wined3d: Move SHADER_ARB code into arb_program_shader.c.
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index ec6cb14..20a7e3a 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -144,6 +144,338 @@
This->baseShader.limits.constant_float - 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, CHAR *constants) {
+
+ 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:
+ if (constants[reg])
+ sprintf(regstr, "C%lu", reg);
+ else
+ 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) {
+
+ /* oPos, oFog and oPts in D3D */
+ static const char* hwrastout_reg_names[] = { "result.position", "result.fogcoord", "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 (arg->reg_maps->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] &&
+ reg == (arg->reg_maps->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] & D3DSP_REGNUM_MASK))
+ is_color = TRUE;
+
+ if (arg->reg_maps->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] &&
+ reg == (arg->reg_maps->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] & D3DSP_REGNUM_MASK))
+ is_color = TRUE;
+
+ /* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
+ * the reg value from the vertex declaration. However, usage map is not initialized
+ * in that case - how can we know if an input contains color data or not? */
+
+ sprintf(tmpReg, "vertex.attrib[%lu]", reg);
+ strcat(hwLine, tmpReg);
+ break;
+ case D3DSPR_CONST:
+ /* FIXME: some constants are named so we need a constants map*/
+ if (arg->reg_maps->constantsF[reg]) {
+ if (param & D3DVS_ADDRMODE_RELATIVE) {
+ FIXME("Relative addressing not expected for a named constant %lu\n", reg);
+ }
+ sprintf(tmpReg, "C%lu", reg);
+ } else {
+ 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,
+ CHAR *constants) {
+
+ /* 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, constants);
+ 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]);
+}
+
/** Process the D3DSIO_DEF opcode into an ARB string - creates a local vec4
* float constant, and stores it's usage on the regmaps. */
void shader_hw_def(SHADER_OPCODE_ARG* arg) {
@@ -160,5 +492,375 @@
arg->reg_maps->constantsF[reg] = 1;
}
+void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
-/* TODO: Add more ARB_[vertex/fragment]_program specific code here */
+ 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, arg->reg_maps->constantsF);
+ 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], arg->reg_maps->constantsF);
+ pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1], arg->reg_maps->constantsF);
+ pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2], arg->reg_maps->constantsF);
+
+ 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, arg->reg_maps->constantsF);
+ 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], arg->reg_maps->constantsF);
+ pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1], arg->reg_maps->constantsF);
+ pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2], arg->reg_maps->constantsF);
+
+ 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], arg->reg_maps->constantsF);
+
+ /* Handle output register */
+ pshader_get_register_name(dst, output_rname, arg->reg_maps->constantsF);
+ 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;
+ 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 & D3DSP_REGNUM_MASK;
+ pshader_get_register_name(dst, reg_dest, arg->reg_maps->constantsF);
+
+ /* 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, arg->reg_maps->constantsF);
+
+ /* 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;
+
+ shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
+ reg_dest, reg_coord, reg_sampler_code);
+}
+
+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 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, arg->reg_maps->constantsF);
+ 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, arg->reg_maps->constantsF);
+ 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, arg->reg_maps->constantsF);
+ 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, arg->reg_maps->constantsF);
+ 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, arg->reg_maps->constantsF);
+ 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, arg->reg_maps->constantsF);
+ 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;
+
+ /* Set constants for the temporary argument */
+ tmpArg.shader = arg->shader;
+ tmpArg.buffer = arg->buffer;
+ tmpArg.src[0] = arg->src[0];
+
+ 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);
+}
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 532be0b..a61fa83 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -614,22 +614,6 @@
FIXME(" : Stub\n");
}
-/* Prototype */
-static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
-static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
-
/**
* log, exp, frc, m*x* seems to be macros ins ... to see
*/
@@ -745,192 +729,6 @@
{0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
};
-inline static void get_register_name(const DWORD param, char* regstr, CHAR *constants) {
-
- 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:
- if (constants[reg])
- sprintf(regstr, "C%lu", reg);
- else
- 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;
- }
-}
-
-inline static void 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");
- }
-}
-
-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]);
- }
- }
-}
-
-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) */
-};
-
-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]);
-}
-
-static void pshader_gen_input_modifier_line (
- SHADER_BUFFER* buffer,
- const DWORD instr,
- int tmpreg,
- char *outregstr,
- CHAR *constants) {
-
- /* 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 */
- get_register_name(instr, regstr, constants);
- 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);
-}
-
static void pshader_set_limits(
IWineD3DPixelShaderImpl *This) {
@@ -996,308 +794,6 @@
}
}
-static 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 */
- get_register_name(arg->dst, dst_name, arg->reg_maps->constantsF);
- 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], arg->reg_maps->constantsF);
- pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1], arg->reg_maps->constantsF);
- pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2], arg->reg_maps->constantsF);
-
- 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]);
-}
-
-static 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 */
- get_register_name(arg->dst, dst_name, arg->reg_maps->constantsF);
- 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], arg->reg_maps->constantsF);
- pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1], arg->reg_maps->constantsF);
- pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2], arg->reg_maps->constantsF);
-
- 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 */
-static 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], arg->reg_maps->constantsF);
-
- /* Handle output register */
- get_register_name(dst, output_rname, arg->reg_maps->constantsF);
- strcpy(operands[0], output_rname);
- 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);
- }
-}
-
-static 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 & D3DSP_REGNUM_MASK;
- get_register_name(dst, reg_dest, arg->reg_maps->constantsF);
-
- /* 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, arg->reg_maps->constantsF);
-
- /* 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;
-
- shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
- reg_dest, reg_coord, reg_sampler_code);
-}
-
-static 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];
- get_write_mask(dst, tmp);
- if (hex_version != D3DPS_VERSION(1,4)) {
- DWORD reg = dst & D3DSP_REGNUM_MASK;
- shader_addline(buffer, "MOV 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);
- }
-}
-
-static 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);
-}
-
-static 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);
-}
-
-static 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);
-}
-
-static 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, arg->reg_maps->constantsF);
- shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, src0_name);
-}
-
-static 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, arg->reg_maps->constantsF);
- 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);
-}
-
-static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
-
- IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
- DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
- SHADER_BUFFER* buffer = arg->buffer;
- SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
- char src0_name[50];
-
- pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
- 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;
-}
-
-static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
-
- IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
- DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
- SHADER_BUFFER* buffer = arg->buffer;
- SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
- char src0_name[50];
-
- pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
- 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;
-}
-
-static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
-
- IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
- DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
- SHADER_BUFFER* buffer = arg->buffer;
- SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
- char src0_name[50];
-
- pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
- 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;
-}
-
-static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
-
- IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
- DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
- DWORD reg3 = arg->src[1] & D3DSP_REGNUM_MASK;
- SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
- SHADER_BUFFER* buffer = arg->buffer;
- char src0_name[50];
-
- pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
- 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;
-}
-
/** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
or GLSL and send it to the card */
inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 86eff1f..c3c2e4f 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -471,10 +471,6 @@
FIXME(" : Stub\n");
}
-/* Prototype */
-static void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
-static void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
-
/**
* log, exp, frc, m*x* seems to be macros ins ... to see
*/
@@ -562,151 +558,6 @@
{0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
};
-inline 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"); }
- }
-}
-
-inline 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);
- }
-}
-
-inline 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[] = { "result.position", "result.fogcoord", "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 (This->arrayUsageMap[WINED3DSHADERDECLUSAGE_DIFFUSE] &&
- reg == (This->arrayUsageMap[WINED3DSHADERDECLUSAGE_DIFFUSE] & D3DSP_REGNUM_MASK))
- is_color = TRUE;
-
- if (This->arrayUsageMap[WINED3DSHADERDECLUSAGE_SPECULAR] &&
- reg == (This->arrayUsageMap[WINED3DSHADERDECLUSAGE_SPECULAR] & D3DSP_REGNUM_MASK))
- is_color = TRUE;
-
- /* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
- * the reg value from the vertex declaration. However, arrayUsageMap is not initialized
- * in that case - how can we know if an input contains color data or not? */
-
- sprintf(tmpReg, "vertex.attrib[%lu]", reg);
- strcat(hwLine, tmpReg);
- break;
- case D3DSPR_CONST:
- /* FIXME: some constants are named so we need a constants map*/
- if (arg->reg_maps->constantsF[reg]) {
- if (param & D3DVS_ADDRMODE_RELATIVE) {
- FIXME("Relative addressing not expected for a named constant %lu\n", reg);
- }
- sprintf(tmpReg, "C%lu", reg);
- } else {
- 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 vshader_set_limits(
IWineD3DVertexShaderImpl *This) {
@@ -758,79 +609,6 @@
}
}
-/* Map the opcode 1-to-1 to the GL code */
-static 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);
-}
-
-/** Handles transforming all D3DSIO_M?x? opcodes for
- Vertex shaders to ARB_vertex_program codes */
-static void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
-
- int i;
- int nComponents = 0;
- SHADER_OPCODE_ARG tmpArg;
-
- /* Set constants for the temporary argument */
- tmpArg.shader = arg->shader;
- tmpArg.buffer = arg->buffer;
- tmpArg.src[0] = arg->src[0];
- 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);
- }
-}
-
/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
or GLSL and send it to the card */
inline static VOID IWineD3DVertexShaderImpl_GenerateShader(
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 53dee67..ca09801 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1379,6 +1379,26 @@
/* ARB shader program Prototypes */
extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
+/* ARB pixel shader prototypes */
+extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
+extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
+
+/* ARB vertex shader prototypes */
+extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
+extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
+
/* GLSL helper functions */
extern void set_glsl_shader_program(IWineD3DDevice *iface);
extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);