| /* |
| * Pixel and vertex shaders implementation using ARB_vertex_program |
| * and ARB_fragment_program GL extensions. |
| * |
| * Copyright 2002-2003 Jason Edmeades |
| * Copyright 2002-2003 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2006 Ivan Gyurdiev |
| * Copyright 2006 Jason Green |
| * Copyright 2006 Henri Verbeet |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| |
| #include <math.h> |
| #include <stdio.h> |
| |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_constants); |
| |
| #define GLINFO_LOCATION (*gl_info) |
| |
| /******************************************************** |
| * ARB_[vertex/fragment]_program helper functions follow |
| ********************************************************/ |
| |
| /** |
| * Loads floating point constants into the currently set ARB_vertex/fragment_program. |
| * When constant_list == NULL, it will load all the constants. |
| * |
| * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders) |
| * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders) |
| */ |
| static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type, |
| unsigned int max_constants, float* constants, struct list *constant_list) { |
| constants_entry *constant; |
| local_constant* lconst; |
| DWORD i, j, k; |
| DWORD *idx; |
| |
| if (TRACE_ON(d3d_shader)) { |
| LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) { |
| idx = constant->idx; |
| j = constant->count; |
| while (j--) { |
| i = *idx++; |
| TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i, |
| constants[i * 4 + 0], constants[i * 4 + 1], |
| constants[i * 4 + 2], constants[i * 4 + 3]); |
| } |
| } |
| } |
| /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */ |
| if(target_type == GL_FRAGMENT_PROGRAM_ARB && |
| WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) { |
| float lcl_const[4]; |
| LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) { |
| idx = constant->idx; |
| j = constant->count; |
| while (j--) { |
| i = *idx++; |
| k = i * 4; |
| if(constants[k + 0] > 1.0) lcl_const[0] = 1.0; |
| else if(constants[k + 0] < -1.0) lcl_const[0] = -1.0; |
| else lcl_const[0] = constants[k + 0]; |
| |
| if(constants[k + 1] > 1.0) lcl_const[1] = 1.0; |
| else if(constants[k + 1] < -1.0) lcl_const[1] = -1.0; |
| else lcl_const[1] = constants[k + 1]; |
| |
| if(constants[k + 2] > 1.0) lcl_const[2] = 1.0; |
| else if(constants[k + 2] < -1.0) lcl_const[2] = -1.0; |
| else lcl_const[2] = constants[k + 2]; |
| |
| if(constants[k + 3] > 1.0) lcl_const[3] = 1.0; |
| else if(constants[k + 3] < -1.0) lcl_const[3] = -1.0; |
| else lcl_const[3] = constants[k + 3]; |
| |
| GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const)); |
| } |
| } |
| } else { |
| LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) { |
| idx = constant->idx; |
| j = constant->count; |
| while (j--) { |
| i = *idx++; |
| GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4))); |
| } |
| } |
| } |
| checkGLcall("glProgramEnvParameter4fvARB()"); |
| |
| /* Load immediate constants */ |
| if (TRACE_ON(d3d_shader)) { |
| LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { |
| GLfloat* values = (GLfloat*)lconst->value; |
| TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx, |
| values[0], values[1], values[2], values[3]); |
| } |
| } |
| /* Immediate constants are clamped for 1.X shaders at loading times */ |
| LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { |
| GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value)); |
| } |
| checkGLcall("glProgramEnvParameter4fvARB()"); |
| } |
| |
| /** |
| * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs. |
| * |
| * We only support float constants in ARB at the moment, so don't |
| * worry about the Integers or Booleans |
| */ |
| void shader_arb_load_constants( |
| IWineD3DDevice* device, |
| char usePixelShader, |
| char useVertexShader) { |
| |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; |
| IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; |
| WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; |
| |
| if (useVertexShader) { |
| IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; |
| |
| /* Load DirectX 9 float constants for vertex shader */ |
| shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB, |
| GL_LIMITS(vshader_constantsF), |
| stateBlock->vertexShaderConstantF, |
| &stateBlock->set_vconstantsF); |
| |
| /* Upload the position fixup */ |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup)); |
| } |
| |
| if (usePixelShader) { |
| |
| IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader; |
| |
| /* Load DirectX 9 float constants for pixel shader */ |
| shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB, |
| GL_LIMITS(pshader_constantsF), |
| stateBlock->pixelShaderConstantF, |
| &stateBlock->set_pconstantsF); |
| if(((IWineD3DPixelShaderImpl *) pshader)->bumpenvmatconst) { |
| /* needsbumpmat stores the stage number from where to load the matrix. bumpenvmatconst stores the |
| * number of the constant to load the matrix into. |
| * The state manager takes care that this function is always called if the bump env matrix changes |
| */ |
| IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader; |
| float *data = (float *) &stateBlock->textureState[(int) psi->needsbumpmat][WINED3DTSS_BUMPENVMAT00]; |
| GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst, data)); |
| } |
| } |
| } |
| |
| /* Generate the variable & register declarations for the ARB_vertex_program output target */ |
| void shader_generate_arb_declarations( |
| IWineD3DBaseShader *iface, |
| shader_reg_maps* reg_maps, |
| SHADER_BUFFER* buffer, |
| WineD3D_GL_Info* gl_info) { |
| |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; |
| DWORD i; |
| char pshader = shader_is_pshader_version(This->baseShader.hex_version); |
| unsigned max_constantsF = min(This->baseShader.limits.constant_float, |
| (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF))); |
| |
| /* Temporary Output register */ |
| shader_addline(buffer, "TEMP TMP_OUT;\n"); |
| |
| for(i = 0; i < This->baseShader.limits.temporary; i++) { |
| if (reg_maps->temporary[i]) |
| shader_addline(buffer, "TEMP R%u;\n", i); |
| } |
| |
| for (i = 0; i < This->baseShader.limits.address; i++) { |
| if (reg_maps->address[i]) |
| shader_addline(buffer, "ADDRESS A%d;\n", i); |
| } |
| |
| for(i = 0; i < This->baseShader.limits.texcoord; i++) { |
| if (reg_maps->texcoord[i]) |
| shader_addline(buffer,"TEMP T%u;\n", i); |
| } |
| |
| /* Texture coordinate registers must be pre-loaded */ |
| for (i = 0; i < This->baseShader.limits.texcoord; i++) { |
| if (reg_maps->texcoord[i]) |
| shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i); |
| } |
| |
| if(reg_maps->bumpmat != -1 /* Only a pshader can use texbem */) { |
| /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from |
| * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying |
| * bump mapping. |
| */ |
| if(max_constantsF < GL_LIMITS(pshader_constantsF)) { |
| ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst = max_constantsF; |
| shader_addline(buffer, "PARAM bumpenvmat = program.env[%d];\n", ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst); |
| } else { |
| FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n"); |
| } |
| } |
| |
| /* Need to PARAM the environment parameters (constants) so we can use relative addressing */ |
| shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n", |
| max_constantsF, max_constantsF - 1); |
| } |
| |
| static const char * const shift_tab[] = { |
| "dummy", /* 0 (none) */ |
| "coefmul.x", /* 1 (x2) */ |
| "coefmul.y", /* 2 (x4) */ |
| "coefmul.z", /* 3 (x8) */ |
| "coefmul.w", /* 4 (x16) */ |
| "dummy", /* 5 (x32) */ |
| "dummy", /* 6 (x64) */ |
| "dummy", /* 7 (x128) */ |
| "dummy", /* 8 (d256) */ |
| "dummy", /* 9 (d128) */ |
| "dummy", /* 10 (d64) */ |
| "dummy", /* 11 (d32) */ |
| "coefdiv.w", /* 12 (d16) */ |
| "coefdiv.z", /* 13 (d8) */ |
| "coefdiv.y", /* 14 (d4) */ |
| "coefdiv.x" /* 15 (d2) */ |
| }; |
| |
| static void shader_arb_get_write_mask(const DWORD param, char *write_mask) { |
| char *ptr = write_mask; |
| |
| if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) { |
| *ptr++ = '.'; |
| if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x'; |
| if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y'; |
| if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; |
| if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w'; |
| } |
| |
| *ptr = '\0'; |
| } |
| |
| static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) { |
| /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra", |
| * but addressed as "rgba". To fix this we need to swap the register's x |
| * and z components. */ |
| const char *swizzle_chars = fixup ? "zyxw" : "xyzw"; |
| char *ptr = swizzle_str; |
| |
| /* swizzle bits fields: wwzzyyxx */ |
| DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT; |
| DWORD swizzle_x = swizzle & 0x03; |
| DWORD swizzle_y = (swizzle >> 2) & 0x03; |
| DWORD swizzle_z = (swizzle >> 4) & 0x03; |
| DWORD swizzle_w = (swizzle >> 6) & 0x03; |
| |
| /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to |
| * generate a swizzle string. Unless we need to our own swizzling. */ |
| if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) { |
| *ptr++ = '.'; |
| if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) { |
| *ptr++ = swizzle_chars[swizzle_x]; |
| } else { |
| *ptr++ = swizzle_chars[swizzle_x]; |
| *ptr++ = swizzle_chars[swizzle_y]; |
| *ptr++ = swizzle_chars[swizzle_z]; |
| *ptr++ = swizzle_chars[swizzle_w]; |
| } |
| } |
| |
| *ptr = '\0'; |
| } |
| |
| static void pshader_get_register_name( |
| const DWORD param, char* regstr) { |
| |
| DWORD reg = param & WINED3DSP_REGNUM_MASK; |
| DWORD regtype = shader_get_regtype(param); |
| |
| switch (regtype) { |
| case WINED3DSPR_TEMP: |
| sprintf(regstr, "R%u", reg); |
| break; |
| case WINED3DSPR_INPUT: |
| if (reg==0) { |
| strcpy(regstr, "fragment.color.primary"); |
| } else { |
| strcpy(regstr, "fragment.color.secondary"); |
| } |
| break; |
| case WINED3DSPR_CONST: |
| sprintf(regstr, "C[%u]", reg); |
| break; |
| case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ |
| sprintf(regstr,"T%u", reg); |
| break; |
| case WINED3DSPR_COLOROUT: |
| if (reg == 0) |
| sprintf(regstr, "TMP_COLOR"); |
| else { |
| /* TODO: See GL_ARB_draw_buffers */ |
| FIXME("Unsupported write to render target %u\n", reg); |
| sprintf(regstr, "unsupported_register"); |
| } |
| break; |
| case WINED3DSPR_DEPTHOUT: |
| sprintf(regstr, "result.depth"); |
| break; |
| case WINED3DSPR_ATTROUT: |
| sprintf(regstr, "oD[%u]", reg); |
| break; |
| case WINED3DSPR_TEXCRDOUT: |
| sprintf(regstr, "oT[%u]", reg); |
| break; |
| default: |
| FIXME("Unhandled register name Type(%d)\n", regtype); |
| sprintf(regstr, "unrecognized_register"); |
| break; |
| } |
| } |
| |
| /* TODO: merge with pixel shader */ |
| static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) { |
| |
| IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader; |
| |
| /* oPos, oFog and oPts in D3D */ |
| static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" }; |
| |
| DWORD reg = param & WINED3DSP_REGNUM_MASK; |
| DWORD regtype = shader_get_regtype(param); |
| char tmpReg[255]; |
| BOOL is_color = FALSE; |
| |
| if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) { |
| strcat(hwLine, " -"); |
| } else { |
| strcat(hwLine, " "); |
| } |
| |
| switch (regtype) { |
| case WINED3DSPR_TEMP: |
| sprintf(tmpReg, "R%u", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| case WINED3DSPR_INPUT: |
| |
| if (vshader_input_is_color((IWineD3DVertexShader*) This, reg)) |
| is_color = TRUE; |
| |
| sprintf(tmpReg, "vertex.attrib[%u]", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| case WINED3DSPR_CONST: |
| sprintf(tmpReg, "C[%s%u]", (param & WINED3DSHADER_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/ |
| sprintf(tmpReg, "A%u", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| case WINED3DSPR_RASTOUT: |
| sprintf(tmpReg, "%s", hwrastout_reg_names[reg]); |
| strcat(hwLine, tmpReg); |
| break; |
| case WINED3DSPR_ATTROUT: |
| if (reg==0) { |
| strcat(hwLine, "result.color.primary"); |
| } else { |
| strcat(hwLine, "result.color.secondary"); |
| } |
| break; |
| case WINED3DSPR_TEXCRDOUT: |
| sprintf(tmpReg, "result.texcoord[%u]", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| default: |
| FIXME("Unknown reg type %d %d\n", regtype, reg); |
| strcat(hwLine, "unrecognized_register"); |
| break; |
| } |
| |
| if (!is_input) { |
| char write_mask[6]; |
| shader_arb_get_write_mask(param, write_mask); |
| strcat(hwLine, write_mask); |
| } else { |
| char swizzle[6]; |
| shader_arb_get_swizzle(param, is_color, swizzle); |
| strcat(hwLine, swizzle); |
| } |
| } |
| |
| static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projective) { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; |
| const char *tex_type; |
| |
| switch(sampler_type) { |
| case WINED3DSTT_1D: |
| tex_type = "1D"; |
| break; |
| |
| case WINED3DSTT_2D: |
| tex_type = "2D"; |
| break; |
| |
| case WINED3DSTT_VOLUME: |
| tex_type = "3D"; |
| break; |
| |
| case WINED3DSTT_CUBE: |
| tex_type = "CUBE"; |
| break; |
| |
| default: |
| ERR("Unexpected texture type %d\n", sampler_type); |
| tex_type = ""; |
| } |
| |
| if (projective && deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) { |
| shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); |
| } else { |
| shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); |
| } |
| } |
| |
| static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) { |
| IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device; |
| WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; |
| WINED3DFORMAT fmt; |
| WINED3DFORMAT conversion_group; |
| IWineD3DBaseTextureImpl *texture; |
| UINT i; |
| BOOL recorded = FALSE; |
| DWORD sampler_idx; |
| DWORD hex_version = shader->baseShader.hex_version; |
| char reg[256]; |
| char writemask[6]; |
| |
| switch(arg->opcode->opcode) { |
| case WINED3DSIO_TEX: |
| if (hex_version < WINED3DPS_VERSION(2,0)) { |
| sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| } else { |
| sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; |
| } |
| break; |
| |
| case WINED3DSIO_TEXLDL: |
| FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n"); |
| return; |
| |
| case WINED3DSIO_TEXDP3TEX: |
| case WINED3DSIO_TEXM3x3TEX: |
| case WINED3DSIO_TEXM3x3SPEC: |
| case WINED3DSIO_TEXM3x3VSPEC: |
| case WINED3DSIO_TEXBEM: |
| case WINED3DSIO_TEXREG2AR: |
| case WINED3DSIO_TEXREG2GB: |
| case WINED3DSIO_TEXREG2RGB: |
| sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| break; |
| |
| default: |
| /* Not a texture sampling instruction, nothing to do */ |
| return; |
| }; |
| |
| texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx]; |
| if(texture) { |
| fmt = texture->resource.format; |
| conversion_group = texture->baseTexture.shader_conversion_group; |
| } else { |
| fmt = WINED3DFMT_UNKNOWN; |
| conversion_group = WINED3DFMT_UNKNOWN; |
| } |
| |
| /* before doing anything, record the sampler with the format in the format conversion list, |
| * but check if it's not there already |
| */ |
| for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) { |
| if(shader->baseShader.sampled_samplers[i] == sampler_idx) { |
| recorded = TRUE; |
| } |
| } |
| if(!recorded) { |
| shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx; |
| shader->baseShader.num_sampled_samplers++; |
| shader->baseShader.sampled_format[sampler_idx] = conversion_group; |
| } |
| |
| pshader_get_register_name(arg->dst, reg); |
| shader_arb_get_write_mask(arg->dst, writemask); |
| if(strlen(writemask) == 0) strcpy(writemask, ".xyzw"); |
| |
| switch(fmt) { |
| case WINED3DFMT_V8U8: |
| case WINED3DFMT_V16U16: |
| if(GL_SUPPORT(NV_TEXTURE_SHADER) || |
| (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) { |
| /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */ |
| if(strlen(writemask) >= 4) { |
| shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]); |
| } |
| } else { |
| /* Correct the sign, but leave the blue as it is - it was loaded correctly already |
| * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale |
| * all registers, do so, this saves an instruction. |
| */ |
| if(strlen(writemask) >= 5) { |
| shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg); |
| } else if(strlen(writemask) >= 3) { |
| shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", |
| reg, writemask[1], |
| reg, writemask[1]); |
| shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", |
| reg, writemask[2], |
| reg, writemask[2]); |
| } else if(strlen(writemask) == 2) { |
| shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1], |
| reg, writemask[1]); |
| } |
| } |
| break; |
| |
| case WINED3DFMT_X8L8V8U8: |
| if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { |
| /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already, |
| * and a(X) is always 1.0. Cannot do a full conversion due to L(blue) |
| */ |
| if(strlen(writemask) >= 3) { |
| shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", |
| reg, writemask[1], |
| reg, writemask[1]); |
| shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", |
| reg, writemask[2], |
| reg, writemask[2]); |
| } else if(strlen(writemask) == 2) { |
| shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", |
| reg, writemask[1], |
| reg, writemask[1]); |
| } |
| } |
| break; |
| |
| case WINED3DFMT_L6V5U5: |
| if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { |
| if(strlen(writemask) >= 4) { |
| /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */ |
| shader_addline(arg->buffer, "MOV TMP.g, %s.%c;\n", |
| reg, writemask[2]); |
| shader_addline(arg->buffer, "MAD %s.%c%c, %s.%c%c, coefmul.x, -one;\n", |
| reg, writemask[1], writemask[1], |
| reg, writemask[1], writemask[3]); |
| shader_addline(arg->buffer, "MOV %s.%c, TMP.g;\n", reg, |
| writemask[3]); |
| } else if(strlen(writemask) == 3) { |
| /* This is bad: We have VL, but we need VU */ |
| FIXME("2 components sampled from a converted L6V5U5 texture\n"); |
| } else { |
| shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", |
| reg, writemask[1], |
| reg, writemask[1]); |
| } |
| } |
| break; |
| |
| case WINED3DFMT_Q8W8V8U8: |
| if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { |
| /* Correct the sign in all channels */ |
| switch(strlen(writemask)) { |
| case 4: |
| shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", |
| reg, writemask[3], |
| reg, writemask[3]); |
| /* drop through */ |
| case 3: |
| shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", |
| reg, writemask[2], |
| reg, writemask[2]); |
| /* drop through */ |
| case 2: |
| shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", |
| reg, writemask[1], |
| reg, writemask[1]); |
| break; |
| |
| /* Should not occur, since it's at minimum '.' and a letter */ |
| case 1: |
| ERR("Unexpected writemask: \"%s\"\n", writemask); |
| break; |
| |
| case 5: |
| default: |
| shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg); |
| } |
| } |
| break; |
| |
| /* stupid compiler */ |
| default: |
| break; |
| } |
| } |
| |
| |
| static void pshader_gen_input_modifier_line ( |
| SHADER_BUFFER* buffer, |
| const DWORD instr, |
| int tmpreg, |
| char *outregstr) { |
| |
| /* Generate a line that does the input modifier computation and return the input register to use */ |
| char regstr[256]; |
| char swzstr[20]; |
| int insert_line; |
| |
| /* Assume a new line will be added */ |
| insert_line = 1; |
| |
| /* Get register name */ |
| pshader_get_register_name(instr, regstr); |
| shader_arb_get_swizzle(instr, FALSE, swzstr); |
| |
| switch (instr & WINED3DSP_SRCMOD_MASK) { |
| case WINED3DSPSM_NONE: |
| sprintf(outregstr, "%s%s", regstr, swzstr); |
| insert_line = 0; |
| break; |
| case WINED3DSPSM_NEG: |
| sprintf(outregstr, "-%s%s", regstr, swzstr); |
| insert_line = 0; |
| break; |
| case WINED3DSPSM_BIAS: |
| shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_BIASNEG: |
| shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_SIGN: |
| shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_SIGNNEG: |
| shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_COMP: |
| shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr); |
| break; |
| case WINED3DSPSM_X2: |
| shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr); |
| break; |
| case WINED3DSPSM_X2NEG: |
| shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr); |
| break; |
| case WINED3DSPSM_DZ: |
| shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr); |
| shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); |
| break; |
| case WINED3DSPSM_DW: |
| shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr); |
| shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); |
| break; |
| default: |
| sprintf(outregstr, "%s%s", regstr, swzstr); |
| insert_line = 0; |
| } |
| |
| /* Return modified or original register, with swizzle */ |
| if (insert_line) |
| sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr); |
| } |
| |
| static inline void pshader_gen_output_modifier_line( |
| SHADER_BUFFER* buffer, |
| int saturate, |
| char *write_mask, |
| int shift, |
| char *regstr) { |
| |
| /* Generate a line that does the output modifier computation */ |
| shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "", |
| regstr, write_mask, regstr, shift_tab[shift]); |
| } |
| |
| void pshader_hw_bem(SHADER_OPCODE_ARG* arg) { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_name[50]; |
| char src_name[2][50]; |
| char dst_wmask[20]; |
| |
| pshader_get_register_name(arg->dst, dst_name); |
| shader_arb_get_write_mask(arg->dst, dst_wmask); |
| strcat(dst_name, dst_wmask); |
| |
| pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]); |
| pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]); |
| |
| if(This->bumpenvmatconst != -1) { |
| /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */ |
| shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n"); |
| shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]); |
| shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n"); |
| shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]); |
| |
| shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]); |
| } else { |
| shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]); |
| } |
| } |
| |
| void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_wmask[20]; |
| char dst_name[50]; |
| char src_name[3][50]; |
| |
| /* FIXME: support output modifiers */ |
| |
| /* Handle output register */ |
| pshader_get_register_name(arg->dst, dst_name); |
| shader_arb_get_write_mask(arg->dst, dst_wmask); |
| strcat(dst_name, dst_wmask); |
| |
| /* Generate input register names (with modifiers) */ |
| pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]); |
| pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]); |
| pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]); |
| |
| /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */ |
| if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) && |
| arg->opcode_token & WINED3DSI_COISSUE) { |
| shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[1]); |
| } else { |
| shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]); |
| shader_addline(buffer, "CMP %s, TMP, %s, %s;\n", dst_name, src_name[1], src_name[2]); |
| } |
| } |
| |
| void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) { |
| |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_wmask[20]; |
| char dst_name[50]; |
| char src_name[3][50]; |
| |
| /* FIXME: support output modifiers */ |
| |
| /* Handle output register */ |
| pshader_get_register_name(arg->dst, dst_name); |
| shader_arb_get_write_mask(arg->dst, dst_wmask); |
| strcat(dst_name, dst_wmask); |
| |
| /* Generate input register names (with modifiers) */ |
| pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]); |
| pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]); |
| pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]); |
| |
| shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name, |
| src_name[0], src_name[2], src_name[1]); |
| } |
| |
| /* Map the opcode 1-to-1 to the GL code */ |
| void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { |
| |
| CONST SHADER_OPCODE* curOpcode = arg->opcode; |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD dst = arg->dst; |
| DWORD* src = arg->src; |
| |
| unsigned int i; |
| char tmpLine[256]; |
| |
| /* Output token related */ |
| char output_rname[256]; |
| char output_wmask[20]; |
| BOOL saturate = FALSE; |
| BOOL centroid = FALSE; |
| BOOL partialprecision = FALSE; |
| DWORD shift; |
| |
| strcpy(tmpLine, curOpcode->glname); |
| |
| /* Process modifiers */ |
| if (0 != (dst & WINED3DSP_DSTMOD_MASK)) { |
| DWORD mask = dst & WINED3DSP_DSTMOD_MASK; |
| |
| saturate = mask & WINED3DSPDM_SATURATE; |
| centroid = mask & WINED3DSPDM_MSAMPCENTROID; |
| partialprecision = mask & WINED3DSPDM_PARTIALPRECISION; |
| mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE); |
| if (mask) |
| FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT); |
| |
| if (centroid) |
| FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT); |
| } |
| shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; |
| |
| /* Generate input and output registers */ |
| if (curOpcode->num_params > 0) { |
| char operands[4][100]; |
| |
| /* Generate input register names (with modifiers) */ |
| for (i = 1; i < curOpcode->num_params; ++i) |
| pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i]); |
| |
| /* Handle output register */ |
| pshader_get_register_name(dst, output_rname); |
| strcpy(operands[0], output_rname); |
| shader_arb_get_write_mask(dst, output_wmask); |
| strcat(operands[0], output_wmask); |
| |
| if (saturate && (shift == 0)) |
| strcat(tmpLine, "_SAT"); |
| strcat(tmpLine, " "); |
| strcat(tmpLine, operands[0]); |
| for (i = 1; i < curOpcode->num_params; i++) { |
| strcat(tmpLine, ", "); |
| strcat(tmpLine, operands[i]); |
| } |
| strcat(tmpLine,";\n"); |
| shader_addline(buffer, tmpLine); |
| |
| /* A shift requires another line. */ |
| if (shift != 0) |
| pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname); |
| } |
| } |
| |
| void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD hex_version = This->baseShader.hex_version; |
| SHADER_BUFFER* buffer = arg->buffer; |
| char reg_dest[40]; |
| |
| /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented, |
| * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit) |
| */ |
| pshader_get_register_name(arg->dst, reg_dest); |
| |
| if(hex_version >= WINED3DPS_VERSION(2,0)) { |
| /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */ |
| shader_addline(buffer, "KIL %s;\n", reg_dest); |
| } else { |
| /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component, |
| * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL |
| */ |
| shader_addline(buffer, "MOV TMP, %s;\n", reg_dest); |
| shader_addline(buffer, "MOV TMP.w, one.w;\n", reg_dest); |
| shader_addline(buffer, "KIL TMP;\n", reg_dest); |
| } |
| } |
| |
| void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| |
| DWORD dst = arg->dst; |
| DWORD* src = arg->src; |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD hex_version = This->baseShader.hex_version; |
| |
| char reg_dest[40]; |
| char reg_coord[40]; |
| DWORD reg_dest_code; |
| DWORD reg_sampler_code; |
| |
| /* All versions have a destination register */ |
| reg_dest_code = dst & WINED3DSP_REGNUM_MASK; |
| pshader_get_register_name(dst, reg_dest); |
| |
| /* 1.0-1.3: Use destination register as coordinate source. |
| 1.4+: Use provided coordinate source register. */ |
| if (hex_version < WINED3DPS_VERSION(1,4)) |
| strcpy(reg_coord, reg_dest); |
| else |
| pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord); |
| |
| /* 1.0-1.4: Use destination register number as texture code. |
| 2.0+: Use provided sampler number as texure code. */ |
| if (hex_version < WINED3DPS_VERSION(2,0)) |
| reg_sampler_code = reg_dest_code; |
| else |
| reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK; |
| |
| shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, TRUE); |
| } |
| |
| void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD dst = arg->dst; |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD hex_version = This->baseShader.hex_version; |
| |
| char tmp[20]; |
| shader_arb_get_write_mask(dst, tmp); |
| if (hex_version != WINED3DPS_VERSION(1,4)) { |
| DWORD reg = dst & WINED3DSP_REGNUM_MASK; |
| shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg); |
| } else { |
| DWORD reg1 = dst & WINED3DSP_REGNUM_MASK; |
| char reg_src[40]; |
| |
| pshader_gen_input_modifier_line(buffer, arg->src[0], 0, reg_src); |
| shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src); |
| } |
| } |
| |
| void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) { |
| |
| SHADER_BUFFER* buffer = arg->buffer; |
| |
| DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; |
| DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK; |
| char dst_str[8]; |
| |
| sprintf(dst_str, "T%u", reg1); |
| shader_addline(buffer, "MOV TMP.r, T%u.a;\n", reg2); |
| shader_addline(buffer, "MOV TMP.g, T%u.r;\n", reg2); |
| shader_hw_sample(arg, reg1, dst_str, "TMP", TRUE); |
| } |
| |
| void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { |
| |
| SHADER_BUFFER* buffer = arg->buffer; |
| |
| DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; |
| DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK; |
| char dst_str[8]; |
| |
| sprintf(dst_str, "T%u", reg1); |
| shader_addline(buffer, "MOV TMP.r, T%u.g;\n", reg2); |
| shader_addline(buffer, "MOV TMP.g, T%u.b;\n", reg2); |
| shader_hw_sample(arg, reg1, dst_str, "TMP", TRUE); |
| } |
| |
| void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| |
| DWORD dst = arg->dst; |
| DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| |
| char reg_coord[40]; |
| DWORD reg_dest_code; |
| |
| /* All versions have a destination register */ |
| reg_dest_code = dst & WINED3DSP_REGNUM_MASK; |
| /* Can directly use the name because texbem is only valid for <= 1.3 shaders */ |
| pshader_get_register_name(dst, reg_coord); |
| |
| if(This->bumpenvmatconst != -1) { |
| /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */ |
| |
| shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n"); |
| shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src); |
| shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n"); |
| shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src); |
| |
| /* with projective textures, texbem only divides the static texture coord, not the displacement, |
| * so we can't let the GL handle this. |
| */ |
| if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS] |
| & WINED3DTTFF_PROJECTED) { |
| shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord); |
| shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord); |
| shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n"); |
| } else { |
| shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord); |
| } |
| |
| shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE); |
| } else { |
| /* Without a bump matrix loaded, just sample with the unmodified coordinates */ |
| shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, TRUE); |
| } |
| } |
| |
| void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) { |
| |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| char src0_name[50]; |
| |
| pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name); |
| } |
| |
| void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) { |
| |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_str[8]; |
| char src0_name[50]; |
| |
| sprintf(dst_str, "T%u", reg); |
| pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name); |
| shader_hw_sample(arg, reg, dst_str, "TMP", TRUE); |
| } |
| |
| void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; |
| char src0_name[50]; |
| |
| pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name); |
| current_state->texcoord_w[current_state->current_row++] = reg; |
| } |
| |
| void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; |
| char dst_str[8]; |
| char src0_name[50]; |
| |
| pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); |
| |
| /* Sample the texture using the calculated coordinates */ |
| sprintf(dst_str, "T%u", reg); |
| shader_hw_sample(arg, reg, dst_str, "TMP", TRUE); |
| current_state->current_row = 0; |
| } |
| |
| void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; |
| char dst_str[8]; |
| char src0_name[50]; |
| |
| pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); |
| |
| /* Construct the eye-ray vector from w coordinates */ |
| shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]); |
| shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]); |
| shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg); |
| |
| /* Calculate reflection vector |
| */ |
| shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n"); |
| /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */ |
| shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n"); |
| shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n"); |
| shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n"); |
| shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); |
| shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n"); |
| |
| /* Sample the texture using the calculated coordinates */ |
| sprintf(dst_str, "T%u", reg); |
| shader_hw_sample(arg, reg, dst_str, "TMP", TRUE); |
| current_state->current_row = 0; |
| } |
| |
| void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK; |
| SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_str[8]; |
| char src0_name[50]; |
| |
| pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); |
| shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); |
| |
| /* Calculate reflection vector. |
| * |
| * dot(N, E) |
| * TMP.xyz = 2 * --------- * N - E |
| * dot(N, N) |
| * |
| * Which normalizes the normal vector |
| */ |
| shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3); |
| shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n"); |
| shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n"); |
| shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n"); |
| shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); |
| shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3); |
| |
| /* Sample the texture using the calculated coordinates */ |
| sprintf(dst_str, "T%u", reg); |
| shader_hw_sample(arg, reg, dst_str, "TMP", TRUE); |
| current_state->current_row = 0; |
| } |
| |
| void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) { |
| SHADER_BUFFER* buffer = arg->buffer; |
| char dst_name[50]; |
| |
| /* texdepth has an implicit destination, the fragment depth value. It's only parameter, |
| * which is essentially an input, is the destiantion register because it is the first |
| * param. According to the msdn, this must be register r5, but let's keep it more flexible |
| * here |
| */ |
| pshader_get_register_name(arg->dst, dst_name); |
| |
| /* According to the msdn, the source register(must be r5) is unusable after |
| * the texdepth instruction, so we're free to modify it |
| */ |
| shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name); |
| |
| /* How to deal with the special case dst_name.g == 0? if r != 0, then |
| * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct |
| * result. But if r = 0.0, then 0 * inf = 0, which is incorrect. |
| */ |
| shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name); |
| shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name); |
| shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n", dst_name, dst_name); |
| shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n", dst_name, dst_name); |
| } |
| |
| /** Handles transforming all WINED3DSIO_M?x? opcodes for |
| Vertex shaders to ARB_vertex_program codes */ |
| void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) { |
| |
| int i; |
| int nComponents = 0; |
| SHADER_OPCODE_ARG tmpArg; |
| |
| memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG)); |
| |
| /* Set constants for the temporary argument */ |
| tmpArg.shader = arg->shader; |
| tmpArg.buffer = arg->buffer; |
| tmpArg.src[0] = arg->src[0]; |
| tmpArg.src_addr[0] = arg->src_addr[0]; |
| tmpArg.src_addr[1] = arg->src_addr[1]; |
| tmpArg.reg_maps = arg->reg_maps; |
| |
| switch(arg->opcode->opcode) { |
| case WINED3DSIO_M4x4: |
| nComponents = 4; |
| tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); |
| break; |
| case WINED3DSIO_M4x3: |
| nComponents = 3; |
| tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); |
| break; |
| case WINED3DSIO_M3x4: |
| nComponents = 4; |
| tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); |
| break; |
| case WINED3DSIO_M3x3: |
| nComponents = 3; |
| tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); |
| break; |
| case WINED3DSIO_M3x2: |
| nComponents = 2; |
| tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); |
| break; |
| default: |
| break; |
| } |
| |
| for (i = 0; i < nComponents; i++) { |
| tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i); |
| tmpArg.src[1] = arg->src[1]+i; |
| vshader_hw_map2gl(&tmpArg); |
| } |
| } |
| |
| void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) { |
| CONST SHADER_OPCODE* curOpcode = arg->opcode; |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD dst = arg->dst; |
| DWORD src = arg->src[0]; |
| DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT; |
| |
| char tmpLine[256]; |
| |
| strcpy(tmpLine, curOpcode->glname); /* Opcode */ |
| vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */ |
| strcat(tmpLine, ","); |
| vshader_program_add_param(arg, src, TRUE, tmpLine); |
| if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) { |
| /* Dx sdk says .x is used if no swizzle is given, but our test shows that |
| * .w is used |
| */ |
| strcat(tmpLine, ".w"); |
| } |
| |
| shader_addline(buffer, "%s;\n", tmpLine); |
| } |
| |
| /* TODO: merge with pixel shader */ |
| /* Map the opcode 1-to-1 to the GL code */ |
| void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { |
| |
| CONST SHADER_OPCODE* curOpcode = arg->opcode; |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD dst = arg->dst; |
| DWORD* src = arg->src; |
| |
| DWORD dst_regtype = shader_get_regtype(dst); |
| char tmpLine[256]; |
| unsigned int i; |
| |
| if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA) |
| strcpy(tmpLine, "ARL"); |
| else |
| strcpy(tmpLine, curOpcode->glname); |
| |
| if (curOpcode->num_params > 0) { |
| vshader_program_add_param(arg, dst, FALSE, tmpLine); |
| for (i = 1; i < curOpcode->num_params; ++i) { |
| strcat(tmpLine, ","); |
| vshader_program_add_param(arg, src[i-1], TRUE, tmpLine); |
| } |
| } |
| shader_addline(buffer, "%s;\n", tmpLine); |
| } |
| |
| static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) { |
| GLuint program_id = 0; |
| const char *blt_vprogram = |
| "!!ARBvp1.0\n" |
| "PARAM c[1] = { { 1, 0.5 } };\n" |
| "MOV result.position, vertex.position;\n" |
| "MOV result.color, c[0].x;\n" |
| "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n" |
| "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n" |
| "END\n"; |
| |
| GL_EXTCALL(glGenProgramsARB(1, &program_id)); |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id)); |
| GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram)); |
| |
| if (glGetError() == GL_INVALID_OPERATION) { |
| GLint pos; |
| glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); |
| FIXME("Vertex program error at position %d: %s\n", pos, |
| debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); |
| } |
| |
| return program_id; |
| } |
| |
| static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) { |
| GLuint program_id = 0; |
| const char *blt_fprogram = |
| "!!ARBfp1.0\n" |
| "TEMP R0;\n" |
| "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n" |
| "MOV result.depth.z, R0.x;\n" |
| "END\n"; |
| |
| GL_EXTCALL(glGenProgramsARB(1, &program_id)); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id)); |
| GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram)); |
| |
| if (glGetError() == GL_INVALID_OPERATION) { |
| GLint pos; |
| glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); |
| FIXME("Fragment program error at position %d: %s\n", pos, |
| debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); |
| } |
| |
| return program_id; |
| } |
| |
| static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| |
| if (useVS) { |
| TRACE("Using vertex shader\n"); |
| |
| /* Bind the vertex program */ |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, |
| ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId)); |
| checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); |
| |
| /* Enable OpenGL vertex programs */ |
| glEnable(GL_VERTEX_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); |
| TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", |
| This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId); |
| } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) { |
| glDisable(GL_VERTEX_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); |
| } |
| |
| if (usePS) { |
| TRACE("Using pixel shader\n"); |
| |
| /* Bind the fragment program */ |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, |
| ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId)); |
| checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);"); |
| |
| /* Enable OpenGL fragment programs */ |
| glEnable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); |
| TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", |
| This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId); |
| } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { |
| glDisable(GL_FRAGMENT_PROGRAM_ARB); |
| checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); |
| } |
| } |
| |
| static void shader_arb_select_depth_blt(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| static GLuint vprogram_id = 0; |
| static GLuint fprogram_id = 0; |
| |
| if (!vprogram_id) vprogram_id = create_arb_blt_vertex_program(gl_info); |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vprogram_id)); |
| glEnable(GL_VERTEX_PROGRAM_ARB); |
| |
| if (!fprogram_id) fprogram_id = create_arb_blt_fragment_program(gl_info); |
| GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fprogram_id)); |
| glEnable(GL_FRAGMENT_PROGRAM_ARB); |
| } |
| |
| static void shader_arb_cleanup(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB); |
| if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB); |
| } |
| |
| const shader_backend_t arb_program_shader_backend = { |
| &shader_arb_select, |
| &shader_arb_select_depth_blt, |
| &shader_arb_load_constants, |
| &shader_arb_cleanup, |
| &shader_arb_color_correction |
| }; |