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
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 ********************************************************/
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
;
58 if (TRACE_ON(d3d_shader
)) {
59 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
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) {
74 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
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
));
100 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
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
,
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
) {
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
;
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
;
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
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");
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
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
);
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;
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
) {
347 } else if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
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';
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
) {
376 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
377 *ptr
++ = swizzle_chars
[swizzle_x
];
379 *ptr
++ = swizzle_chars
[swizzle_x
];
380 *ptr
++ = swizzle_chars
[swizzle_y
];
381 *ptr
++ = swizzle_chars
[swizzle_z
];
382 *ptr
++ = swizzle_chars
[swizzle_w
];
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
);
396 case WINED3DSPR_TEMP
:
397 sprintf(regstr
, "R%u", reg
);
399 case WINED3DSPR_INPUT
:
401 strcpy(regstr
, "fragment.color.primary");
403 strcpy(regstr
, "fragment.color.secondary");
406 case WINED3DSPR_CONST
:
407 sprintf(regstr
, "C[%u]", reg
);
409 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
410 sprintf(regstr
,"T%u", reg
);
412 case WINED3DSPR_COLOROUT
:
414 sprintf(regstr
, "TMP_COLOR");
416 /* TODO: See GL_ARB_draw_buffers */
417 FIXME("Unsupported write to render target %u\n", reg
);
418 sprintf(regstr
, "unsupported_register");
421 case WINED3DSPR_DEPTHOUT
:
422 sprintf(regstr
, "result.depth");
424 case WINED3DSPR_ATTROUT
:
425 sprintf(regstr
, "oD[%u]", reg
);
427 case WINED3DSPR_TEXCRDOUT
:
428 sprintf(regstr
, "oT[%u]", reg
);
431 FIXME("Unhandled register name Type(%d)\n", regtype
);
432 sprintf(regstr
, "unrecognized_register");
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
);
448 BOOL is_color
= FALSE
;
450 if ((param
& WINED3DSP_SRCMOD_MASK
) == WINED3DSPSM_NEG
) {
451 strcat(hwLine
, " -");
457 case WINED3DSPR_TEMP
:
458 sprintf(tmpReg
, "R%u", reg
);
459 strcat(hwLine
, tmpReg
);
461 case WINED3DSPR_INPUT
:
463 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
466 sprintf(tmpReg
, "vertex.attrib[%u]", reg
);
467 strcat(hwLine
, tmpReg
);
469 case WINED3DSPR_CONST
:
470 sprintf(tmpReg
, "C[%s%u]", (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) ? "A0.x + " : "", reg
);
471 strcat(hwLine
, tmpReg
);
473 case WINED3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
474 sprintf(tmpReg
, "A%u", reg
);
475 strcat(hwLine
, tmpReg
);
477 case WINED3DSPR_RASTOUT
:
478 sprintf(tmpReg
, "%s", hwrastout_reg_names
[reg
]);
479 strcat(hwLine
, tmpReg
);
481 case WINED3DSPR_ATTROUT
:
483 strcat(hwLine
, "result.color.primary");
485 strcat(hwLine
, "result.color.secondary");
488 case WINED3DSPR_TEXCRDOUT
:
489 sprintf(tmpReg
, "result.texcoord[%u]", reg
);
490 strcat(hwLine
, tmpReg
);
493 FIXME("Unknown reg type %d %d\n", regtype
, reg
);
494 strcat(hwLine
, "unrecognized_register");
500 shader_arb_get_write_mask(arg
, param
, write_mask
);
501 strcat(hwLine
, write_mask
);
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
) {
523 case WINED3DSTT_VOLUME
:
527 case WINED3DSTT_CUBE
:
532 ERR("Unexpected texture type %d\n", sampler_type
);
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
);
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
;
553 WINED3DFORMAT conversion_group
;
554 IWineD3DBaseTextureImpl
*texture
;
556 BOOL recorded
= FALSE
;
558 DWORD hex_version
= shader
->baseShader
.hex_version
;
562 switch(arg
->opcode
->opcode
) {
564 if (hex_version
< WINED3DPS_VERSION(2,0)) {
565 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
567 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
571 case WINED3DSIO_TEXLDL
:
572 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
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
;
587 /* Not a texture sampling instruction, nothing to do */
591 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
593 fmt
= texture
->resource
.format
;
594 conversion_group
= texture
->baseTexture
.shader_conversion_group
;
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
) {
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");
619 case WINED3DFMT_V8U8
:
620 case WINED3DFMT_V16U16
:
621 if(GL_SUPPORT(NV_TEXTURE_SHADER
) ||
622 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && fmt
== WINED3DFMT_V8U8
)) {
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]);
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",
643 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
646 } else if(strlen(writemask
) == 2) {
647 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg
, writemask
[1],
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",
662 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
665 } else if(strlen(writemask
) == 2) {
666 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
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",
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
,
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");
688 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
695 case WINED3DFMT_Q8W8V8U8
:
696 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
697 /* Correct the sign in all channels */
698 switch(strlen(writemask
)) {
700 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
705 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
710 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
715 /* Should not occur, since it's at minimum '.' and a letter */
717 ERR("Unexpected writemask: \"%s\"\n", writemask
);
722 shader_addline(arg
->buffer
, "MAD %s, %s, coefmul.x, -one;\n", reg
, reg
);
727 /* stupid compiler */
734 static void pshader_gen_input_modifier_line (
735 SHADER_BUFFER
* buffer
,
740 /* Generate a line that does the input modifier computation and return the input register to use */
745 /* Assume a new line will be added */
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
);
757 case WINED3DSPSM_NEG
:
758 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
761 case WINED3DSPSM_BIAS
:
762 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
764 case WINED3DSPSM_BIASNEG
:
765 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
767 case WINED3DSPSM_SIGN
:
768 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
770 case WINED3DSPSM_SIGNNEG
:
771 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
773 case WINED3DSPSM_COMP
:
774 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
777 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
779 case WINED3DSPSM_X2NEG
:
780 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
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
);
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
);
791 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
795 /* Return modified or original register, with swizzle */
797 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
800 static inline void pshader_gen_output_modifier_line(
801 SHADER_BUFFER
* buffer
,
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
;
817 char src_name
[2][50];
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]);
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
;
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]);
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]);
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
;
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]);
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
;
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]);
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
;
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
;
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
);
958 FIXME("Unrecognized modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
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. */
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
;
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
);
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
;
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
);
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
;
1051 reg_sampler_code
= src
[1] & WINED3DSP_REGNUM_MASK
;
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)) {
1060 if(reg_sampler_code
< MAX_TEXTURES
) {
1061 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1063 if (flags
& WINED3DTTFF_PROJECTED
) {
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
) {
1070 } else if(src_mod
== WINED3DSPSM_DW
) {
1074 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
1077 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
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
;
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
);
1097 DWORD reg1
= dst
& WINED3DSP_REGNUM_MASK
;
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
;
1112 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
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
;
1131 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
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
;
1149 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
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
;
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");
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
);
1203 if(reg_dest_code
< MAX_TEXTURES
) {
1204 tf
= ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
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
;
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
;
1228 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1229 SHADER_BUFFER
* buffer
= arg
->buffer
;
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
;
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
;
1258 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1259 SHADER_BUFFER
* buffer
= arg
->buffer
;
1260 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
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
;
1279 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1280 SHADER_BUFFER
* buffer
= arg
->buffer
;
1281 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
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
;
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
;
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.
1328 * TMP.xyz = 2 * --------- * N - E
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
;
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
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
;
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
) {
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
;
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
;
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
) {
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
:
1472 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1474 case WINED3DSIO_M4x3
:
1476 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1478 case WINED3DSIO_M3x4
:
1480 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1482 case WINED3DSIO_M3x3
:
1484 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1486 case WINED3DSIO_M3x2
:
1488 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
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
;
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
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
;
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
,
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
1551 SHADER_BUFFER
* buffer
= arg
->buffer
;
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
,
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
);
1583 if ((curOpcode
->opcode
== WINED3DSIO_MOV
&& dst_regtype
== WINED3DSPR_ADDR
) || curOpcode
->opcode
== WINED3DSIO_MOVA
)
1584 strcpy(tmpLine
, "ARL");
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
=
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"
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
) {
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
)));
1623 static GLuint
create_arb_blt_fragment_program(WineD3D_GL_Info
*gl_info
) {
1624 GLuint program_id
= 0;
1625 const char *blt_fprogram
=
1628 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1629 "MOV result.depth.z, R0.x;\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
) {
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
)));
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
;
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)");
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
= {
1711 &shader_arb_select_depth_blt
,
1712 &shader_arb_load_constants
,
1713 &shader_arb_cleanup
,
1714 &shader_arb_color_correction