wined3d: Rework dcl processing.
[wine/wine64.git] / dlls / wined3d / pixelshader.c
blob455124ae8f801fcbea85938d51504e85147124cf
1 /*
2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006 Ivan Gyurdiev
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
26 #include <math.h>
27 #include <stdio.h>
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
33 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
35 #if 0 /* Must not be 1 in cvs version */
36 # define PSTRACE(A) TRACE A
37 # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
38 #else
39 # define PSTRACE(A)
40 # define TRACE_VSVECTOR(name)
41 #endif
43 #define GLNAME_REQUIRE_GLSL ((const char *)1)
44 /* *******************************************
45 IWineD3DPixelShader IUnknown parts follow
46 ******************************************* */
47 static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj)
49 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
50 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
51 if (IsEqualGUID(riid, &IID_IUnknown)
52 || IsEqualGUID(riid, &IID_IWineD3DBase)
53 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
54 || IsEqualGUID(riid, &IID_IWineD3DPixelShader)) {
55 IUnknown_AddRef(iface);
56 *ppobj = This;
57 return S_OK;
59 *ppobj = NULL;
60 return E_NOINTERFACE;
63 static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
64 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
65 TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
66 return InterlockedIncrement(&This->ref);
69 static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
70 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
71 ULONG ref;
72 TRACE("(%p) : Releasing from %ld\n", This, This->ref);
73 ref = InterlockedDecrement(&This->ref);
74 if (ref == 0) {
75 HeapFree(GetProcessHeap(), 0, This);
76 if (wined3d_settings.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
77 /* If this shader is still attached to a program, GL will perform a lazy delete */
78 TRACE("Deleting shader object %u\n", This->baseShader.prgId);
79 GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
80 checkGLcall("glDeleteObjectARB");
83 return ref;
86 /* TODO: At the momeny the function parser is single pass, it achievs this
87 by passing constants to a couple of functions where they are then modified.
88 At some point the parser need to be made two pass (So that GLSL can be used if it's required by the shader)
89 when happens constants should be worked out in the first pass to tidy up the second pass a bit.
92 /* *******************************************
93 IWineD3DPixelShader IWineD3DPixelShader parts follow
94 ******************************************* */
96 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
97 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
99 *parent = This->parent;
100 IUnknown_AddRef(*parent);
101 TRACE("(%p) : returning %p\n", This, *parent);
102 return WINED3D_OK;
105 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
106 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
107 IWineD3DDevice_AddRef((IWineD3DDevice *)This->wineD3DDevice);
108 *pDevice = (IWineD3DDevice *)This->wineD3DDevice;
109 TRACE("(%p) returning %p\n", This, *pDevice);
110 return WINED3D_OK;
114 static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
115 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
116 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
118 if (NULL == pData) {
119 *pSizeOfData = This->baseShader.functionLength;
120 return WINED3D_OK;
122 if (*pSizeOfData < This->baseShader.functionLength) {
123 *pSizeOfData = This->baseShader.functionLength;
124 return WINED3DERR_MOREDATA;
126 if (NULL == This->baseShader.function) { /* no function defined */
127 TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
128 (*(DWORD **) pData) = NULL;
129 } else {
130 if (This->baseShader.functionLength == 0) {
133 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
134 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
136 return WINED3D_OK;
139 /*******************************
140 * pshader functions software VM
143 static void pshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
144 d->x = s0->x + s1->x;
145 d->y = s0->y + s1->y;
146 d->z = s0->z + s1->z;
147 d->w = s0->w + s1->w;
148 PSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
149 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
152 static void pshader_dp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
153 d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
154 PSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
155 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
158 static void pshader_dp4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
159 d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
160 PSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
161 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
164 static void pshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
165 d->x = 1.0f;
166 d->y = s0->y * s1->y;
167 d->z = s0->z;
168 d->w = s1->w;
169 PSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
170 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
173 static void pshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
174 union {
175 float f;
176 DWORD d;
177 } tmp;
179 tmp.f = floorf(s0->w);
180 d->x = powf(2.0f, tmp.f);
181 d->y = s0->w - tmp.f;
182 tmp.f = powf(2.0f, s0->w);
183 tmp.d &= 0xFFFFFF00U;
184 d->z = tmp.f;
185 d->w = 1.0f;
186 PSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
187 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
190 static void pshader_logp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
191 float tmp_f = fabsf(s0->w);
192 d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
193 PSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
194 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
197 static void pshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) {
198 d->x = s0->x * s1->x + s2->x;
199 d->y = s0->y * s1->y + s2->y;
200 d->z = s0->z * s1->z + s2->z;
201 d->w = s0->w * s1->w + s2->w;
202 PSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
203 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->w));
206 static void pshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
207 d->x = (s0->x >= s1->x) ? s0->x : s1->x;
208 d->y = (s0->y >= s1->y) ? s0->y : s1->y;
209 d->z = (s0->z >= s1->z) ? s0->z : s1->z;
210 d->w = (s0->w >= s1->w) ? s0->w : s1->w;
211 PSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
212 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
215 static void pshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
216 d->x = (s0->x < s1->x) ? s0->x : s1->x;
217 d->y = (s0->y < s1->y) ? s0->y : s1->y;
218 d->z = (s0->z < s1->z) ? s0->z : s1->z;
219 d->w = (s0->w < s1->w) ? s0->w : s1->w;
220 PSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
221 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
224 static void pshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
225 d->x = s0->x;
226 d->y = s0->y;
227 d->z = s0->z;
228 d->w = s0->w;
229 PSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
230 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
233 static void pshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
234 d->x = s0->x * s1->x;
235 d->y = s0->y * s1->y;
236 d->z = s0->z * s1->z;
237 d->w = s0->w * s1->w;
238 PSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
239 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
242 static void pshader_nop(void) {
243 /* NOPPPP ahhh too easy ;) */
244 PSTRACE(("executing nop\n"));
247 static void pshader_rcp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
248 d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w;
249 PSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
250 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
253 static void pshader_rsq(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
254 float tmp_f = fabsf(s0->w);
255 d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE_VAL : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f);
256 PSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
257 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
260 static void pshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
261 d->x = (s0->x >= s1->x) ? 1.0f : 0.0f;
262 d->y = (s0->y >= s1->y) ? 1.0f : 0.0f;
263 d->z = (s0->z >= s1->z) ? 1.0f : 0.0f;
264 d->w = (s0->w >= s1->w) ? 1.0f : 0.0f;
265 PSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
266 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
269 static void pshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
270 d->x = (s0->x < s1->x) ? 1.0f : 0.0f;
271 d->y = (s0->y < s1->y) ? 1.0f : 0.0f;
272 d->z = (s0->z < s1->z) ? 1.0f : 0.0f;
273 d->w = (s0->w < s1->w) ? 1.0f : 0.0f;
274 PSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
275 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
278 static void pshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
279 d->x = s0->x - s1->x;
280 d->y = s0->y - s1->y;
281 d->z = s0->z - s1->z;
282 d->w = s0->w - s1->w;
283 PSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
284 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
288 * Version 1.1 specific
291 static void pshader_exp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
292 d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
293 PSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
294 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
297 static void pshader_log(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
298 float tmp_f = fabsf(s0->w);
299 d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
300 PSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
301 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
304 static void pshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
305 d->x = s0->x - floorf(s0->x);
306 d->y = s0->y - floorf(s0->y);
307 d->z = 0.0f;
308 d->w = 1.0f;
309 PSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
310 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
313 typedef FLOAT D3DMATRIX44[4][4];
314 typedef FLOAT D3DMATRIX43[4][3];
315 typedef FLOAT D3DMATRIX34[3][4];
316 typedef FLOAT D3DMATRIX33[3][3];
317 typedef FLOAT D3DMATRIX23[2][3];
319 static void pshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) {
321 * Buggy CODE: here only if cast not work for copy/paste
322 WINED3DSHADERVECTOR* mat2 = mat1 + 1;
323 WINED3DSHADERVECTOR* mat3 = mat1 + 2;
324 WINED3DSHADERVECTOR* mat4 = mat1 + 3;
325 d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
326 d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
327 d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
328 d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
330 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
331 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
332 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
333 d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w;
334 PSTRACE(("executing m4x4(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x));
335 PSTRACE(("executing m4x4(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y));
336 PSTRACE(("executing m4x4(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z));
337 PSTRACE(("executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], mat[3][3], s0->w, d->w));
340 static void pshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
341 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
342 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
343 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
344 d->w = 1.0f;
345 PSTRACE(("executing m4x3(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x));
346 PSTRACE(("executing m4x3(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y));
347 PSTRACE(("executing m4x3(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z));
348 PSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w));
351 static void pshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
352 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
353 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
354 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
355 d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z;
356 PSTRACE(("executing m3x4(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x));
357 PSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
358 PSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z));
359 PSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w));
362 static void pshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
363 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
364 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
365 d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
366 d->w = 1.0f;
367 PSTRACE(("executing m3x3(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x));
368 PSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
369 PSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z));
370 PSTRACE(("executing m3x3(4): (%f) \n", d->w));
373 static void pshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX23 mat) {
374 FIXME("check\n");
375 d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
376 d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
377 d->z = 0.0f;
378 d->w = 1.0f;
382 * Version 2.0 specific
384 static void pshader_lrp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) {
385 d->x = s0->x * (s1->x - s2->x) + s2->x;
386 d->y = s0->y * (s1->y - s2->y) + s2->y;
387 d->z = s0->z * (s1->z - s2->z) + s2->z;
388 d->w = s0->w * (s1->w - s2->w) + s2->w;
391 static void pshader_crs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
392 d->x = s0->y * s1->z - s0->z * s1->y;
393 d->y = s0->z * s1->x - s0->x * s1->z;
394 d->z = s0->x * s1->y - s0->y * s1->x;
395 d->w = 0.9f; /* w is undefined, so set it to something safeish */
397 PSTRACE(("executing crs: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
398 s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
401 static void pshader_abs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
402 d->x = fabsf(s0->x);
403 d->y = fabsf(s0->y);
404 d->z = fabsf(s0->z);
405 d->w = fabsf(s0->w);
406 PSTRACE(("executing abs: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
407 s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
410 /* Stubs */
411 static void pshader_texcoord(WINED3DSHADERVECTOR* d) {
412 FIXME(" : Stub\n");
415 static void pshader_texkill(WINED3DSHADERVECTOR* d) {
416 FIXME(" : Stub\n");
419 static void pshader_tex(WINED3DSHADERVECTOR* d) {
420 FIXME(" : Stub\n");
422 static void pshader_texld(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
423 FIXME(" : Stub\n");
426 static void pshader_texbem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
427 FIXME(" : Stub\n");
430 static void pshader_texbeml(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
431 FIXME(" : Stub\n");
434 static void pshader_texreg2ar(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
435 FIXME(" : Stub\n");
438 static void pshader_texreg2gb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
439 FIXME(" : Stub\n");
442 static void pshader_texm3x2pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
443 FIXME(" : Stub\n");
446 static void pshader_texm3x2tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
447 FIXME(" : Stub\n");
450 static void pshader_texm3x3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
451 FIXME(" : Stub\n");
454 static void pshader_texm3x3pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
455 FIXME(" : Stub\n");
458 static void pshader_texm3x3diff(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
459 FIXME(" : Stub\n");
462 static void pshader_texm3x3spec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
463 FIXME(" : Stub\n");
466 static void pshader_texm3x3vspec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
467 FIXME(" : Stub\n");
470 static void pshader_cnd(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) {
471 FIXME(" : Stub\n");
474 /* Def is C[n] = {n.nf, n.nf, n.nf, n.nf} */
475 static void pshader_def(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) {
476 FIXME(" : Stub\n");
479 static void pshader_texreg2rgb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
480 FIXME(" : Stub\n");
483 static void pshader_texdp3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
484 FIXME(" : Stub\n");
487 static void pshader_texm3x2depth(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
488 FIXME(" : Stub\n");
491 static void pshader_texdp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
492 FIXME(" : Stub\n");
495 static void pshader_texm3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
496 FIXME(" : Stub\n");
499 static void pshader_texdepth(WINED3DSHADERVECTOR* d) {
500 FIXME(" : Stub\n");
503 static void pshader_cmp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) {
504 FIXME(" : Stub\n");
507 static void pshader_bem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
508 FIXME(" : Stub\n");
511 static void pshader_call(WINED3DSHADERVECTOR* d) {
512 FIXME(" : Stub\n");
515 static void pshader_callnz(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
516 FIXME(" : Stub\n");
519 static void pshader_loop(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
520 FIXME(" : Stub\n");
523 static void pshader_ret(void) {
524 FIXME(" : Stub\n");
527 static void pshader_endloop(void) {
528 FIXME(" : Stub\n");
531 static void pshader_dcl(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
532 FIXME(" : Stub\n");
535 static void pshader_pow(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
536 FIXME(" : Stub\n");
539 static void pshader_nrm(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
540 FIXME(" : Stub\n");
543 static void pshader_sincos3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
544 FIXME(" : Stub\n");
547 static void pshader_sincos2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) {
548 FIXME(" : Stub\n");
551 static void pshader_rep(WINED3DSHADERVECTOR* d) {
552 FIXME(" : Stub\n");
555 static void pshader_endrep(void) {
556 FIXME(" : Stub\n");
559 static void pshader_if(WINED3DSHADERVECTOR* d) {
560 FIXME(" : Stub\n");
563 static void pshader_ifc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
564 FIXME(" : Stub\n");
567 static void pshader_else(void) {
568 FIXME(" : Stub\n");
571 static void pshader_label(WINED3DSHADERVECTOR* d) {
572 FIXME(" : Stub\n");
575 static void pshader_endif(void) {
576 FIXME(" : Stub\n");
579 static void pshader_break(void) {
580 FIXME(" : Stub\n");
583 static void pshader_breakc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
584 FIXME(" : Stub\n");
587 static void pshader_breakp(WINED3DSHADERVECTOR* d) {
588 FIXME(" : Stub\n");
591 static void pshader_defb(WINED3DSHADERVECTOR* d) {
592 FIXME(" : Stub\n");
595 static void pshader_defi(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) {
596 FIXME(" : Stub\n");
599 static void pshader_dp2add(WINED3DSHADERVECTOR* d) {
600 FIXME(" : Stub\n");
603 static void pshader_dsx(WINED3DSHADERVECTOR* d) {
604 FIXME(" : Stub\n");
607 static void pshader_dsy(WINED3DSHADERVECTOR* d) {
608 FIXME(" : Stub\n");
611 static void pshader_texldd(WINED3DSHADERVECTOR* d) {
612 FIXME(" : Stub\n");
615 static void pshader_setp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
616 FIXME(" : Stub\n");
619 static void pshader_texldl(WINED3DSHADERVECTOR* d) {
620 FIXME(" : Stub\n");
623 /* Prototype */
624 static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
625 static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
626 static void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
627 static void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
628 static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
629 static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
630 static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
631 static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
632 static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
633 static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
634 static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
635 static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
636 static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
637 static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
640 * log, exp, frc, m*x* seems to be macros ins ... to see
642 CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
644 /* Arithmethic */
645 {D3DSIO_NOP, "nop", "NOP", 0, pshader_nop, pshader_hw_map2gl, NULL, 0, 0},
646 {D3DSIO_MOV, "mov", "MOV", 2, pshader_mov, pshader_hw_map2gl, shader_glsl_mov, 0, 0},
647 {D3DSIO_ADD, "add", "ADD", 3, pshader_add, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
648 {D3DSIO_SUB, "sub", "SUB", 3, pshader_sub, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
649 {D3DSIO_MAD, "mad", "MAD", 4, pshader_mad, pshader_hw_map2gl, shader_glsl_mad, 0, 0},
650 {D3DSIO_MUL, "mul", "MUL", 3, pshader_mul, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
651 {D3DSIO_RCP, "rcp", "RCP", 2, pshader_rcp, pshader_hw_map2gl, shader_glsl_rcp, 0, 0},
652 {D3DSIO_RSQ, "rsq", "RSQ", 2, pshader_rsq, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
653 {D3DSIO_DP3, "dp3", "DP3", 3, pshader_dp3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
654 {D3DSIO_DP4, "dp4", "DP4", 3, pshader_dp4, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
655 {D3DSIO_MIN, "min", "MIN", 3, pshader_min, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
656 {D3DSIO_MAX, "max", "MAX", 3, pshader_max, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
657 {D3DSIO_SLT, "slt", "SLT", 3, pshader_slt, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
658 {D3DSIO_SGE, "sge", "SGE", 3, pshader_sge, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
659 {D3DSIO_ABS, "abs", "ABS", 2, pshader_abs, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
660 {D3DSIO_EXP, "exp", "EX2", 2, pshader_exp, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
661 {D3DSIO_LOG, "log", "LG2", 2, pshader_log, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
662 {D3DSIO_EXPP, "expp", "EXP", 2, pshader_expp, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
663 {D3DSIO_LOGP, "logp", "LOG", 2, pshader_logp, pshader_hw_map2gl, NULL, 0, 0},
664 {D3DSIO_DST, "dst", "DST", 3, pshader_dst, pshader_hw_map2gl, NULL, 0, 0},
665 {D3DSIO_LRP, "lrp", "LRP", 4, pshader_lrp, pshader_hw_map2gl, shader_glsl_lrp, 0, 0},
666 {D3DSIO_FRC, "frc", "FRC", 2, pshader_frc, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
667 {D3DSIO_CND, "cnd", NULL, 4, pshader_cnd, pshader_hw_cnd, shader_glsl_cnd, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
668 {D3DSIO_CMP, "cmp", NULL, 4, pshader_cmp, pshader_hw_cmp, shader_glsl_cmp, D3DPS_VERSION(1,2), D3DPS_VERSION(3,0)},
669 {D3DSIO_POW, "pow", "POW", 3, pshader_pow, NULL, shader_glsl_map2gl, 0, 0},
670 {D3DSIO_CRS, "crs", "XPS", 3, pshader_crs, NULL, shader_glsl_map2gl, 0, 0},
671 /* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
672 DP3 tmp , vec, vec;
673 RSQ tmp, tmp.x;
674 MUL vec.xyz, vec, tmp;
675 but I think this is better because it accounts for w properly.
676 DP3 tmp , vec, vec;
677 RSQ tmp, tmp.x;
678 MUL vec, vec, tmp;
681 {D3DSIO_NRM, "nrm", NULL, 2, pshader_nrm, NULL, shader_glsl_map2gl, 0, 0},
682 {D3DSIO_SINCOS, "sincos", NULL, 4, pshader_sincos2, NULL, NULL, D3DPS_VERSION(2,0), D3DPS_VERSION(2,0)},
683 {D3DSIO_SINCOS, "sincos", NULL, 2, pshader_sincos3, NULL, NULL, D3DPS_VERSION(3,0), -1},
684 /* TODO: dp2add can be made out of multiple instuctions */
685 {D3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 2, pshader_dp2add, NULL, NULL, 0, 0},
687 /* Matrix */
688 {D3DSIO_M4x4, "m4x4", "undefined", 3, pshader_m4x4, NULL, shader_glsl_mnxn, 0, 0},
689 {D3DSIO_M4x3, "m4x3", "undefined", 3, pshader_m4x3, NULL, shader_glsl_mnxn, 0, 0},
690 {D3DSIO_M3x4, "m3x4", "undefined", 3, pshader_m3x4, NULL, shader_glsl_mnxn, 0, 0},
691 {D3DSIO_M3x3, "m3x3", "undefined", 3, pshader_m3x3, NULL, shader_glsl_mnxn, 0, 0},
692 {D3DSIO_M3x2, "m3x2", "undefined", 3, pshader_m3x2, NULL, shader_glsl_mnxn, 0, 0},
694 /* Register declarations */
695 {D3DSIO_DCL, "dcl", NULL, 2, pshader_dcl, NULL, NULL, 0, 0},
697 /* Flow control - requires GLSL or software shaders */
698 {D3DSIO_REP , "rep", GLNAME_REQUIRE_GLSL, 1, pshader_rep, NULL, NULL, 0, 0},
699 {D3DSIO_ENDREP, "endrep", GLNAME_REQUIRE_GLSL, 0, pshader_endrep, NULL, NULL, 0, 0},
700 {D3DSIO_IF, "if", GLNAME_REQUIRE_GLSL, 1, pshader_if, NULL, NULL, 0, 0},
701 {D3DSIO_IFC, "ifc", GLNAME_REQUIRE_GLSL, 2, pshader_ifc, NULL, NULL, 0, 0},
702 {D3DSIO_ELSE, "else", GLNAME_REQUIRE_GLSL, 0, pshader_else, NULL, NULL, 0, 0},
703 {D3DSIO_ENDIF, "endif", GLNAME_REQUIRE_GLSL, 0, pshader_endif, NULL, NULL, 0, 0},
704 {D3DSIO_BREAK, "break", GLNAME_REQUIRE_GLSL, 0, pshader_break, NULL, NULL, 0, 0},
705 {D3DSIO_BREAKC, "breakc", GLNAME_REQUIRE_GLSL, 2, pshader_breakc, NULL, NULL, 0, 0},
706 {D3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 1, pshader_breakp, NULL, NULL, 0, 0},
707 {D3DSIO_CALL, "call", GLNAME_REQUIRE_GLSL, 1, pshader_call, NULL, NULL, 0, 0},
708 {D3DSIO_CALLNZ, "callnz", GLNAME_REQUIRE_GLSL, 2, pshader_callnz, NULL, NULL, 0, 0},
709 {D3DSIO_LOOP, "loop", GLNAME_REQUIRE_GLSL, 2, pshader_loop, NULL, NULL, 0, 0},
710 {D3DSIO_RET, "ret", GLNAME_REQUIRE_GLSL, 0, pshader_ret, NULL, NULL, 0, 0},
711 {D3DSIO_ENDLOOP, "endloop", GLNAME_REQUIRE_GLSL, 0, pshader_endloop, NULL, NULL, 0, 0},
712 {D3DSIO_LABEL, "label", GLNAME_REQUIRE_GLSL, 1, pshader_label, NULL, NULL, 0, 0},
714 /* Constant definitions */
715 {D3DSIO_DEF, "def", "undefined", 5, pshader_def, shader_hw_def, shader_glsl_def, 0, 0},
716 {D3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 2, pshader_defb, NULL, NULL, 0, 0},
717 {D3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 5, pshader_defi, NULL, NULL, 0, 0},
719 /* Texture */
720 {D3DSIO_TEXCOORD, "texcoord", "undefined", 1, pshader_texcoord, pshader_hw_texcoord, pshader_glsl_texcoord, 0, D3DPS_VERSION(1,3)},
721 {D3DSIO_TEXCOORD, "texcrd", "undefined", 2, pshader_texcoord, pshader_hw_texcoord, pshader_glsl_texcoord, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
722 {D3DSIO_TEXKILL, "texkill", "KIL", 1, pshader_texkill, pshader_hw_map2gl, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(3,0)},
723 {D3DSIO_TEX, "tex", "undefined", 1, pshader_tex, pshader_hw_tex, pshader_glsl_tex, 0, D3DPS_VERSION(1,3)},
724 {D3DSIO_TEX, "texld", "undefined", 2, pshader_texld, pshader_hw_tex, pshader_glsl_tex, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
725 {D3DSIO_TEX, "texld", "undefined", 3, pshader_texld, pshader_hw_tex, pshader_glsl_tex, D3DPS_VERSION(2,0), -1},
726 {D3DSIO_TEXBEM, "texbem", "undefined", 2, pshader_texbem, pshader_hw_texbem, NULL, 0, D3DPS_VERSION(1,3)},
727 {D3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 2, pshader_texbeml, NULL, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
728 {D3DSIO_TEXREG2AR,"texreg2ar","undefined", 2, pshader_texreg2ar, pshader_hw_texreg2ar, NULL, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
729 {D3DSIO_TEXREG2GB,"texreg2gb","undefined", 2, pshader_texreg2gb, pshader_hw_texreg2gb, NULL, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
730 {D3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 2, pshader_texreg2rgb, NULL, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
731 {D3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 2, pshader_texm3x2pad, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
732 {D3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 2, pshader_texm3x2tex, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
733 {D3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 2, pshader_texm3x3pad, pshader_hw_texm3x3pad, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
734 {D3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x3diff, NULL, NULL, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)},
735 {D3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 3, pshader_texm3x3spec, pshader_hw_texm3x3spec, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
736 {D3DSIO_TEXM3x3VSPEC, "texm3x3vspe", "undefined", 2, pshader_texm3x3vspec, pshader_hw_texm3x3vspec, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
737 {D3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 2, pshader_texm3x3tex, pshader_hw_texm3x3tex, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
738 {D3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 2, pshader_texdp3tex, NULL, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
739 {D3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x2depth, NULL, NULL, D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)},
740 {D3DSIO_TEXDP3, "texdp3", GLNAME_REQUIRE_GLSL, 2, pshader_texdp3, NULL, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
741 {D3DSIO_TEXM3x3, "texm3x3", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x3, NULL, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
742 {D3DSIO_TEXDEPTH, "texdepth", GLNAME_REQUIRE_GLSL, 1, pshader_texdepth, NULL, NULL, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
743 {D3DSIO_BEM, "bem", GLNAME_REQUIRE_GLSL, 3, pshader_bem, NULL, NULL, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
744 /* TODO: dp2add can be made out of multiple instuctions */
745 {D3DSIO_DSX, "dsx", GLNAME_REQUIRE_GLSL, 2, pshader_dsx, NULL, NULL, 0, 0},
746 {D3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 2, pshader_dsy, NULL, NULL, 0, 0},
747 {D3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 2, pshader_texldd, NULL, NULL, 0, 0},
748 {D3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 3, pshader_setp, NULL, NULL, 0, 0},
749 {D3DSIO_TEXLDL, "texdl", GLNAME_REQUIRE_GLSL, 2, pshader_texldl, NULL, NULL, 0, 0},
750 {D3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, pshader_nop, NULL, NULL, 0, 0},
751 {0, NULL, NULL, 0, NULL, NULL, 0, 0}
754 inline static void get_register_name(const DWORD param, char* regstr, CHAR *constants) {
756 DWORD reg = param & D3DSP_REGNUM_MASK;
757 DWORD regtype = shader_get_regtype(param);
759 switch (regtype) {
760 case D3DSPR_TEMP:
761 sprintf(regstr, "R%lu", reg);
762 break;
763 case D3DSPR_INPUT:
764 if (reg==0) {
765 strcpy(regstr, "fragment.color.primary");
766 } else {
767 strcpy(regstr, "fragment.color.secondary");
769 break;
770 case D3DSPR_CONST:
771 if (constants[reg])
772 sprintf(regstr, "C%lu", reg);
773 else
774 sprintf(regstr, "C[%lu]", reg);
775 break;
776 case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
777 sprintf(regstr,"T%lu", reg);
778 break;
779 case D3DSPR_COLOROUT:
780 if (reg == 0)
781 sprintf(regstr, "result.color");
782 else {
783 /* TODO: See GL_ARB_draw_buffers */
784 FIXME("Unsupported write to render target %lu\n", reg);
785 sprintf(regstr, "unsupported_register");
787 break;
788 case D3DSPR_DEPTHOUT:
789 sprintf(regstr, "result.depth");
790 break;
791 case D3DSPR_ATTROUT:
792 sprintf(regstr, "oD[%lu]", reg);
793 break;
794 case D3DSPR_TEXCRDOUT:
795 sprintf(regstr, "oT[%lu]", reg);
796 break;
797 default:
798 FIXME("Unhandled register name Type(%ld)\n", regtype);
799 sprintf(regstr, "unrecognized_register");
800 break;
804 inline static void get_write_mask(const DWORD output_reg, char *write_mask) {
805 *write_mask = 0;
806 if ((output_reg & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
807 strcat(write_mask, ".");
808 if (output_reg & D3DSP_WRITEMASK_0) strcat(write_mask, "r");
809 if (output_reg & D3DSP_WRITEMASK_1) strcat(write_mask, "g");
810 if (output_reg & D3DSP_WRITEMASK_2) strcat(write_mask, "b");
811 if (output_reg & D3DSP_WRITEMASK_3) strcat(write_mask, "a");
815 static void pshader_get_input_register_swizzle(const DWORD instr, char *swzstring) {
816 static const char swizzle_reg_chars[] = "rgba";
817 DWORD swizzle = (instr & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
818 DWORD swizzle_x = swizzle & 0x03;
819 DWORD swizzle_y = (swizzle >> 2) & 0x03;
820 DWORD swizzle_z = (swizzle >> 4) & 0x03;
821 DWORD swizzle_w = (swizzle >> 6) & 0x03;
823 * swizzle bits fields:
824 * WWZZYYXX
826 *swzstring = 0;
827 if ((D3DSP_NOSWIZZLE >> D3DSP_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
828 if (swizzle_x == swizzle_y &&
829 swizzle_x == swizzle_z &&
830 swizzle_x == swizzle_w) {
831 sprintf(swzstring, ".%c", swizzle_reg_chars[swizzle_x]);
832 } else {
833 sprintf(swzstring, ".%c%c%c%c",
834 swizzle_reg_chars[swizzle_x],
835 swizzle_reg_chars[swizzle_y],
836 swizzle_reg_chars[swizzle_z],
837 swizzle_reg_chars[swizzle_w]);
842 static const char* shift_tab[] = {
843 "dummy", /* 0 (none) */
844 "coefmul.x", /* 1 (x2) */
845 "coefmul.y", /* 2 (x4) */
846 "coefmul.z", /* 3 (x8) */
847 "coefmul.w", /* 4 (x16) */
848 "dummy", /* 5 (x32) */
849 "dummy", /* 6 (x64) */
850 "dummy", /* 7 (x128) */
851 "dummy", /* 8 (d256) */
852 "dummy", /* 9 (d128) */
853 "dummy", /* 10 (d64) */
854 "dummy", /* 11 (d32) */
855 "coefdiv.w", /* 12 (d16) */
856 "coefdiv.z", /* 13 (d8) */
857 "coefdiv.y", /* 14 (d4) */
858 "coefdiv.x" /* 15 (d2) */
861 inline static void pshader_gen_output_modifier_line(
862 SHADER_BUFFER* buffer,
863 int saturate,
864 char *write_mask,
865 int shift,
866 char *regstr) {
868 /* Generate a line that does the output modifier computation */
869 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
870 regstr, write_mask, regstr, shift_tab[shift]);
873 static void pshader_gen_input_modifier_line (
874 SHADER_BUFFER* buffer,
875 const DWORD instr,
876 int tmpreg,
877 char *outregstr,
878 CHAR *constants) {
880 /* Generate a line that does the input modifier computation and return the input register to use */
881 char regstr[256];
882 char swzstr[20];
883 int insert_line;
885 /* Assume a new line will be added */
886 insert_line = 1;
888 /* Get register name */
889 get_register_name(instr, regstr, constants);
890 pshader_get_input_register_swizzle(instr, swzstr);
892 switch (instr & D3DSP_SRCMOD_MASK) {
893 case D3DSPSM_NONE:
894 sprintf(outregstr, "%s%s", regstr, swzstr);
895 insert_line = 0;
896 break;
897 case D3DSPSM_NEG:
898 sprintf(outregstr, "-%s%s", regstr, swzstr);
899 insert_line = 0;
900 break;
901 case D3DSPSM_BIAS:
902 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
903 break;
904 case D3DSPSM_BIASNEG:
905 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
906 break;
907 case D3DSPSM_SIGN:
908 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
909 break;
910 case D3DSPSM_SIGNNEG:
911 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
912 break;
913 case D3DSPSM_COMP:
914 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
915 break;
916 case D3DSPSM_X2:
917 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
918 break;
919 case D3DSPSM_X2NEG:
920 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
921 break;
922 case D3DSPSM_DZ:
923 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
924 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
925 break;
926 case D3DSPSM_DW:
927 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
928 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
929 break;
930 default:
931 sprintf(outregstr, "%s%s", regstr, swzstr);
932 insert_line = 0;
935 /* Return modified or original register, with swizzle */
936 if (insert_line)
937 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
940 static void pshader_set_version(
941 IWineD3DPixelShaderImpl *This,
942 DWORD version) {
944 DWORD major = (version >> 8) & 0x0F;
945 DWORD minor = version & 0x0F;
947 This->baseShader.hex_version = version;
948 This->baseShader.version = major * 10 + minor;
949 TRACE("ps_%lu_%lu\n", major, minor);
951 This->baseShader.limits.attributes = 0;
952 This->baseShader.limits.address = 0;
954 switch (This->baseShader.version) {
955 case 10:
956 case 11:
957 case 12:
958 case 13: This->baseShader.limits.temporary = 2;
959 This->baseShader.limits.constant_float = 8;
960 This->baseShader.limits.constant_int = 0;
961 This->baseShader.limits.constant_bool = 0;
962 This->baseShader.limits.texture = 4;
963 break;
965 case 14: This->baseShader.limits.temporary = 6;
966 This->baseShader.limits.constant_float = 8;
967 This->baseShader.limits.constant_int = 0;
968 This->baseShader.limits.constant_bool = 0;
969 This->baseShader.limits.texture = 6;
970 break;
972 /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
973 case 20:
974 case 21: This->baseShader.limits.temporary = 32;
975 This->baseShader.limits.constant_float = 32;
976 This->baseShader.limits.constant_int = 16;
977 This->baseShader.limits.constant_bool = 16;
978 This->baseShader.limits.texture = 8;
979 break;
981 case 30: This->baseShader.limits.temporary = 32;
982 This->baseShader.limits.constant_float = 224;
983 This->baseShader.limits.constant_int = 16;
984 This->baseShader.limits.constant_bool = 16;
985 This->baseShader.limits.texture = 0;
986 break;
988 default: This->baseShader.limits.temporary = 32;
989 This->baseShader.limits.constant_float = 8;
990 This->baseShader.limits.constant_int = 0;
991 This->baseShader.limits.constant_bool = 0;
992 This->baseShader.limits.texture = 8;
993 FIXME("Unrecognized pixel shader version %lx!\n", version);
997 static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
999 SHADER_BUFFER* buffer = arg->buffer;
1000 char dst_wmask[20];
1001 char dst_name[50];
1002 char src_name[3][50];
1004 /* FIXME: support output modifiers */
1006 /* Handle output register */
1007 get_register_name(arg->dst, dst_name, arg->reg_maps->constantsF);
1008 get_write_mask(arg->dst, dst_wmask);
1009 strcat(dst_name, dst_wmask);
1011 /* Generate input register names (with modifiers) */
1012 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0], arg->reg_maps->constantsF);
1013 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1], arg->reg_maps->constantsF);
1014 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2], arg->reg_maps->constantsF);
1016 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
1017 shader_addline(buffer, "CMP %s, TMP, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1020 static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
1022 SHADER_BUFFER* buffer = arg->buffer;
1023 char dst_wmask[20];
1024 char dst_name[50];
1025 char src_name[3][50];
1027 /* FIXME: support output modifiers */
1029 /* Handle output register */
1030 get_register_name(arg->dst, dst_name, arg->reg_maps->constantsF);
1031 get_write_mask(arg->dst, dst_wmask);
1032 strcat(dst_name, dst_wmask);
1034 /* Generate input register names (with modifiers) */
1035 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0], arg->reg_maps->constantsF);
1036 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1], arg->reg_maps->constantsF);
1037 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2], arg->reg_maps->constantsF);
1039 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1040 src_name[0], src_name[2], src_name[1]);
1043 /* Map the opcode 1-to-1 to the GL code */
1044 static void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1046 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1047 SHADER_BUFFER* buffer = arg->buffer;
1048 DWORD dst = arg->dst;
1049 DWORD* src = arg->src;
1051 unsigned int i;
1052 char tmpLine[256];
1054 /* Output token related */
1055 char output_rname[256];
1056 char output_wmask[20];
1057 BOOL saturate = FALSE;
1058 BOOL centroid = FALSE;
1059 BOOL partialprecision = FALSE;
1060 DWORD shift;
1062 strcpy(tmpLine, curOpcode->glname);
1064 /* Process modifiers */
1065 if (0 != (dst & D3DSP_DSTMOD_MASK)) {
1066 DWORD mask = dst & D3DSP_DSTMOD_MASK;
1068 saturate = mask & D3DSPDM_SATURATE;
1069 centroid = mask & D3DSPDM_MSAMPCENTROID;
1070 partialprecision = mask & D3DSPDM_PARTIALPRECISION;
1071 mask &= ~(D3DSPDM_MSAMPCENTROID | D3DSPDM_PARTIALPRECISION | D3DSPDM_SATURATE);
1073 if (mask)
1074 FIXME("Unrecognized modifier(0x%#lx)\n", mask >> D3DSP_DSTMOD_SHIFT);
1076 if (centroid)
1077 FIXME("Unhandled modifier(0x%#lx)\n", mask >> D3DSP_DSTMOD_SHIFT);
1079 shift = (dst & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
1081 /* Generate input and output registers */
1082 if (curOpcode->num_params > 0) {
1083 char operands[4][100];
1085 /* Generate input register names (with modifiers) */
1086 for (i = 1; i < curOpcode->num_params; ++i)
1087 pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i], arg->reg_maps->constantsF);
1089 /* Handle output register */
1090 get_register_name(dst, output_rname, arg->reg_maps->constantsF);
1091 strcpy(operands[0], output_rname);
1092 get_write_mask(dst, output_wmask);
1093 strcat(operands[0], output_wmask);
1095 if (saturate && (shift == 0))
1096 strcat(tmpLine, "_SAT");
1097 strcat(tmpLine, " ");
1098 strcat(tmpLine, operands[0]);
1099 for (i = 1; i < curOpcode->num_params; i++) {
1100 strcat(tmpLine, ", ");
1101 strcat(tmpLine, operands[i]);
1103 strcat(tmpLine,";\n");
1104 shader_addline(buffer, tmpLine);
1106 /* A shift requires another line. */
1107 if (shift != 0)
1108 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1112 static void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
1114 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1115 DWORD dst = arg->dst;
1116 DWORD* src = arg->src;
1117 SHADER_BUFFER* buffer = arg->buffer;
1118 DWORD version = This->baseShader.version;
1120 char reg_dest[40];
1121 char reg_coord[40];
1122 DWORD reg_dest_code;
1123 DWORD reg_sampler_code;
1125 /* All versions have a destination register */
1126 reg_dest_code = dst & D3DSP_REGNUM_MASK;
1127 get_register_name(dst, reg_dest, arg->reg_maps->constantsF);
1129 /* 1.0-1.3: Use destination register as coordinate source.
1130 2.0+: Use provided coordinate source register. */
1131 if (version < 14)
1132 strcpy(reg_coord, reg_dest);
1133 else
1134 pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord, arg->reg_maps->constantsF);
1136 /* 1.0-1.4: Use destination register number as texture code.
1137 2.0+: Use provided sampler number as texure code. */
1138 if (version < 20)
1139 reg_sampler_code = reg_dest_code;
1140 else
1141 reg_sampler_code = src[1] & D3DSP_REGNUM_MASK;
1143 shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
1144 reg_dest, reg_coord, reg_sampler_code);
1147 static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
1149 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1150 DWORD dst = arg->dst;
1151 DWORD* src = arg->src;
1152 SHADER_BUFFER* buffer = arg->buffer;
1153 DWORD version = This->baseShader.version;
1155 char tmp[20];
1156 get_write_mask(dst, tmp);
1157 if (version != 14) {
1158 DWORD reg = dst & D3DSP_REGNUM_MASK;
1159 shader_addline(buffer, "MOV T%lu%s, fragment.texcoord[%lu];\n", reg, tmp, reg);
1160 } else {
1161 DWORD reg1 = dst & D3DSP_REGNUM_MASK;
1162 DWORD reg2 = src[0] & D3DSP_REGNUM_MASK;
1163 shader_addline(buffer, "MOV R%lu%s, fragment.texcoord[%lu];\n", reg1, tmp, reg2);
1167 static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
1169 SHADER_BUFFER* buffer = arg->buffer;
1171 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
1172 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
1173 shader_addline(buffer, "MOV TMP.r, T%lu.a;\n", reg2);
1174 shader_addline(buffer, "MOV TMP.g, T%lu.r;\n", reg2);
1175 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
1178 static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
1180 SHADER_BUFFER* buffer = arg->buffer;
1182 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
1183 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
1184 shader_addline(buffer, "MOV TMP.r, T%lu.g;\n", reg2);
1185 shader_addline(buffer, "MOV TMP.g, T%lu.b;\n", reg2);
1186 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
1189 static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
1191 SHADER_BUFFER* buffer = arg->buffer;
1193 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
1194 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
1196 /* FIXME: Should apply the BUMPMAPENV matrix */
1197 shader_addline(buffer, "ADD TMP.rg, fragment.texcoord[%lu], T%lu;\n", reg1, reg2);
1198 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
1201 static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1203 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1204 SHADER_BUFFER* buffer = arg->buffer;
1205 char src0_name[50];
1207 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
1208 shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, src0_name);
1211 static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1213 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1214 SHADER_BUFFER* buffer = arg->buffer;
1215 char src0_name[50];
1217 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
1218 shader_addline(buffer, "DP3 TMP.y, T%lu, %s;\n", reg, src0_name);
1219 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg);
1222 static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1224 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
1225 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1226 SHADER_BUFFER* buffer = arg->buffer;
1227 SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
1228 char src0_name[50];
1230 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
1231 shader_addline(buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x' + current_state.current_row, reg, src0_name);
1232 current_state.texcoord_w[current_state.current_row++] = reg;
1235 static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1237 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
1238 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1239 SHADER_BUFFER* buffer = arg->buffer;
1240 SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
1241 char src0_name[50];
1243 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
1244 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
1246 /* Cubemap textures will be more used than 3D ones. */
1247 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
1248 current_state.current_row = 0;
1251 static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1253 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
1254 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1255 SHADER_BUFFER* buffer = arg->buffer;
1256 SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
1257 char src0_name[50];
1259 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
1260 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
1262 /* Construct the eye-ray vector from w coordinates */
1263 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", current_state.texcoord_w[0]);
1264 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%lu].w;\n", current_state.texcoord_w[1]);
1265 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%lu].w;\n", reg);
1267 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
1268 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1269 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1270 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1272 /* Cubemap textures will be more used than 3D ones. */
1273 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
1274 current_state.current_row = 0;
1277 static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1279 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
1280 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1281 DWORD reg3 = arg->src[1] & D3DSP_REGNUM_MASK;
1282 SHADER_PARSE_STATE current_state = shader->baseShader.parse_state;
1283 SHADER_BUFFER* buffer = arg->buffer;
1284 char src0_name[50];
1286 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
1287 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
1289 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
1290 shader_addline(buffer, "DP3 TMP.w, TMP, C[%lu];\n", reg3);
1291 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1292 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%lu];\n", reg3);
1294 /* Cubemap textures will be more used than 3D ones. */
1295 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
1296 current_state.current_row = 0;
1299 /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
1300 or GLSL and send it to the card */
1301 inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
1302 IWineD3DPixelShader *iface,
1303 CONST DWORD *pFunction) {
1305 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1306 SHADER_BUFFER buffer;
1308 /* First pass: figure out which registers are used, what the semantics are, etc.. */
1309 shader_reg_maps reg_maps;
1310 DWORD semantics_in[WINED3DSHADERDECLUSAGE_MAX_USAGE];
1312 memset(&reg_maps, 0, sizeof(shader_reg_maps));
1313 memset(semantics_in, 0, WINED3DSHADERDECLUSAGE_MAX_USAGE * sizeof(DWORD));
1314 reg_maps.semantics_in = semantics_in;
1315 reg_maps.semantics_out = NULL;
1316 shader_get_registers_used((IWineD3DBaseShader*) This, &reg_maps, pFunction);
1317 /* FIXME: validate against OpenGL */
1319 #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
1320 it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
1321 if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
1322 HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
1323 This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
1324 This->fixupVertexBufferSize = PGMSIZE;
1325 This->fixupVertexBuffer[0] = 0;
1327 buffer.buffer = This->device->fixupVertexBuffer;
1328 #else
1329 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
1330 #endif
1331 buffer.bsize = 0;
1332 buffer.lineNo = 0;
1334 if (wined3d_settings.shader_mode == SHADER_GLSL) {
1336 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
1337 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
1339 /* Base Shader Body */
1340 shader_generate_main( (IWineD3DBaseShader*) This, &buffer, &reg_maps, pFunction);
1342 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
1343 if (This->baseShader.hex_version < D3DPS_VERSION(2,0))
1344 shader_addline(&buffer, "gl_FragColor = R0;\n");
1345 shader_addline(&buffer, "}\n\0");
1347 TRACE("Compiling shader object %u\n", shader_obj);
1348 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL));
1349 GL_EXTCALL(glCompileShaderARB(shader_obj));
1350 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
1352 /* Store the shader object */
1353 This->baseShader.prgId = shader_obj;
1355 } else if (wined3d_settings.shader_mode == SHADER_ARB) {
1356 /* Create the hw ARB shader */
1357 shader_addline(&buffer, "!!ARBfp1.0\n");
1359 shader_addline(&buffer, "TEMP TMP;\n"); /* Used in matrix ops */
1360 shader_addline(&buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
1361 shader_addline(&buffer, "TEMP TA;\n"); /* Used for modifiers */
1362 shader_addline(&buffer, "TEMP TB;\n"); /* Used for modifiers */
1363 shader_addline(&buffer, "TEMP TC;\n"); /* Used for modifiers */
1364 shader_addline(&buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1365 shader_addline(&buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1366 shader_addline(&buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1368 /* Base Shader Body */
1369 shader_generate_main( (IWineD3DBaseShader*) This, &buffer, &reg_maps, pFunction);
1371 if (This->baseShader.hex_version < D3DPS_VERSION(2,0))
1372 shader_addline(&buffer, "MOV result.color, R0;\n");
1373 shader_addline(&buffer, "END\n\0");
1375 /* TODO: change to resource.glObjectHandle or something like that */
1376 GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
1378 TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
1379 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
1381 TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
1382 /* Create the program and check for errors */
1383 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1384 buffer.bsize, buffer.buffer));
1386 if (glGetError() == GL_INVALID_OPERATION) {
1387 GLint errPos;
1388 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
1389 FIXME("HW PixelShader Error at position %d: %s\n",
1390 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1391 This->baseShader.prgId = -1;
1395 #if 1 /* if were using the data buffer of device then we don't need to free it */
1396 HeapFree(GetProcessHeap(), 0, buffer.buffer);
1397 #endif
1400 static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
1401 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1402 const DWORD* pToken = pFunction;
1403 const SHADER_OPCODE *curOpcode = NULL;
1404 DWORD opcode_token;
1405 DWORD len = 0;
1406 DWORD i;
1407 TRACE("(%p) : Parsing programme\n", This);
1409 if (NULL != pToken) {
1410 while (D3DPS_END() != *pToken) {
1411 if (shader_is_pshader_version(*pToken)) { /** version */
1412 pshader_set_version(This, *pToken);
1413 ++pToken;
1414 ++len;
1415 continue;
1417 if (shader_is_comment(*pToken)) { /** comment */
1418 DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
1419 ++pToken;
1420 TRACE("//%s\n", (char*)pToken);
1421 pToken += comment_len;
1422 len += comment_len + 1;
1423 continue;
1425 if (!This->baseShader.version) {
1426 WARN("(%p) : pixel shader doesn't have a valid version identifier\n", This);
1428 opcode_token = *pToken++;
1429 curOpcode = shader_get_opcode((IWineD3DBaseShader*) This, opcode_token);
1430 len++;
1431 if (NULL == curOpcode) {
1432 int tokens_read;
1434 FIXME("Unrecognized opcode: token=%08lX\n", opcode_token);
1435 tokens_read = shader_skip_unrecognized((IWineD3DBaseShader*) This, pToken);
1436 pToken += tokens_read;
1437 len += tokens_read;
1439 } else {
1440 if (curOpcode->opcode == D3DSIO_DCL) {
1441 DWORD usage = *pToken;
1442 DWORD param = *(pToken + 1);
1443 DWORD regtype = shader_get_regtype(param);
1445 /* Only print extended declaration for samplers or 3.0 input registers */
1446 if (regtype == D3DSPR_SAMPLER ||
1447 (This->baseShader.version >= 30 && regtype == D3DSPR_INPUT))
1448 shader_program_dump_decl_usage(usage, param);
1449 else
1450 TRACE("dcl");
1452 shader_dump_ins_modifiers(param);
1453 TRACE(" ");
1454 shader_dump_param((IWineD3DBaseShader*) This, param, 0, 0);
1455 pToken += 2;
1456 len += 2;
1458 } else if (curOpcode->opcode == D3DSIO_DEF) {
1460 unsigned int offset = shader_get_float_offset(*pToken);
1462 TRACE("def c%u = %f, %f, %f, %f", offset,
1463 *(float *)(pToken + 1),
1464 *(float *)(pToken + 2),
1465 *(float *)(pToken + 3),
1466 *(float *)(pToken + 4));
1468 pToken += 5;
1469 len += 5;
1471 } else if (curOpcode->opcode == D3DSIO_DEFI) {
1473 TRACE("defi i%lu = %ld, %ld, %ld, %ld", *pToken & D3DSP_REGNUM_MASK,
1474 (long) *(pToken + 1),
1475 (long) *(pToken + 2),
1476 (long) *(pToken + 3),
1477 (long) *(pToken + 4));
1479 pToken += 5;
1480 len += 5;
1482 } else if (curOpcode->opcode == D3DSIO_DEFB) {
1484 TRACE("defb b%lu = %s", *pToken & D3DSP_REGNUM_MASK,
1485 *(pToken + 1)? "true": "false");
1487 pToken += 2;
1488 len += 2;
1490 } else {
1492 DWORD param, addr_token;
1493 int tokens_read;
1495 /* Print out predication source token first - it follows
1496 * the destination token. */
1497 if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) {
1498 TRACE("(");
1499 shader_dump_param((IWineD3DBaseShader*) This, *(pToken + 2), 0, 1);
1500 TRACE(") ");
1503 TRACE("%s", curOpcode->name);
1504 if (curOpcode->num_params > 0) {
1506 /* Destination token */
1507 tokens_read = shader_get_param((IWineD3DBaseShader*) This,
1508 pToken, &param, &addr_token);
1509 pToken += tokens_read;
1510 len += tokens_read;
1512 shader_dump_ins_modifiers(param);
1513 TRACE(" ");
1514 shader_dump_param((IWineD3DBaseShader*) This, param, addr_token, 0);
1516 /* Predication token - already printed out, just skip it */
1517 if (opcode_token & D3DSHADER_INSTRUCTION_PREDICATED) {
1518 pToken++;
1519 len++;
1522 /* Other source tokens */
1523 for (i = 1; i < curOpcode->num_params; ++i) {
1525 tokens_read = shader_get_param((IWineD3DBaseShader*) This,
1526 pToken, &param, &addr_token);
1527 pToken += tokens_read;
1528 len += tokens_read;
1530 TRACE(", ");
1531 shader_dump_param((IWineD3DBaseShader*) This, param, addr_token, 1);
1535 TRACE("\n");
1538 This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
1539 } else {
1540 This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
1543 /* Generate HW shader in needed */
1544 if (NULL != pFunction && wined3d_settings.vs_mode == VS_HW) {
1545 TRACE("(%p) : Generating hardware program\n", This);
1546 #if 1
1547 IWineD3DPixelShaderImpl_GenerateShader(iface, pFunction);
1548 #endif
1551 TRACE("(%p) : Copying the function\n", This);
1552 /* copy the function ... because it will certainly be released by application */
1553 if (NULL != pFunction) {
1554 This->baseShader.function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
1555 memcpy((void *)This->baseShader.function, pFunction, This->baseShader.functionLength);
1556 } else {
1557 This->baseShader.function = NULL;
1560 /* TODO: Some proper return values for failures */
1561 TRACE("(%p) : Returning WINED3D_OK\n", This);
1562 return WINED3D_OK;
1565 const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
1567 /*** IUnknown methods ***/
1568 IWineD3DPixelShaderImpl_QueryInterface,
1569 IWineD3DPixelShaderImpl_AddRef,
1570 IWineD3DPixelShaderImpl_Release,
1571 /*** IWineD3DBase methods ***/
1572 IWineD3DPixelShaderImpl_GetParent,
1573 /*** IWineD3DBaseShader methods ***/
1574 IWineD3DPixelShaderImpl_SetFunction,
1575 /*** IWineD3DPixelShader methods ***/
1576 IWineD3DPixelShaderImpl_GetDevice,
1577 IWineD3DPixelShaderImpl_GetFunction