wined3d: Fix indices for the float constant map.
[wine/winequartzdrv.git] / dlls / wined3d / arb_program_shader.c
blob7aa6691da1b3d37d614c7bd1d2c131037f49f50b
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
29 #include <math.h>
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 #define GLINFO_LOCATION (*gl_info)
38 /********************************************************
39 * ARB_[vertex/fragment]_program helper functions follow
40 ********************************************************/
42 /**
43 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
44 * When @constants_set == NULL, it will load all the constants.
46 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
47 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
49 void shader_arb_load_constantsF(
50 IWineD3DBaseShaderImpl* This,
51 WineD3D_GL_Info *gl_info,
52 GLuint target_type,
53 unsigned max_constants,
54 float* constants,
55 BOOL* constants_set) {
57 int i;
58 struct list* ptr;
60 for (i=0; i<max_constants; ++i) {
61 if (NULL == constants_set || constants_set[i]) {
62 TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
63 constants[i * 4 + 0], constants[i * 4 + 1],
64 constants[i * 4 + 2], constants[i * 4 + 3]);
66 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i * 4]));
67 checkGLcall("glProgramEnvParameter4fvARB");
71 /* Load immediate constants */
72 ptr = list_head(&This->baseShader.constantsF);
73 while (ptr) {
75 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
76 unsigned int idx = lconst->idx;
77 GLfloat* values = (GLfloat*) lconst->value;
79 TRACE("Loading local constants %i: %f, %f, %f, %f\n", idx,
80 values[0], values[1], values[2], values[3]);
82 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, idx, values));
83 checkGLcall("glProgramEnvParameter4fvARB");
84 ptr = list_next(&This->baseShader.constantsF, ptr);
88 /**
89 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
91 * We only support float constants in ARB at the moment, so don't
92 * worry about the Integers or Booleans
94 void shader_arb_load_constants(
95 IWineD3DStateBlock* iface,
96 char usePixelShader,
97 char useVertexShader) {
99 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
100 WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info;
102 if (useVertexShader) {
103 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
104 IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) stateBlock->vertexShader;
105 IWineD3DVertexDeclarationImpl* vertexDeclaration =
106 (IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
108 if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
109 /* Load DirectX 8 float constants for vertex shader */
110 shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
111 GL_LIMITS(vshader_constantsF),
112 vertexDeclaration->constants, NULL);
115 /* Load DirectX 9 float constants for vertex shader */
116 shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
117 GL_LIMITS(vshader_constantsF),
118 stateBlock->vertexShaderConstantF,
119 stateBlock->set.vertexShaderConstantsF);
122 if (usePixelShader) {
124 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
126 /* Load DirectX 9 float constants for pixel shader */
127 shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
128 GL_LIMITS(pshader_constantsF),
129 stateBlock->pixelShaderConstantF,
130 stateBlock->set.pixelShaderConstantsF);
134 /* Generate the variable & register declarations for the ARB_vertex_program output target */
135 void shader_generate_arb_declarations(
136 IWineD3DBaseShader *iface,
137 shader_reg_maps* reg_maps,
138 SHADER_BUFFER* buffer,
139 WineD3D_GL_Info* gl_info) {
141 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
142 DWORD i;
143 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
144 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
145 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
147 /* Temporary Output register */
148 shader_addline(buffer, "TEMP TMP_OUT;\n");
150 for(i = 0; i < This->baseShader.limits.temporary; i++) {
151 if (reg_maps->temporary[i])
152 shader_addline(buffer, "TEMP R%lu;\n", i);
155 for (i = 0; i < This->baseShader.limits.address; i++) {
156 if (reg_maps->address[i])
157 shader_addline(buffer, "ADDRESS A%ld;\n", i);
160 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
161 if (reg_maps->texcoord[i])
162 shader_addline(buffer,"TEMP T%lu;\n", i);
165 /* Texture coordinate registers must be pre-loaded */
166 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
167 if (reg_maps->texcoord[i])
168 shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
171 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
172 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
173 max_constantsF, max_constantsF - 1);
176 static const char* shift_tab[] = {
177 "dummy", /* 0 (none) */
178 "coefmul.x", /* 1 (x2) */
179 "coefmul.y", /* 2 (x4) */
180 "coefmul.z", /* 3 (x8) */
181 "coefmul.w", /* 4 (x16) */
182 "dummy", /* 5 (x32) */
183 "dummy", /* 6 (x64) */
184 "dummy", /* 7 (x128) */
185 "dummy", /* 8 (d256) */
186 "dummy", /* 9 (d128) */
187 "dummy", /* 10 (d64) */
188 "dummy", /* 11 (d32) */
189 "coefdiv.w", /* 12 (d16) */
190 "coefdiv.z", /* 13 (d8) */
191 "coefdiv.y", /* 14 (d4) */
192 "coefdiv.x" /* 15 (d2) */
195 static void pshader_get_write_mask(const DWORD output_reg, char *write_mask) {
196 *write_mask = 0;
197 if ((output_reg & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
198 strcat(write_mask, ".");
199 if (output_reg & D3DSP_WRITEMASK_0) strcat(write_mask, "r");
200 if (output_reg & D3DSP_WRITEMASK_1) strcat(write_mask, "g");
201 if (output_reg & D3DSP_WRITEMASK_2) strcat(write_mask, "b");
202 if (output_reg & D3DSP_WRITEMASK_3) strcat(write_mask, "a");
206 /* TODO: merge with pixel shader */
207 static void vshader_program_add_output_param_swizzle(const DWORD param, int is_color, char *hwLine) {
208 /** operand output */
209 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
210 strcat(hwLine, ".");
211 if (param & D3DSP_WRITEMASK_0) { strcat(hwLine, "x"); }
212 if (param & D3DSP_WRITEMASK_1) { strcat(hwLine, "y"); }
213 if (param & D3DSP_WRITEMASK_2) { strcat(hwLine, "z"); }
214 if (param & D3DSP_WRITEMASK_3) { strcat(hwLine, "w"); }
218 static void pshader_get_input_register_swizzle(const DWORD instr, char *swzstring) {
219 static const char swizzle_reg_chars[] = "rgba";
220 DWORD swizzle = (instr & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
221 DWORD swizzle_x = swizzle & 0x03;
222 DWORD swizzle_y = (swizzle >> 2) & 0x03;
223 DWORD swizzle_z = (swizzle >> 4) & 0x03;
224 DWORD swizzle_w = (swizzle >> 6) & 0x03;
226 * swizzle bits fields:
227 * WWZZYYXX
229 *swzstring = 0;
230 if ((D3DSP_NOSWIZZLE >> D3DSP_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
231 if (swizzle_x == swizzle_y &&
232 swizzle_x == swizzle_z &&
233 swizzle_x == swizzle_w) {
234 sprintf(swzstring, ".%c", swizzle_reg_chars[swizzle_x]);
235 } else {
236 sprintf(swzstring, ".%c%c%c%c",
237 swizzle_reg_chars[swizzle_x],
238 swizzle_reg_chars[swizzle_y],
239 swizzle_reg_chars[swizzle_z],
240 swizzle_reg_chars[swizzle_w]);
245 /* TODO: merge with pixel shader */
246 static void vshader_program_add_input_param_swizzle(const DWORD param, int is_color, char *hwLine) {
247 static const char swizzle_reg_chars_color_fix[] = "zyxw";
248 static const char swizzle_reg_chars[] = "xyzw";
249 const char* swizzle_regs = NULL;
250 char tmpReg[255];
252 /** operand input */
253 DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
254 DWORD swizzle_x = swizzle & 0x03;
255 DWORD swizzle_y = (swizzle >> 2) & 0x03;
256 DWORD swizzle_z = (swizzle >> 4) & 0x03;
257 DWORD swizzle_w = (swizzle >> 6) & 0x03;
259 if (is_color) {
260 swizzle_regs = swizzle_reg_chars_color_fix;
261 } else {
262 swizzle_regs = swizzle_reg_chars;
266 * swizzle bits fields:
267 * WWZZYYXX
269 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { /* D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
270 if (is_color) {
271 sprintf(tmpReg, ".%c%c%c%c",
272 swizzle_regs[swizzle_x],
273 swizzle_regs[swizzle_y],
274 swizzle_regs[swizzle_z],
275 swizzle_regs[swizzle_w]);
276 strcat(hwLine, tmpReg);
278 return ;
280 if (swizzle_x == swizzle_y &&
281 swizzle_x == swizzle_z &&
282 swizzle_x == swizzle_w)
284 sprintf(tmpReg, ".%c", swizzle_regs[swizzle_x]);
285 strcat(hwLine, tmpReg);
286 } else {
287 sprintf(tmpReg, ".%c%c%c%c",
288 swizzle_regs[swizzle_x],
289 swizzle_regs[swizzle_y],
290 swizzle_regs[swizzle_z],
291 swizzle_regs[swizzle_w]);
292 strcat(hwLine, tmpReg);
296 static void pshader_get_register_name(
297 const DWORD param, char* regstr) {
299 DWORD reg = param & D3DSP_REGNUM_MASK;
300 DWORD regtype = shader_get_regtype(param);
302 switch (regtype) {
303 case D3DSPR_TEMP:
304 sprintf(regstr, "R%lu", reg);
305 break;
306 case D3DSPR_INPUT:
307 if (reg==0) {
308 strcpy(regstr, "fragment.color.primary");
309 } else {
310 strcpy(regstr, "fragment.color.secondary");
312 break;
313 case D3DSPR_CONST:
314 sprintf(regstr, "C[%lu]", reg);
315 break;
316 case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
317 sprintf(regstr,"T%lu", reg);
318 break;
319 case D3DSPR_COLOROUT:
320 if (reg == 0)
321 sprintf(regstr, "result.color");
322 else {
323 /* TODO: See GL_ARB_draw_buffers */
324 FIXME("Unsupported write to render target %lu\n", reg);
325 sprintf(regstr, "unsupported_register");
327 break;
328 case D3DSPR_DEPTHOUT:
329 sprintf(regstr, "result.depth");
330 break;
331 case D3DSPR_ATTROUT:
332 sprintf(regstr, "oD[%lu]", reg);
333 break;
334 case D3DSPR_TEXCRDOUT:
335 sprintf(regstr, "oT[%lu]", reg);
336 break;
337 default:
338 FIXME("Unhandled register name Type(%ld)\n", regtype);
339 sprintf(regstr, "unrecognized_register");
340 break;
344 /* TODO: merge with pixel shader */
345 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
347 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
349 /* oPos, oFog and oPts in D3D */
350 static const char* hwrastout_reg_names[] = { "TMP_OUT", "TMP_FOG", "result.pointsize" };
352 DWORD reg = param & D3DSP_REGNUM_MASK;
353 DWORD regtype = shader_get_regtype(param);
354 char tmpReg[255];
355 BOOL is_color = FALSE;
357 if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) {
358 strcat(hwLine, " -");
359 } else {
360 strcat(hwLine, " ");
363 switch (regtype) {
364 case D3DSPR_TEMP:
365 sprintf(tmpReg, "R%lu", reg);
366 strcat(hwLine, tmpReg);
367 break;
368 case D3DSPR_INPUT:
370 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
371 is_color = TRUE;
373 sprintf(tmpReg, "vertex.attrib[%lu]", reg);
374 strcat(hwLine, tmpReg);
375 break;
376 case D3DSPR_CONST:
377 sprintf(tmpReg, "C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
378 strcat(hwLine, tmpReg);
379 break;
380 case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
381 sprintf(tmpReg, "A%lu", reg);
382 strcat(hwLine, tmpReg);
383 break;
384 case D3DSPR_RASTOUT:
385 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
386 strcat(hwLine, tmpReg);
387 break;
388 case D3DSPR_ATTROUT:
389 if (reg==0) {
390 strcat(hwLine, "result.color.primary");
391 } else {
392 strcat(hwLine, "result.color.secondary");
394 break;
395 case D3DSPR_TEXCRDOUT:
396 sprintf(tmpReg, "result.texcoord[%lu]", reg);
397 strcat(hwLine, tmpReg);
398 break;
399 default:
400 FIXME("Unknown reg type %ld %ld\n", regtype, reg);
401 strcat(hwLine, "unrecognized_register");
402 break;
405 if (!is_input) {
406 vshader_program_add_output_param_swizzle(param, is_color, hwLine);
407 } else {
408 vshader_program_add_input_param_swizzle(param, is_color, hwLine);
412 static void pshader_gen_input_modifier_line (
413 SHADER_BUFFER* buffer,
414 const DWORD instr,
415 int tmpreg,
416 char *outregstr) {
418 /* Generate a line that does the input modifier computation and return the input register to use */
419 char regstr[256];
420 char swzstr[20];
421 int insert_line;
423 /* Assume a new line will be added */
424 insert_line = 1;
426 /* Get register name */
427 pshader_get_register_name(instr, regstr);
428 pshader_get_input_register_swizzle(instr, swzstr);
430 switch (instr & D3DSP_SRCMOD_MASK) {
431 case D3DSPSM_NONE:
432 sprintf(outregstr, "%s%s", regstr, swzstr);
433 insert_line = 0;
434 break;
435 case D3DSPSM_NEG:
436 sprintf(outregstr, "-%s%s", regstr, swzstr);
437 insert_line = 0;
438 break;
439 case D3DSPSM_BIAS:
440 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
441 break;
442 case D3DSPSM_BIASNEG:
443 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
444 break;
445 case D3DSPSM_SIGN:
446 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
447 break;
448 case D3DSPSM_SIGNNEG:
449 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
450 break;
451 case D3DSPSM_COMP:
452 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
453 break;
454 case D3DSPSM_X2:
455 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
456 break;
457 case D3DSPSM_X2NEG:
458 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
459 break;
460 case D3DSPSM_DZ:
461 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
462 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
463 break;
464 case D3DSPSM_DW:
465 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
466 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
467 break;
468 default:
469 sprintf(outregstr, "%s%s", regstr, swzstr);
470 insert_line = 0;
473 /* Return modified or original register, with swizzle */
474 if (insert_line)
475 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
478 inline static void pshader_gen_output_modifier_line(
479 SHADER_BUFFER* buffer,
480 int saturate,
481 char *write_mask,
482 int shift,
483 char *regstr) {
485 /* Generate a line that does the output modifier computation */
486 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
487 regstr, write_mask, regstr, shift_tab[shift]);
490 void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
492 SHADER_BUFFER* buffer = arg->buffer;
493 char dst_wmask[20];
494 char dst_name[50];
495 char src_name[3][50];
497 /* FIXME: support output modifiers */
499 /* Handle output register */
500 pshader_get_register_name(arg->dst, dst_name);
501 pshader_get_write_mask(arg->dst, dst_wmask);
502 strcat(dst_name, dst_wmask);
504 /* Generate input register names (with modifiers) */
505 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
506 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
507 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
509 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
510 shader_addline(buffer, "CMP %s, TMP, %s, %s;\n", dst_name, src_name[1], src_name[2]);
513 void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
515 SHADER_BUFFER* buffer = arg->buffer;
516 char dst_wmask[20];
517 char dst_name[50];
518 char src_name[3][50];
520 /* FIXME: support output modifiers */
522 /* Handle output register */
523 pshader_get_register_name(arg->dst, dst_name);
524 pshader_get_write_mask(arg->dst, dst_wmask);
525 strcat(dst_name, dst_wmask);
527 /* Generate input register names (with modifiers) */
528 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
529 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
530 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
532 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
533 src_name[0], src_name[2], src_name[1]);
536 /* Map the opcode 1-to-1 to the GL code */
537 void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
539 CONST SHADER_OPCODE* curOpcode = arg->opcode;
540 SHADER_BUFFER* buffer = arg->buffer;
541 DWORD dst = arg->dst;
542 DWORD* src = arg->src;
544 unsigned int i;
545 char tmpLine[256];
547 /* Output token related */
548 char output_rname[256];
549 char output_wmask[20];
550 BOOL saturate = FALSE;
551 BOOL centroid = FALSE;
552 BOOL partialprecision = FALSE;
553 DWORD shift;
555 strcpy(tmpLine, curOpcode->glname);
557 /* Process modifiers */
558 if (0 != (dst & D3DSP_DSTMOD_MASK)) {
559 DWORD mask = dst & D3DSP_DSTMOD_MASK;
561 saturate = mask & D3DSPDM_SATURATE;
562 centroid = mask & D3DSPDM_MSAMPCENTROID;
563 partialprecision = mask & D3DSPDM_PARTIALPRECISION;
564 mask &= ~(D3DSPDM_MSAMPCENTROID | D3DSPDM_PARTIALPRECISION | D3DSPDM_SATURATE);
565 if (mask)
566 FIXME("Unrecognized modifier(0x%#lx)\n", mask >> D3DSP_DSTMOD_SHIFT);
568 if (centroid)
569 FIXME("Unhandled modifier(0x%#lx)\n", mask >> D3DSP_DSTMOD_SHIFT);
571 shift = (dst & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
573 /* Generate input and output registers */
574 if (curOpcode->num_params > 0) {
575 char operands[4][100];
577 /* Generate input register names (with modifiers) */
578 for (i = 1; i < curOpcode->num_params; ++i)
579 pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i]);
581 /* Handle output register */
582 pshader_get_register_name(dst, output_rname);
583 strcpy(operands[0], output_rname);
584 pshader_get_write_mask(dst, output_wmask);
585 strcat(operands[0], output_wmask);
587 if (saturate && (shift == 0))
588 strcat(tmpLine, "_SAT");
589 strcat(tmpLine, " ");
590 strcat(tmpLine, operands[0]);
591 for (i = 1; i < curOpcode->num_params; i++) {
592 strcat(tmpLine, ", ");
593 strcat(tmpLine, operands[i]);
595 strcat(tmpLine,";\n");
596 shader_addline(buffer, tmpLine);
598 /* A shift requires another line. */
599 if (shift != 0)
600 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
604 void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
606 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
607 DWORD dst = arg->dst;
608 DWORD* src = arg->src;
609 SHADER_BUFFER* buffer = arg->buffer;
610 DWORD hex_version = This->baseShader.hex_version;
612 char reg_dest[40];
613 char reg_coord[40];
614 DWORD reg_dest_code;
615 DWORD reg_sampler_code;
617 /* All versions have a destination register */
618 reg_dest_code = dst & D3DSP_REGNUM_MASK;
619 pshader_get_register_name(dst, reg_dest);
621 /* 1.0-1.3: Use destination register as coordinate source.
622 1.4+: Use provided coordinate source register. */
623 if (hex_version < D3DPS_VERSION(1,4))
624 strcpy(reg_coord, reg_dest);
625 else
626 pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord);
628 /* 1.0-1.4: Use destination register number as texture code.
629 2.0+: Use provided sampler number as texure code. */
630 if (hex_version < D3DPS_VERSION(2,0))
631 reg_sampler_code = reg_dest_code;
632 else
633 reg_sampler_code = src[1] & D3DSP_REGNUM_MASK;
635 shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
636 reg_dest, reg_coord, reg_sampler_code);
639 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
641 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
642 DWORD dst = arg->dst;
643 DWORD* src = arg->src;
644 SHADER_BUFFER* buffer = arg->buffer;
645 DWORD hex_version = This->baseShader.hex_version;
647 char tmp[20];
648 pshader_get_write_mask(dst, tmp);
649 if (hex_version != D3DPS_VERSION(1,4)) {
650 DWORD reg = dst & D3DSP_REGNUM_MASK;
651 shader_addline(buffer, "MOV_SAT T%lu%s, fragment.texcoord[%lu];\n", reg, tmp, reg);
652 } else {
653 DWORD reg1 = dst & D3DSP_REGNUM_MASK;
654 DWORD reg2 = src[0] & D3DSP_REGNUM_MASK;
655 shader_addline(buffer, "MOV R%lu%s, fragment.texcoord[%lu];\n", reg1, tmp, reg2);
659 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
661 SHADER_BUFFER* buffer = arg->buffer;
663 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
664 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
665 shader_addline(buffer, "MOV TMP.r, T%lu.a;\n", reg2);
666 shader_addline(buffer, "MOV TMP.g, T%lu.r;\n", reg2);
667 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
670 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
672 SHADER_BUFFER* buffer = arg->buffer;
674 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
675 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
676 shader_addline(buffer, "MOV TMP.r, T%lu.g;\n", reg2);
677 shader_addline(buffer, "MOV TMP.g, T%lu.b;\n", reg2);
678 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
681 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
683 SHADER_BUFFER* buffer = arg->buffer;
684 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
685 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
687 /* FIXME: Should apply the BUMPMAPENV matrix */
688 shader_addline(buffer, "ADD TMP.rg, fragment.texcoord[%lu], T%lu;\n", reg1, reg2);
689 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
692 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
694 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
695 SHADER_BUFFER* buffer = arg->buffer;
696 char src0_name[50];
698 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
699 shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, src0_name);
702 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
704 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
705 SHADER_BUFFER* buffer = arg->buffer;
706 char src0_name[50];
708 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
709 shader_addline(buffer, "DP3 TMP.y, T%lu, %s;\n", reg, src0_name);
710 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg);
713 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
715 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
716 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
717 SHADER_BUFFER* buffer = arg->buffer;
718 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
719 char src0_name[50];
721 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
722 shader_addline(buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x' + current_state->current_row, reg, src0_name);
723 current_state->texcoord_w[current_state->current_row++] = reg;
726 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
728 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
729 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
730 SHADER_BUFFER* buffer = arg->buffer;
731 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
732 char src0_name[50];
734 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
735 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
737 /* Cubemap textures will be more used than 3D ones. */
738 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
739 current_state->current_row = 0;
742 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
744 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
745 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
746 SHADER_BUFFER* buffer = arg->buffer;
747 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
748 char src0_name[50];
750 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
751 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
753 /* Construct the eye-ray vector from w coordinates */
754 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", current_state->texcoord_w[0]);
755 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%lu].w;\n", current_state->texcoord_w[1]);
756 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%lu].w;\n", reg);
758 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
759 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
760 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
761 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
763 /* Cubemap textures will be more used than 3D ones. */
764 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
765 current_state->current_row = 0;
768 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
770 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
771 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
772 DWORD reg3 = arg->src[1] & D3DSP_REGNUM_MASK;
773 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
774 SHADER_BUFFER* buffer = arg->buffer;
775 char src0_name[50];
777 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
778 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
780 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
781 shader_addline(buffer, "DP3 TMP.w, TMP, C[%lu];\n", reg3);
782 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
783 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%lu];\n", reg3);
785 /* Cubemap textures will be more used than 3D ones. */
786 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
787 current_state->current_row = 0;
790 /** Handles transforming all D3DSIO_M?x? opcodes for
791 Vertex shaders to ARB_vertex_program codes */
792 void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
794 int i;
795 int nComponents = 0;
796 SHADER_OPCODE_ARG tmpArg;
798 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
800 /* Set constants for the temporary argument */
801 tmpArg.shader = arg->shader;
802 tmpArg.buffer = arg->buffer;
803 tmpArg.src[0] = arg->src[0];
804 tmpArg.src_addr[0] = arg->src_addr[0];
805 tmpArg.src_addr[1] = arg->src_addr[1];
806 tmpArg.reg_maps = arg->reg_maps;
808 switch(arg->opcode->opcode) {
809 case D3DSIO_M4x4:
810 nComponents = 4;
811 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
812 break;
813 case D3DSIO_M4x3:
814 nComponents = 3;
815 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
816 break;
817 case D3DSIO_M3x4:
818 nComponents = 4;
819 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
820 break;
821 case D3DSIO_M3x3:
822 nComponents = 3;
823 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
824 break;
825 case D3DSIO_M3x2:
826 nComponents = 2;
827 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
828 break;
829 default:
830 break;
833 for (i = 0; i < nComponents; i++) {
834 tmpArg.dst = ((arg->dst) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<<i);
835 tmpArg.src[1] = arg->src[1]+i;
836 vshader_hw_map2gl(&tmpArg);
840 /* TODO: merge with pixel shader */
841 /* Map the opcode 1-to-1 to the GL code */
842 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
844 CONST SHADER_OPCODE* curOpcode = arg->opcode;
845 SHADER_BUFFER* buffer = arg->buffer;
846 DWORD dst = arg->dst;
847 DWORD* src = arg->src;
849 DWORD dst_regtype = shader_get_regtype(dst);
850 char tmpLine[256];
851 unsigned int i;
853 if (curOpcode->opcode == D3DSIO_MOV && dst_regtype == D3DSPR_ADDR)
854 strcpy(tmpLine, "ARL");
855 else
856 strcpy(tmpLine, curOpcode->glname);
858 if (curOpcode->num_params > 0) {
859 vshader_program_add_param(arg, dst, FALSE, tmpLine);
860 for (i = 1; i < curOpcode->num_params; ++i) {
861 strcat(tmpLine, ",");
862 vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
865 shader_addline(buffer, "%s;\n", tmpLine);