| /* |
| * 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); |
| |
| #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) { |
| constant_entry *constant; |
| local_constant* lconst; |
| int i; |
| |
| if (!constant_list) { |
| if (TRACE_ON(d3d_shader)) { |
| for (i = 0; i < max_constants; ++i) { |
| TRACE("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]); |
| } |
| } |
| for (i = 0; i < max_constants; ++i) { |
| GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4))); |
| } |
| checkGLcall("glProgramEnvParameter4fvARB()"); |
| } else { |
| if (TRACE_ON(d3d_shader)) { |
| LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) { |
| i = constant->idx; |
| TRACE("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]); |
| } |
| } |
| LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) { |
| i = constant->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("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx, |
| values[0], values[1], values[2], values[3]); |
| } |
| } |
| 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( |
| IWineD3DStateBlock* iface, |
| char usePixelShader, |
| char useVertexShader) { |
| |
| IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface; |
| WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info; |
| |
| if (useVertexShader) { |
| IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; |
| IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) stateBlock->vertexShader; |
| IWineD3DVertexDeclarationImpl* vertexDeclaration = |
| (IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) vshader->baseShader.device; |
| |
| if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) { |
| /* Load DirectX 8 float constants for vertex shader */ |
| shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB, |
| GL_LIMITS(vshader_constantsF), |
| vertexDeclaration->constants, NULL); |
| } |
| |
| /* 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); |
| } |
| } |
| |
| /* 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%lu;\n", i); |
| } |
| |
| for (i = 0; i < This->baseShader.limits.address; i++) { |
| if (reg_maps->address[i]) |
| shader_addline(buffer, "ADDRESS A%ld;\n", i); |
| } |
| |
| for(i = 0; i < This->baseShader.limits.texcoord; i++) { |
| if (reg_maps->texcoord[i]) |
| shader_addline(buffer,"TEMP T%lu;\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%lu, fragment.texcoord[%lu];\n", i, i); |
| } |
| |
| /* 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* 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 pshader_get_write_mask(const DWORD output_reg, char *write_mask) { |
| *write_mask = 0; |
| if ((output_reg & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { |
| strcat(write_mask, "."); |
| if (output_reg & D3DSP_WRITEMASK_0) strcat(write_mask, "r"); |
| if (output_reg & D3DSP_WRITEMASK_1) strcat(write_mask, "g"); |
| if (output_reg & D3DSP_WRITEMASK_2) strcat(write_mask, "b"); |
| if (output_reg & D3DSP_WRITEMASK_3) strcat(write_mask, "a"); |
| } |
| } |
| |
| /* TODO: merge with pixel shader */ |
| static void vshader_program_add_output_param_swizzle(const DWORD param, int is_color, char *hwLine) { |
| /** operand output */ |
| if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { |
| strcat(hwLine, "."); |
| if (param & D3DSP_WRITEMASK_0) { strcat(hwLine, "x"); } |
| if (param & D3DSP_WRITEMASK_1) { strcat(hwLine, "y"); } |
| if (param & D3DSP_WRITEMASK_2) { strcat(hwLine, "z"); } |
| if (param & D3DSP_WRITEMASK_3) { strcat(hwLine, "w"); } |
| } |
| } |
| |
| static void pshader_get_input_register_swizzle(const DWORD instr, char *swzstring) { |
| static const char swizzle_reg_chars[] = "rgba"; |
| DWORD swizzle = (instr & D3DSP_SWIZZLE_MASK) >> D3DSP_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; |
| /** |
| * swizzle bits fields: |
| * WWZZYYXX |
| */ |
| *swzstring = 0; |
| if ((D3DSP_NOSWIZZLE >> D3DSP_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ |
| if (swizzle_x == swizzle_y && |
| swizzle_x == swizzle_z && |
| swizzle_x == swizzle_w) { |
| sprintf(swzstring, ".%c", swizzle_reg_chars[swizzle_x]); |
| } else { |
| sprintf(swzstring, ".%c%c%c%c", |
| swizzle_reg_chars[swizzle_x], |
| swizzle_reg_chars[swizzle_y], |
| swizzle_reg_chars[swizzle_z], |
| swizzle_reg_chars[swizzle_w]); |
| } |
| } |
| } |
| |
| /* TODO: merge with pixel shader */ |
| static void vshader_program_add_input_param_swizzle(const DWORD param, int is_color, char *hwLine) { |
| static const char swizzle_reg_chars_color_fix[] = "zyxw"; |
| static const char swizzle_reg_chars[] = "xyzw"; |
| const char* swizzle_regs = NULL; |
| char tmpReg[255]; |
| |
| /** operand input */ |
| DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_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 (is_color) { |
| swizzle_regs = swizzle_reg_chars_color_fix; |
| } else { |
| swizzle_regs = swizzle_reg_chars; |
| } |
| |
| /** |
| * swizzle bits fields: |
| * WWZZYYXX |
| */ |
| if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { /* D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ |
| if (is_color) { |
| sprintf(tmpReg, ".%c%c%c%c", |
| swizzle_regs[swizzle_x], |
| swizzle_regs[swizzle_y], |
| swizzle_regs[swizzle_z], |
| swizzle_regs[swizzle_w]); |
| strcat(hwLine, tmpReg); |
| } |
| return ; |
| } |
| if (swizzle_x == swizzle_y && |
| swizzle_x == swizzle_z && |
| swizzle_x == swizzle_w) |
| { |
| sprintf(tmpReg, ".%c", swizzle_regs[swizzle_x]); |
| strcat(hwLine, tmpReg); |
| } else { |
| sprintf(tmpReg, ".%c%c%c%c", |
| swizzle_regs[swizzle_x], |
| swizzle_regs[swizzle_y], |
| swizzle_regs[swizzle_z], |
| swizzle_regs[swizzle_w]); |
| strcat(hwLine, tmpReg); |
| } |
| } |
| |
| static void pshader_get_register_name( |
| const DWORD param, char* regstr) { |
| |
| DWORD reg = param & D3DSP_REGNUM_MASK; |
| DWORD regtype = shader_get_regtype(param); |
| |
| switch (regtype) { |
| case D3DSPR_TEMP: |
| sprintf(regstr, "R%lu", reg); |
| break; |
| case D3DSPR_INPUT: |
| if (reg==0) { |
| strcpy(regstr, "fragment.color.primary"); |
| } else { |
| strcpy(regstr, "fragment.color.secondary"); |
| } |
| break; |
| case D3DSPR_CONST: |
| sprintf(regstr, "C[%lu]", reg); |
| break; |
| case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */ |
| sprintf(regstr,"T%lu", reg); |
| break; |
| case D3DSPR_COLOROUT: |
| if (reg == 0) |
| sprintf(regstr, "result.color"); |
| else { |
| /* TODO: See GL_ARB_draw_buffers */ |
| FIXME("Unsupported write to render target %lu\n", reg); |
| sprintf(regstr, "unsupported_register"); |
| } |
| break; |
| case D3DSPR_DEPTHOUT: |
| sprintf(regstr, "result.depth"); |
| break; |
| case D3DSPR_ATTROUT: |
| sprintf(regstr, "oD[%lu]", reg); |
| break; |
| case D3DSPR_TEXCRDOUT: |
| sprintf(regstr, "oT[%lu]", reg); |
| break; |
| default: |
| FIXME("Unhandled register name Type(%ld)\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* hwrastout_reg_names[] = { "TMP_OUT", "TMP_FOG", "result.pointsize" }; |
| |
| DWORD reg = param & D3DSP_REGNUM_MASK; |
| DWORD regtype = shader_get_regtype(param); |
| char tmpReg[255]; |
| BOOL is_color = FALSE; |
| |
| if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) { |
| strcat(hwLine, " -"); |
| } else { |
| strcat(hwLine, " "); |
| } |
| |
| switch (regtype) { |
| case D3DSPR_TEMP: |
| sprintf(tmpReg, "R%lu", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| case D3DSPR_INPUT: |
| |
| if (vshader_input_is_color((IWineD3DVertexShader*) This, reg)) |
| is_color = TRUE; |
| |
| sprintf(tmpReg, "vertex.attrib[%lu]", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| case D3DSPR_CONST: |
| sprintf(tmpReg, "C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/ |
| sprintf(tmpReg, "A%lu", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| case D3DSPR_RASTOUT: |
| sprintf(tmpReg, "%s", hwrastout_reg_names[reg]); |
| strcat(hwLine, tmpReg); |
| break; |
| case D3DSPR_ATTROUT: |
| if (reg==0) { |
| strcat(hwLine, "result.color.primary"); |
| } else { |
| strcat(hwLine, "result.color.secondary"); |
| } |
| break; |
| case D3DSPR_TEXCRDOUT: |
| sprintf(tmpReg, "result.texcoord[%lu]", reg); |
| strcat(hwLine, tmpReg); |
| break; |
| default: |
| FIXME("Unknown reg type %ld %ld\n", regtype, reg); |
| strcat(hwLine, "unrecognized_register"); |
| break; |
| } |
| |
| if (!is_input) { |
| vshader_program_add_output_param_swizzle(param, is_color, hwLine); |
| } else { |
| vshader_program_add_input_param_swizzle(param, is_color, hwLine); |
| } |
| } |
| |
| 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); |
| pshader_get_input_register_swizzle(instr, swzstr); |
| |
| switch (instr & D3DSP_SRCMOD_MASK) { |
| case D3DSPSM_NONE: |
| sprintf(outregstr, "%s%s", regstr, swzstr); |
| insert_line = 0; |
| break; |
| case D3DSPSM_NEG: |
| sprintf(outregstr, "-%s%s", regstr, swzstr); |
| insert_line = 0; |
| break; |
| case D3DSPSM_BIAS: |
| shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case D3DSPSM_BIASNEG: |
| shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case D3DSPSM_SIGN: |
| shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case D3DSPSM_SIGNNEG: |
| shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr); |
| break; |
| case D3DSPSM_COMP: |
| shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr); |
| break; |
| case D3DSPSM_X2: |
| shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr); |
| break; |
| case D3DSPSM_X2NEG: |
| shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr); |
| break; |
| case D3DSPSM_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 D3DSPSM_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); |
| } |
| |
| inline static 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_cnd(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); |
| pshader_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, "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); |
| pshader_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 & D3DSP_DSTMOD_MASK)) { |
| DWORD mask = dst & D3DSP_DSTMOD_MASK; |
| |
| saturate = mask & D3DSPDM_SATURATE; |
| centroid = mask & D3DSPDM_MSAMPCENTROID; |
| partialprecision = mask & D3DSPDM_PARTIALPRECISION; |
| mask &= ~(D3DSPDM_MSAMPCENTROID | D3DSPDM_PARTIALPRECISION | D3DSPDM_SATURATE); |
| if (mask) |
| FIXME("Unrecognized modifier(0x%#lx)\n", mask >> D3DSP_DSTMOD_SHIFT); |
| |
| if (centroid) |
| FIXME("Unhandled modifier(0x%#lx)\n", mask >> D3DSP_DSTMOD_SHIFT); |
| } |
| shift = (dst & D3DSP_DSTSHIFT_MASK) >> D3DSP_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); |
| pshader_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_tex(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| |
| 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]; |
| const char *tex_type; |
| DWORD reg_dest_code; |
| DWORD reg_sampler_code; |
| DWORD sampler_type; |
| |
| /* All versions have a destination register */ |
| reg_dest_code = dst & D3DSP_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 < D3DPS_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 < D3DPS_VERSION(2,0)) |
| reg_sampler_code = reg_dest_code; |
| else |
| reg_sampler_code = src[1] & D3DSP_REGNUM_MASK; |
| |
| sampler_type = arg->reg_maps->samplers[reg_sampler_code] & WINED3DSP_TEXTURETYPE_MASK; |
| 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 %ld\n", sampler_type); |
| tex_type = "2D"; |
| } |
| |
| if (deviceImpl->stateBlock->textureState[reg_sampler_code][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) { |
| shader_addline(buffer, "TXP %s, %s, texture[%lu], %s;\n", |
| reg_dest, reg_coord, reg_sampler_code, tex_type); |
| } else { |
| shader_addline(buffer, "TEX %s, %s, texture[%lu], %s;\n", |
| reg_dest, reg_coord, reg_sampler_code, tex_type); |
| } |
| } |
| |
| void pshader_hw_texcoord(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 tmp[20]; |
| pshader_get_write_mask(dst, tmp); |
| if (hex_version != D3DPS_VERSION(1,4)) { |
| DWORD reg = dst & D3DSP_REGNUM_MASK; |
| shader_addline(buffer, "MOV_SAT T%lu%s, fragment.texcoord[%lu];\n", reg, tmp, reg); |
| } else { |
| DWORD reg1 = dst & D3DSP_REGNUM_MASK; |
| DWORD reg2 = src[0] & D3DSP_REGNUM_MASK; |
| shader_addline(buffer, "MOV R%lu%s, fragment.texcoord[%lu];\n", reg1, tmp, reg2); |
| } |
| } |
| |
| void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) { |
| |
| SHADER_BUFFER* buffer = arg->buffer; |
| |
| DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK; |
| DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK; |
| shader_addline(buffer, "MOV TMP.r, T%lu.a;\n", reg2); |
| shader_addline(buffer, "MOV TMP.g, T%lu.r;\n", reg2); |
| shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); |
| } |
| |
| void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { |
| |
| SHADER_BUFFER* buffer = arg->buffer; |
| |
| DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK; |
| DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK; |
| shader_addline(buffer, "MOV TMP.r, T%lu.g;\n", reg2); |
| shader_addline(buffer, "MOV TMP.g, T%lu.b;\n", reg2); |
| shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); |
| } |
| |
| void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { |
| |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK; |
| DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK; |
| |
| /* FIXME: Should apply the BUMPMAPENV matrix */ |
| shader_addline(buffer, "ADD TMP.rg, fragment.texcoord[%lu], T%lu;\n", reg1, reg2); |
| shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); |
| } |
| |
| void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) { |
| |
| DWORD reg = arg->dst & D3DSP_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%lu, %s;\n", reg, src0_name); |
| } |
| |
| void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) { |
| |
| DWORD reg = arg->dst & D3DSP_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.y, T%lu, %s;\n", reg, src0_name); |
| shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg); |
| } |
| |
| void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD reg = arg->dst & D3DSP_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%lu, %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 & D3DSP_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.z, T%lu, %s;\n", reg, src0_name); |
| |
| /* Cubemap textures will be more used than 3D ones. */ |
| shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg); |
| current_state->current_row = 0; |
| } |
| |
| void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD reg = arg->dst & D3DSP_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.z, T%lu, %s;\n", reg, src0_name); |
| |
| /* Construct the eye-ray vector from w coordinates */ |
| shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", current_state->texcoord_w[0]); |
| shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%lu].w;\n", current_state->texcoord_w[1]); |
| shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%lu].w;\n", reg); |
| |
| /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ |
| shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n"); |
| shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); |
| shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n"); |
| |
| /* Cubemap textures will be more used than 3D ones. */ |
| shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg); |
| current_state->current_row = 0; |
| } |
| |
| void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD reg = arg->dst & D3DSP_REGNUM_MASK; |
| DWORD reg3 = arg->src[1] & D3DSP_REGNUM_MASK; |
| SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; |
| 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.z, T%lu, %s;\n", reg, src0_name); |
| |
| /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ |
| shader_addline(buffer, "DP3 TMP.w, TMP, C[%lu];\n", reg3); |
| shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); |
| shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%lu];\n", reg3); |
| |
| /* Cubemap textures will be more used than 3D ones. */ |
| shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg); |
| current_state->current_row = 0; |
| } |
| |
| /** Handles transforming all D3DSIO_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 D3DSIO_M4x4: |
| nComponents = 4; |
| tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4]; |
| break; |
| case D3DSIO_M4x3: |
| nComponents = 3; |
| tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4]; |
| break; |
| case D3DSIO_M3x4: |
| nComponents = 4; |
| tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; |
| break; |
| case D3DSIO_M3x3: |
| nComponents = 3; |
| tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; |
| break; |
| case D3DSIO_M3x2: |
| nComponents = 2; |
| tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; |
| break; |
| default: |
| break; |
| } |
| |
| for (i = 0; i < nComponents; i++) { |
| tmpArg.dst = ((arg->dst) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<<i); |
| tmpArg.src[1] = arg->src[1]+i; |
| vshader_hw_map2gl(&tmpArg); |
| } |
| } |
| |
| /* 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 == D3DSIO_MOV && dst_regtype == D3DSPR_ADDR) |
| 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); |
| } |