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72bfe131d1
- 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.
867 lines
30 KiB
C
867 lines
30 KiB
C
/*
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* Pixel and vertex shaders implementation using ARB_vertex_program
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* and ARB_fragment_program GL extensions.
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*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Ivan Gyurdiev
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* Copyright 2006 Jason Green
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION (*gl_info)
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/********************************************************
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* ARB_[vertex/fragment]_program helper functions follow
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********************************************************/
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/**
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* Loads floating point constants into the currently set ARB_vertex/fragment_program.
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* When @constants_set == NULL, it will load all the constants.
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*
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* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
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* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
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*/
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void shader_arb_load_constantsF(
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IWineD3DBaseShaderImpl* This,
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WineD3D_GL_Info *gl_info,
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GLuint target_type,
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unsigned max_constants,
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float* constants,
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BOOL* constants_set) {
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int i;
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struct list* ptr;
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for (i=0; i<max_constants; ++i) {
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if (NULL == constants_set || constants_set[i]) {
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TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
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constants[i * sizeof(float) + 0], constants[i * sizeof(float) + 1],
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constants[i * sizeof(float) + 2], constants[i * sizeof(float) + 3]);
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i * sizeof(float)]));
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checkGLcall("glProgramEnvParameter4fvARB");
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}
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}
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/* Load immediate constants */
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ptr = list_head(&This->baseShader.constantsF);
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while (ptr) {
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local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
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unsigned int idx = lconst->idx;
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GLfloat* values = (GLfloat*) lconst->value;
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TRACE("Loading local constants %i: %f, %f, %f, %f\n", idx,
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values[0], values[1], values[2], values[3]);
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, idx, values));
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checkGLcall("glProgramEnvParameter4fvARB");
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ptr = list_next(&This->baseShader.constantsF, ptr);
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}
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}
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/**
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* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
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*
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* We only support float constants in ARB at the moment, so don't
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* worry about the Integers or Booleans
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*/
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void shader_arb_load_constants(
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IWineD3DStateBlock* iface,
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char usePixelShader,
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char useVertexShader) {
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IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info;
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) stateBlock->vertexShader;
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IWineD3DVertexDeclarationImpl* vertexDeclaration =
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(IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
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if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
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/* Load DirectX 8 float constants for vertex shader */
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shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
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GL_LIMITS(vshader_constantsF),
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vertexDeclaration->constants, NULL);
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}
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/* Load DirectX 9 float constants for vertex shader */
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shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
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GL_LIMITS(vshader_constantsF),
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stateBlock->vertexShaderConstantF,
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stateBlock->set.vertexShaderConstantsF);
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}
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if (usePixelShader) {
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IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
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/* Load DirectX 9 float constants for pixel shader */
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shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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GL_LIMITS(pshader_constantsF),
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stateBlock->pixelShaderConstantF,
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stateBlock->set.pixelShaderConstantsF);
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}
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}
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/* Generate the variable & register declarations for the ARB_vertex_program output target */
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void shader_generate_arb_declarations(
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IWineD3DBaseShader *iface,
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shader_reg_maps* reg_maps,
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SHADER_BUFFER* buffer,
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WineD3D_GL_Info* gl_info) {
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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DWORD i;
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char pshader = shader_is_pshader_version(This->baseShader.hex_version);
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unsigned max_constantsF = min(This->baseShader.limits.constant_float,
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(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
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/* Temporary Output register */
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shader_addline(buffer, "TEMP TMP_OUT;\n");
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for(i = 0; i < This->baseShader.limits.temporary; i++) {
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if (reg_maps->temporary[i])
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shader_addline(buffer, "TEMP R%lu;\n", i);
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}
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for (i = 0; i < This->baseShader.limits.address; i++) {
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if (reg_maps->address[i])
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shader_addline(buffer, "ADDRESS A%ld;\n", i);
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}
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for(i = 0; i < This->baseShader.limits.texcoord; i++) {
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if (reg_maps->texcoord[i])
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shader_addline(buffer,"TEMP T%lu;\n", i);
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}
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/* Texture coordinate registers must be pre-loaded */
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for (i = 0; i < This->baseShader.limits.texcoord; i++) {
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if (reg_maps->texcoord[i])
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shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
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}
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/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
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shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
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max_constantsF, max_constantsF - 1);
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}
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static const char* shift_tab[] = {
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"dummy", /* 0 (none) */
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"coefmul.x", /* 1 (x2) */
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"coefmul.y", /* 2 (x4) */
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"coefmul.z", /* 3 (x8) */
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"coefmul.w", /* 4 (x16) */
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"dummy", /* 5 (x32) */
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"dummy", /* 6 (x64) */
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"dummy", /* 7 (x128) */
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"dummy", /* 8 (d256) */
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"dummy", /* 9 (d128) */
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"dummy", /* 10 (d64) */
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"dummy", /* 11 (d32) */
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"coefdiv.w", /* 12 (d16) */
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"coefdiv.z", /* 13 (d8) */
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"coefdiv.y", /* 14 (d4) */
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"coefdiv.x" /* 15 (d2) */
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};
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static void pshader_get_write_mask(const DWORD output_reg, char *write_mask) {
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*write_mask = 0;
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if ((output_reg & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
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strcat(write_mask, ".");
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if (output_reg & D3DSP_WRITEMASK_0) strcat(write_mask, "r");
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if (output_reg & D3DSP_WRITEMASK_1) strcat(write_mask, "g");
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if (output_reg & D3DSP_WRITEMASK_2) strcat(write_mask, "b");
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if (output_reg & D3DSP_WRITEMASK_3) strcat(write_mask, "a");
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}
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}
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/* TODO: merge with pixel shader */
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static void vshader_program_add_output_param_swizzle(const DWORD param, int is_color, char *hwLine) {
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/** operand output */
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if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
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strcat(hwLine, ".");
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if (param & D3DSP_WRITEMASK_0) { strcat(hwLine, "x"); }
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if (param & D3DSP_WRITEMASK_1) { strcat(hwLine, "y"); }
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if (param & D3DSP_WRITEMASK_2) { strcat(hwLine, "z"); }
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if (param & D3DSP_WRITEMASK_3) { strcat(hwLine, "w"); }
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}
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}
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static void pshader_get_input_register_swizzle(const DWORD instr, char *swzstring) {
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static const char swizzle_reg_chars[] = "rgba";
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DWORD swizzle = (instr & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
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DWORD swizzle_x = swizzle & 0x03;
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DWORD swizzle_y = (swizzle >> 2) & 0x03;
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DWORD swizzle_z = (swizzle >> 4) & 0x03;
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DWORD swizzle_w = (swizzle >> 6) & 0x03;
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/**
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* swizzle bits fields:
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* WWZZYYXX
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*/
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*swzstring = 0;
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if ((D3DSP_NOSWIZZLE >> D3DSP_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
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if (swizzle_x == swizzle_y &&
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swizzle_x == swizzle_z &&
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swizzle_x == swizzle_w) {
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sprintf(swzstring, ".%c", swizzle_reg_chars[swizzle_x]);
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} else {
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sprintf(swzstring, ".%c%c%c%c",
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swizzle_reg_chars[swizzle_x],
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swizzle_reg_chars[swizzle_y],
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swizzle_reg_chars[swizzle_z],
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swizzle_reg_chars[swizzle_w]);
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}
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}
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}
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/* TODO: merge with pixel shader */
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static void vshader_program_add_input_param_swizzle(const DWORD param, int is_color, char *hwLine) {
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static const char swizzle_reg_chars_color_fix[] = "zyxw";
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static const char swizzle_reg_chars[] = "xyzw";
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const char* swizzle_regs = NULL;
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char tmpReg[255];
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/** operand input */
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DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
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DWORD swizzle_x = swizzle & 0x03;
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DWORD swizzle_y = (swizzle >> 2) & 0x03;
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DWORD swizzle_z = (swizzle >> 4) & 0x03;
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DWORD swizzle_w = (swizzle >> 6) & 0x03;
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if (is_color) {
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swizzle_regs = swizzle_reg_chars_color_fix;
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} else {
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swizzle_regs = swizzle_reg_chars;
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}
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/**
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* swizzle bits fields:
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* WWZZYYXX
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*/
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if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { /* D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
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if (is_color) {
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sprintf(tmpReg, ".%c%c%c%c",
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swizzle_regs[swizzle_x],
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swizzle_regs[swizzle_y],
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swizzle_regs[swizzle_z],
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swizzle_regs[swizzle_w]);
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strcat(hwLine, tmpReg);
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}
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return ;
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}
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if (swizzle_x == swizzle_y &&
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swizzle_x == swizzle_z &&
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swizzle_x == swizzle_w)
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{
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sprintf(tmpReg, ".%c", swizzle_regs[swizzle_x]);
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strcat(hwLine, tmpReg);
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} else {
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sprintf(tmpReg, ".%c%c%c%c",
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swizzle_regs[swizzle_x],
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swizzle_regs[swizzle_y],
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swizzle_regs[swizzle_z],
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swizzle_regs[swizzle_w]);
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strcat(hwLine, tmpReg);
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}
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}
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static void pshader_get_register_name(
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const DWORD param, char* regstr) {
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DWORD reg = param & D3DSP_REGNUM_MASK;
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DWORD regtype = shader_get_regtype(param);
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switch (regtype) {
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case D3DSPR_TEMP:
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sprintf(regstr, "R%lu", reg);
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break;
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case D3DSPR_INPUT:
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if (reg==0) {
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strcpy(regstr, "fragment.color.primary");
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} else {
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strcpy(regstr, "fragment.color.secondary");
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}
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break;
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case D3DSPR_CONST:
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sprintf(regstr, "C[%lu]", reg);
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break;
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case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
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sprintf(regstr,"T%lu", reg);
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break;
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case D3DSPR_COLOROUT:
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if (reg == 0)
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sprintf(regstr, "result.color");
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else {
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/* TODO: See GL_ARB_draw_buffers */
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FIXME("Unsupported write to render target %lu\n", reg);
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sprintf(regstr, "unsupported_register");
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}
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break;
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case D3DSPR_DEPTHOUT:
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sprintf(regstr, "result.depth");
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break;
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case D3DSPR_ATTROUT:
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sprintf(regstr, "oD[%lu]", reg);
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break;
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case D3DSPR_TEXCRDOUT:
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sprintf(regstr, "oT[%lu]", reg);
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break;
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default:
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FIXME("Unhandled register name Type(%ld)\n", regtype);
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sprintf(regstr, "unrecognized_register");
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break;
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}
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}
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/* TODO: merge with pixel shader */
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static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
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IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
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/* oPos, oFog and oPts in D3D */
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static const char* hwrastout_reg_names[] = { "TMP_OUT", "TMP_FOG", "result.pointsize" };
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DWORD reg = param & D3DSP_REGNUM_MASK;
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DWORD regtype = shader_get_regtype(param);
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char tmpReg[255];
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BOOL is_color = FALSE;
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if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) {
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strcat(hwLine, " -");
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} else {
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strcat(hwLine, " ");
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}
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switch (regtype) {
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case D3DSPR_TEMP:
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sprintf(tmpReg, "R%lu", reg);
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strcat(hwLine, tmpReg);
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break;
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case D3DSPR_INPUT:
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if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
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is_color = TRUE;
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sprintf(tmpReg, "vertex.attrib[%lu]", reg);
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strcat(hwLine, tmpReg);
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break;
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case D3DSPR_CONST:
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sprintf(tmpReg, "C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
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strcat(hwLine, tmpReg);
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break;
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case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
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sprintf(tmpReg, "A%lu", reg);
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strcat(hwLine, tmpReg);
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break;
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case D3DSPR_RASTOUT:
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sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
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strcat(hwLine, tmpReg);
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break;
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case D3DSPR_ATTROUT:
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if (reg==0) {
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strcat(hwLine, "result.color.primary");
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} else {
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strcat(hwLine, "result.color.secondary");
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}
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break;
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case D3DSPR_TEXCRDOUT:
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sprintf(tmpReg, "result.texcoord[%lu]", reg);
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strcat(hwLine, tmpReg);
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break;
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default:
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FIXME("Unknown reg type %ld %ld\n", regtype, reg);
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strcat(hwLine, "unrecognized_register");
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break;
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}
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if (!is_input) {
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vshader_program_add_output_param_swizzle(param, is_color, hwLine);
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} else {
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vshader_program_add_input_param_swizzle(param, is_color, hwLine);
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}
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}
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static void pshader_gen_input_modifier_line (
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SHADER_BUFFER* buffer,
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const DWORD instr,
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int tmpreg,
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char *outregstr) {
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/* Generate a line that does the input modifier computation and return the input register to use */
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char regstr[256];
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char swzstr[20];
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int insert_line;
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/* Assume a new line will be added */
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insert_line = 1;
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/* Get register name */
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pshader_get_register_name(instr, regstr);
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pshader_get_input_register_swizzle(instr, swzstr);
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switch (instr & D3DSP_SRCMOD_MASK) {
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case D3DSPSM_NONE:
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sprintf(outregstr, "%s%s", regstr, swzstr);
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insert_line = 0;
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break;
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case D3DSPSM_NEG:
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sprintf(outregstr, "-%s%s", regstr, swzstr);
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insert_line = 0;
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break;
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case D3DSPSM_BIAS:
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shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
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break;
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case D3DSPSM_BIASNEG:
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shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
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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);
|
|
}
|