wine/dlls/wined3d/arb_program_shader.c
Jason Green 72bfe131d1 wined3d: More shader fixes / new instructions.
- Replace gl_FragColor with gl_FragData[0] for GLSL pixel shader output.
- Subtract 1 more constant from total GLSL allowed float constants to
  accommodate the PROJECTION matrix row that we reference.
2006-07-28 14:01:16 +02:00

867 lines
30 KiB
C

/*
* 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
*
* 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 @constants_set == 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)
*/
void shader_arb_load_constantsF(
IWineD3DBaseShaderImpl* This,
WineD3D_GL_Info *gl_info,
GLuint target_type,
unsigned max_constants,
float* constants,
BOOL* constants_set) {
int i;
struct list* ptr;
for (i=0; i<max_constants; ++i) {
if (NULL == constants_set || constants_set[i]) {
TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
constants[i * sizeof(float) + 0], constants[i * sizeof(float) + 1],
constants[i * sizeof(float) + 2], constants[i * sizeof(float) + 3]);
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i * sizeof(float)]));
checkGLcall("glProgramEnvParameter4fvARB");
}
}
/* Load immediate constants */
ptr = list_head(&This->baseShader.constantsF);
while (ptr) {
local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
unsigned int idx = lconst->idx;
GLfloat* values = (GLfloat*) lconst->value;
TRACE("Loading local constants %i: %f, %f, %f, %f\n", idx,
values[0], values[1], values[2], values[3]);
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, idx, values));
checkGLcall("glProgramEnvParameter4fvARB");
ptr = list_next(&This->baseShader.constantsF, ptr);
}
}
/**
* 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;
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.vertexShaderConstantsF);
}
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.pixelShaderConstantsF);
}
}
/* 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;
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);
/* 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;
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_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);
}