name, dst_name);
1370 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n", dst_name, dst_name);
1373 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1374 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1375 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1376 void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
1377 SHADER_BUFFER* buffer = arg->buffer;
1378 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1379 char src0[50];
1380 char dst_str[8];
1382 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
1383 shader_addline(buffer, "MOV TMP, 0.0;\n");
1384 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1386 sprintf(dst_str, "T%u", sampler_idx);
1387 shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1390 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1391 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1392 void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
1393 char src0[50];
1394 char dst_str[50];
1395 char dst_mask[6];
1396 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1397 SHADER_BUFFER* buffer = arg->buffer;
1399 /* Handle output register */
1400 pshader_get_register_name(arg->dst, dst_str);
1401 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1403 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
1404 shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1406 /* TODO: Handle output modifiers */
1409 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1410 * Perform the 3rd row of a 3x3 matrix multiply */
1411 void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
1412 SHADER_BUFFER* buffer = arg->buffer;
1413 char dst_str[50];
1414 char dst_mask[6];
1415 char src0[50];
1416 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1418 pshader_get_register_name(arg->dst, dst_str);
1419 shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1421 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
1422 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1423 shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1425 /* TODO: Handle output modifiers */
1428 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1429 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1430 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1431 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1433 void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
1434 SHADER_BUFFER* buffer = arg->buffer;
1435 DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1436 char src0[50];
1438 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0);
1439 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1441 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1442 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1443 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1445 shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1446 shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1447 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1448 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1451 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1452 Vertex shaders to ARB_vertex_program codes */
1453 void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
1455 int i;
1456 int nComponents = 0;
1457 SHADER_OPCODE_ARG tmpArg;
1459 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1461 /* Set constants for the temporary argument */
1462 tmpArg.shader = arg->shader;
1463 tmpArg.buffer = arg->buffer;
1464 tmpArg.src[0] = arg->src[0];
1465 tmpArg.src_addr[0] = arg->src_addr[0];
1466 tmpArg.src_addr[1] = arg->src_addr[1];
1467 tmpArg.reg_maps = arg->reg_maps;
1469 switch(arg->opcode->opcode) {
1470 case WINED3DSIO_M4x4:
1471 nComponents = 4;
1472 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1473 break;
1474 case WINED3DSIO_M4x3:
1475 nComponents = 3;
1476 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1477 break;
1478 case WINED3DSIO_M3x4:
1479 nComponents = 4;
1480 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1481 break;
1482 case WINED3DSIO_M3x3:
1483 nComponents = 3;
1484 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1485 break;
1486 case WINED3DSIO_M3x2:
1487 nComponents = 2;
1488 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1489 break;
1490 default:
1491 break;
1494 for (i = 0; i < nComponents; i++) {
1495 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1496 tmpArg.src[1] = arg->src[1]+i;
1497 vshader_hw_map2gl(&tmpArg);
1501 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
1502 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1503 SHADER_BUFFER* buffer = arg->buffer;
1504 DWORD dst = arg->dst;
1505 DWORD src = arg->src[0];
1506 DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1508 char tmpLine[256];
1510 strcpy(tmpLine, curOpcode->glname); /* Opcode */
1511 vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1512 strcat(tmpLine, ",");
1513 vshader_program_add_param(arg, src, TRUE, tmpLine);
1514 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1515 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1516 * .w is used
1518 strcat(tmpLine, ".w");
1521 shader_addline(buffer, "%s;\n", tmpLine);
1524 void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
1525 SHADER_BUFFER* buffer = arg->buffer;
1526 char dst_name[50];
1527 char src_name[50];
1528 char dst_wmask[20];
1529 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1530 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1532 pshader_get_register_name(arg->dst, dst_name);
1533 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1535 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name);
1536 shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1537 shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1538 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1539 shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1540 src_name);
1542 if (shift != 0)
1543 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1546 void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
1547 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1548 * must contain fixed constants. So we need a separate functin to filter those constants and
1549 * can't use map2gl
1551 SHADER_BUFFER* buffer = arg->buffer;
1552 char dst_name[50];
1553 char src_name[50];
1554 char dst_wmask[20];
1555 DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1556 BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1558 pshader_get_register_name(arg->dst, dst_name);
1559 shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1561 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name);
1562 shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1563 src_name);
1565 if (shift != 0)
1566 pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1570 /* TODO: merge with pixel shader */
1571 /* Map the opcode 1-to-1 to the GL code */
1572 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1574 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1575 SHADER_BUFFER* buffer = arg->buffer;
1576 DWORD dst = arg->dst;
1577 DWORD* src = arg->src;
1579 DWORD dst_regtype = shader_get_regtype(dst);
1580 char tmpLine[256];
1581 unsigned int i;
1583 if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA)
1584 strcpy(tmpLine, "ARL");
1585 else
1586 strcpy(tmpLine, curOpcode->glname);
1588 if (curOpcode->num_params > 0) {
1589 vshader_program_add_param(arg, dst, FALSE, tmpLine);
1590 for (i = 1; i < curOpcode->num_params; ++i) {
1591 strcat(tmpLine, ",");
1592 vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
1595 shader_addline(buffer, "%s;\n", tmpLine);
1598 static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
1599 GLuint program_id = 0;
1600 const char *blt_vprogram =
1601 "!!ARBvp1.0\n"
1602 "PARAM c[1] = { { 1, 0.5 } };\n"
1603 "MOV result.position, vertex.position;\n"
1604 "MOV result.color, c[0].x;\n"
1605 "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1606 "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1607 "END\n";
1609 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1610 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1611 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1613 if (glGetError() == GL_INVALID_OPERATION) {
1614 GLint pos;
1615 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1616 FIXME("Vertex program error at position %d: %s\n", pos,
1617 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1620 return program_id;
1623 static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
1624 GLuint program_id = 0;
1625 const char *blt_fprogram =
1626 "!!ARBfp1.0\n"
1627 "TEMP R0;\n"
1628 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1629 "MOV result.depth.z, R0.x;\n"
1630 "END\n";
1632 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1633 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1634 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
1636 if (glGetError() == GL_INVALID_OPERATION) {
1637 GLint pos;
1638 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1639 FIXME("Fragment program error at position %d: %s\n", pos,
1640 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1643 return program_id;
1646 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1647 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1648 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1650 if (useVS) {
1651 TRACE("Using vertex shader\n");
1653 /* Bind the vertex program */
1654 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB,
1655 ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId));
1656 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1658 /* Enable OpenGL vertex programs */
1659 glEnable(GL_VERTEX_PROGRAM_ARB);
1660 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1661 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
1662 This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
1663 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1664 glDisable(GL_VERTEX_PROGRAM_ARB);
1665 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1668 if (usePS) {
1669 TRACE("Using pixel shader\n");
1671 /* Bind the fragment program */
1672 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
1673 ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId));
1674 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1676 /* Enable OpenGL fragment programs */
1677 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1678 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1679 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
1680 This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
1681 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1682 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1683 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1687 static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
1688 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1689 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1690 static GLuint vprogram_id = 0;
1691 static GLuint fprogram_id = 0;
1693 if (!vprogram_id) vprogram_id = create_arb_blt_vertex_program(gl_info);
1694 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vprogram_id));
1695 glEnable(GL_VERTEX_PROGRAM_ARB);
1697 if (!fprogram_id) fprogram_id = create_arb_blt_fragment_program(gl_info);
1698 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fprogram_id));
1699 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1702 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1703 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1704 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1705 if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1706 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1709 const shader_backend_t arb_program_shader_backend = {
1710 &shader_arb_select,
1711 &shader_arb_select_depth_blt,
1712 &shader_arb_load_constants,
1713 &shader_arb_cleanup,
1714 &shader_arb_color_correction