2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 #define GLINFO_LOCATION (*gl_info)
40 /********************************************************
41 * ARB_[vertex/fragment]_program helper functions follow
42 ********************************************************/
45 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
46 * When constant_list == NULL, it will load all the constants.
48 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
49 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
51 static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
52 unsigned int max_constants, float* constants, struct list *constant_list) {
53 constants_entry *constant;
54 local_constant* lconst;
58 if (TRACE_ON(d3d_shader)) {
59 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
64 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
65 constants[i * 4 + 0], constants[i * 4 + 1],
66 constants[i * 4 + 2], constants[i * 4 + 3]);
70 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
71 if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
72 WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
74 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
80 if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
81 else if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
82 else lcl_const[0] = constants[k + 0];
84 if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
85 else if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
86 else lcl_const[1] = constants[k + 1];
88 if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
89 else if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
90 else lcl_const[2] = constants[k + 2];
92 if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
93 else if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
94 else lcl_const[3] = constants[k + 3];
96 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
100 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
105 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
109 checkGLcall("glProgramEnvParameter4fvARB()");
111 /* Load immediate constants */
112 if (TRACE_ON(d3d_shader)) {
113 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
114 GLfloat* values = (GLfloat*)lconst->value;
115 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
116 values[0], values[1], values[2], values[3]);
119 /* Immediate constants are clamped for 1.X shaders at loading times */
120 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
121 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
123 checkGLcall("glProgramEnvParameter4fvARB()");
127 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
129 * We only support float constants in ARB at the moment, so don't
130 * worry about the Integers or Booleans
132 void shader_arb_load_constants(
133 IWineD3DDevice* device,
135 char useVertexShader) {
137 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
138 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
139 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
141 if (useVertexShader) {
142 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
144 /* Load DirectX 9 float constants for vertex shader */
145 shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
146 GL_LIMITS(vshader_constantsF),
147 stateBlock->vertexShaderConstantF,
148 &stateBlock->set_vconstantsF);
150 /* Upload the position fixup */
151 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
154 if (usePixelShader) {
156 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
157 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
159 /* Load DirectX 9 float constants for pixel shader */
160 shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
161 GL_LIMITS(pshader_constantsF),
162 stateBlock->pixelShaderConstantF,
163 &stateBlock->set_pconstantsF);
164 if(((IWineD3DPixelShaderImpl *) pshader)->bumpenvmatconst) {
165 /* needsbumpmat stores the stage number from where to load the matrix. bumpenvmatconst stores the
166 * number of the constant to load the matrix into.
167 * The state manager takes care that this function is always called if the bump env matrix changes
169 float *data = (float *) &stateBlock->textureState[(int) psi->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
170 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst, data));
172 if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
173 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
177 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
178 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
179 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
181 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
182 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
184 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
185 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
187 mul_low[0] = 1.0; mul_low[1] = 1.0;
188 mul_low[2] = 1.0; mul_low[3] = 1.0;
190 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
191 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
192 checkGLcall("Load sRGB correction constants\n");
197 /* Generate the variable & register declarations for the ARB_vertex_program output target */
198 void shader_generate_arb_declarations(
199 IWineD3DBaseShader *iface,
200 shader_reg_maps* reg_maps,
201 SHADER_BUFFER* buffer,
202 WineD3D_GL_Info* gl_info) {
204 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
205 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
207 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
208 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
209 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
210 UINT extra_constants_needed = 0;
212 /* Temporary Output register */
213 shader_addline(buffer, "TEMP TMP_OUT;\n");
215 for(i = 0; i < This->baseShader.limits.temporary; i++) {
216 if (reg_maps->temporary[i])
217 shader_addline(buffer, "TEMP R%u;\n", i);
220 for (i = 0; i < This->baseShader.limits.address; i++) {
221 if (reg_maps->address[i])
222 shader_addline(buffer, "ADDRESS A%d;\n", i);
225 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
226 if (reg_maps->texcoord[i])
227 shader_addline(buffer,"TEMP T%u;\n", i);
230 /* Texture coordinate registers must be pre-loaded */
231 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
232 if (reg_maps->texcoord[i])
233 shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
236 if(reg_maps->bumpmat != -1 /* Only a pshader can use texbem */) {
237 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
238 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
241 if(max_constantsF < GL_LIMITS(pshader_constantsF)) {
242 ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst = max_constantsF;
243 shader_addline(buffer, "PARAM bumpenvmat = program.env[%d];\n", ((IWineD3DPixelShaderImpl *)This)->bumpenvmatconst);
245 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
247 extra_constants_needed += 1;
249 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
250 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
251 /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
252 * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
253 * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
256 if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) {
257 /* The idea is that if srgb is enabled, then disabled, the constant loading code
258 * can effectively disabling sRGB correction by passing 1.0 and INF as the multiplication
259 * and comparison constants. If it disables it that way, the shader won't be recompiled
260 * and the code will stay in, so sRGB writing can be turned on again by setting the
261 * constants from the spec
263 ps_impl->srgb_mode_hardcoded = 0;
264 ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed;
265 ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1;
266 shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const);
267 shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const);
269 shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
270 srgb_mul_low, srgb_mul_low, srgb_mul_low);
271 shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
272 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
273 ps_impl->srgb_mode_hardcoded = 1;
275 /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
276 * path if the comparison value is set to INF
278 shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
279 srgb_pow, srgb_pow, srgb_pow);
280 shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
281 srgb_mul_high, srgb_mul_high, srgb_mul_high);
282 shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
283 srgb_sub_high, srgb_sub_high, srgb_sub_high);
284 ps_impl->srgb_enabled = 1;
286 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
288 /* Do not write any srgb fixup into the shader to save shader size and processing time.
289 * As a consequence, we can't toggle srgb write on without recompilation
291 ps_impl->srgb_enabled = 0;
292 ps_impl->srgb_mode_hardcoded = 1;
295 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
296 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
297 max_constantsF, max_constantsF - 1);
300 static const char * const shift_tab[] = {
301 "dummy", /* 0 (none) */
302 "coefmul.x", /* 1 (x2) */
303 "coefmul.y", /* 2 (x4) */
304 "coefmul.z", /* 3 (x8) */
305 "coefmul.w", /* 4 (x16) */
306 "dummy", /* 5 (x32) */
307 "dummy", /* 6 (x64) */
308 "dummy", /* 7 (x128) */
309 "dummy", /* 8 (d256) */
310 "dummy", /* 9 (d128) */
311 "dummy", /* 10 (d64) */
312 "dummy", /* 11 (d32) */
313 "coefdiv.w", /* 12 (d16) */
314 "coefdiv.z", /* 13 (d8) */
315 "coefdiv.y", /* 14 (d4) */
316 "coefdiv.x" /* 15 (d2) */
319 static void shader_arb_get_write_mask(const DWORD param, char *write_mask) {
320 char *ptr = write_mask;
322 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
324 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
325 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
326 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
327 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
333 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
334 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
335 * but addressed as "rgba". To fix this we need to swap the register's x
336 * and z components. */
337 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
338 char *ptr = swizzle_str;
340 /* swizzle bits fields: wwzzyyxx */
341 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
342 DWORD swizzle_x = swizzle & 0x03;
343 DWORD swizzle_y = (swizzle >> 2) & 0x03;
344 DWORD swizzle_z = (swizzle >> 4) & 0x03;
345 DWORD swizzle_w = (swizzle >> 6) & 0x03;
347 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
348 * generate a swizzle string. Unless we need to our own swizzling. */
349 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
351 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
352 *ptr++ = swizzle_chars[swizzle_x];
354 *ptr++ = swizzle_chars[swizzle_x];
355 *ptr++ = swizzle_chars[swizzle_y];
356 *ptr++ = swizzle_chars[swizzle_z];
357 *ptr++ = swizzle_chars[swizzle_w];
364 static void pshader_get_register_name(
365 const DWORD param, char* regstr) {
367 DWORD reg = param & WINED3DSP_REGNUM_MASK;
368 DWORD regtype = shader_get_regtype(param);
371 case WINED3DSPR_TEMP:
372 sprintf(regstr, "R%u", reg);
374 case WINED3DSPR_INPUT:
376 strcpy(regstr, "fragment.color.primary");
378 strcpy(regstr, "fragment.color.secondary");
381 case WINED3DSPR_CONST:
382 sprintf(regstr, "C[%u]", reg);
384 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
385 sprintf(regstr,"T%u", reg);
387 case WINED3DSPR_COLOROUT:
389 sprintf(regstr, "TMP_COLOR");
391 /* TODO: See GL_ARB_draw_buffers */
392 FIXME("Unsupported write to render target %u\n", reg);
393 sprintf(regstr, "unsupported_register");
396 case WINED3DSPR_DEPTHOUT:
397 sprintf(regstr, "result.depth");
399 case WINED3DSPR_ATTROUT:
400 sprintf(regstr, "oD[%u]", reg);
402 case WINED3DSPR_TEXCRDOUT:
403 sprintf(regstr, "oT[%u]", reg);
406 FIXME("Unhandled register name Type(%d)\n", regtype);
407 sprintf(regstr, "unrecognized_register");
412 /* TODO: merge with pixel shader */
413 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
415 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
417 /* oPos, oFog and oPts in D3D */
418 static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
420 DWORD reg = param & WINED3DSP_REGNUM_MASK;
421 DWORD regtype = shader_get_regtype(param);
423 BOOL is_color = FALSE;
425 if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
426 strcat(hwLine, " -");
432 case WINED3DSPR_TEMP:
433 sprintf(tmpReg, "R%u", reg);
434 strcat(hwLine, tmpReg);
436 case WINED3DSPR_INPUT:
438 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
441 sprintf(tmpReg, "vertex.attrib[%u]", reg);
442 strcat(hwLine, tmpReg);
444 case WINED3DSPR_CONST:
445 sprintf(tmpReg, "C[%s%u]", (param & WINED3DSHADER_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
446 strcat(hwLine, tmpReg);
448 case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
449 sprintf(tmpReg, "A%u", reg);
450 strcat(hwLine, tmpReg);
452 case WINED3DSPR_RASTOUT:
453 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
454 strcat(hwLine, tmpReg);
456 case WINED3DSPR_ATTROUT:
458 strcat(hwLine, "result.color.primary");
460 strcat(hwLine, "result.color.secondary");
463 case WINED3DSPR_TEXCRDOUT:
464 sprintf(tmpReg, "result.texcoord[%u]", reg);
465 strcat(hwLine, tmpReg);
468 FIXME("Unknown reg type %d %d\n", regtype, reg);
469 strcat(hwLine, "unrecognized_register");
475 shader_arb_get_write_mask(param, write_mask);
476 strcat(hwLine, write_mask);
479 shader_arb_get_swizzle(param, is_color, swizzle);
480 strcat(hwLine, swizzle);
484 static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projective) {
485 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
486 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
488 SHADER_BUFFER* buffer = arg->buffer;
489 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
490 const char *tex_type;
492 switch(sampler_type) {
501 case WINED3DSTT_VOLUME:
505 case WINED3DSTT_CUBE:
510 ERR("Unexpected texture type %d\n", sampler_type);
514 if (projective && deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
515 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
517 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
521 static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
522 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
523 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
524 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
526 WINED3DFORMAT conversion_group;
527 IWineD3DBaseTextureImpl *texture;
529 BOOL recorded = FALSE;
531 DWORD hex_version = shader->baseShader.hex_version;
535 switch(arg->opcode->opcode) {
537 if (hex_version < WINED3DPS_VERSION(2,0)) {
538 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
540 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
544 case WINED3DSIO_TEXLDL:
545 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
548 case WINED3DSIO_TEXDP3TEX:
549 case WINED3DSIO_TEXM3x3TEX:
550 case WINED3DSIO_TEXM3x3SPEC:
551 case WINED3DSIO_TEXM3x3VSPEC:
552 case WINED3DSIO_TEXBEM:
553 case WINED3DSIO_TEXREG2AR:
554 case WINED3DSIO_TEXREG2GB:
555 case WINED3DSIO_TEXREG2RGB:
556 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
560 /* Not a texture sampling instruction, nothing to do */
564 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
566 fmt = texture->resource.format;
567 conversion_group = texture->baseTexture.shader_conversion_group;
569 fmt = WINED3DFMT_UNKNOWN;
570 conversion_group = WINED3DFMT_UNKNOWN;
573 /* before doing anything, record the sampler with the format in the format conversion list,
574 * but check if it's not there already
576 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
577 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
582 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
583 shader->baseShader.num_sampled_samplers++;
584 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
587 pshader_get_register_name(arg->dst, reg);
588 shader_arb_get_write_mask(arg->dst, writemask);
589 if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
592 case WINED3DFMT_V8U8:
593 case WINED3DFMT_V16U16:
594 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
595 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
596 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
597 if(strlen(writemask) >= 4) {
598 shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]);
601 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
602 * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
603 * all registers, do so, this saves an instruction.
605 if(strlen(writemask) >= 5) {
606 shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
607 } else if(strlen(writemask) >= 3) {
608 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
611 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
614 } else if(strlen(writemask) == 2) {
615 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1],
621 case WINED3DFMT_X8L8V8U8:
622 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
623 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
624 * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
626 if(strlen(writemask) >= 3) {
627 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
630 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
633 } else if(strlen(writemask) == 2) {
634 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
641 case WINED3DFMT_L6V5U5:
642 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
643 if(strlen(writemask) >= 4) {
644 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
645 shader_addline(arg->buffer, "MOV TMP.g, %s.%c;\n",
647 shader_addline(arg->buffer, "MAD %s.%c%c, %s.%c%c, coefmul.x, -one;\n",
648 reg, writemask[1], writemask[1],
649 reg, writemask[1], writemask[3]);
650 shader_addline(arg->buffer, "MOV %s.%c, TMP.g;\n", reg,
652 } else if(strlen(writemask) == 3) {
653 /* This is bad: We have VL, but we need VU */
654 FIXME("2 components sampled from a converted L6V5U5 texture\n");
656 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
663 case WINED3DFMT_Q8W8V8U8:
664 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
665 /* Correct the sign in all channels */
666 switch(strlen(writemask)) {
668 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
673 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
678 shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
683 /* Should not occur, since it's at minimum '.' and a letter */
685 ERR("Unexpected writemask: \"%s\"\n", writemask);
690 shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
695 /* stupid compiler */
702 static void pshader_gen_input_modifier_line (
703 SHADER_BUFFER* buffer,
708 /* Generate a line that does the input modifier computation and return the input register to use */
713 /* Assume a new line will be added */
716 /* Get register name */
717 pshader_get_register_name(instr, regstr);
718 shader_arb_get_swizzle(instr, FALSE, swzstr);
720 switch (instr & WINED3DSP_SRCMOD_MASK) {
721 case WINED3DSPSM_NONE:
722 sprintf(outregstr, "%s%s", regstr, swzstr);
725 case WINED3DSPSM_NEG:
726 sprintf(outregstr, "-%s%s", regstr, swzstr);
729 case WINED3DSPSM_BIAS:
730 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
732 case WINED3DSPSM_BIASNEG:
733 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
735 case WINED3DSPSM_SIGN:
736 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
738 case WINED3DSPSM_SIGNNEG:
739 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
741 case WINED3DSPSM_COMP:
742 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
745 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
747 case WINED3DSPSM_X2NEG:
748 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
751 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
752 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
755 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
756 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
759 sprintf(outregstr, "%s%s", regstr, swzstr);
763 /* Return modified or original register, with swizzle */
765 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
768 static inline void pshader_gen_output_modifier_line(
769 SHADER_BUFFER* buffer,
775 /* Generate a line that does the output modifier computation */
776 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
777 regstr, write_mask, regstr, shift_tab[shift]);
780 void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
781 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
783 SHADER_BUFFER* buffer = arg->buffer;
785 char src_name[2][50];
788 pshader_get_register_name(arg->dst, dst_name);
789 shader_arb_get_write_mask(arg->dst, dst_wmask);
790 strcat(dst_name, dst_wmask);
792 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
793 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
795 if(This->bumpenvmatconst != -1) {
796 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
797 shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
798 shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
799 shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
800 shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
802 shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
804 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
808 void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
810 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
811 SHADER_BUFFER* buffer = arg->buffer;
814 char src_name[3][50];
816 /* FIXME: support output modifiers */
818 /* Handle output register */
819 pshader_get_register_name(arg->dst, dst_name);
820 shader_arb_get_write_mask(arg->dst, dst_wmask);
821 strcat(dst_name, dst_wmask);
823 /* Generate input register names (with modifiers) */
824 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
825 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
826 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
828 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
829 if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
830 arg->opcode_token & WINED3DSI_COISSUE) {
831 shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[1]);
833 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
834 shader_addline(buffer, "CMP %s, TMP, %s, %s;\n", dst_name, src_name[1], src_name[2]);
838 void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
840 SHADER_BUFFER* buffer = arg->buffer;
843 char src_name[3][50];
845 /* FIXME: support output modifiers */
847 /* Handle output register */
848 pshader_get_register_name(arg->dst, dst_name);
849 shader_arb_get_write_mask(arg->dst, dst_wmask);
850 strcat(dst_name, dst_wmask);
852 /* Generate input register names (with modifiers) */
853 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
854 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
855 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
857 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
858 src_name[0], src_name[2], src_name[1]);
861 /* Map the opcode 1-to-1 to the GL code */
862 void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
864 CONST SHADER_OPCODE* curOpcode = arg->opcode;
865 SHADER_BUFFER* buffer = arg->buffer;
866 DWORD dst = arg->dst;
867 DWORD* src = arg->src;
872 /* Output token related */
873 char output_rname[256];
874 char output_wmask[20];
875 BOOL saturate = FALSE;
876 BOOL centroid = FALSE;
877 BOOL partialprecision = FALSE;
880 strcpy(tmpLine, curOpcode->glname);
882 /* Process modifiers */
883 if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
884 DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
886 saturate = mask & WINED3DSPDM_SATURATE;
887 centroid = mask & WINED3DSPDM_MSAMPCENTROID;
888 partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
889 mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
891 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
894 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
896 shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
898 /* Generate input and output registers */
899 if (curOpcode->num_params > 0) {
900 char operands[4][100];
902 /* Generate input register names (with modifiers) */
903 for (i = 1; i < curOpcode->num_params; ++i)
904 pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i]);
906 /* Handle output register */
907 pshader_get_register_name(dst, output_rname);
908 strcpy(operands[0], output_rname);
909 shader_arb_get_write_mask(dst, output_wmask);
910 strcat(operands[0], output_wmask);
912 if (saturate && (shift == 0))
913 strcat(tmpLine, "_SAT");
914 strcat(tmpLine, " ");
915 strcat(tmpLine, operands[0]);
916 for (i = 1; i < curOpcode->num_params; i++) {
917 strcat(tmpLine, ", ");
918 strcat(tmpLine, operands[i]);
920 strcat(tmpLine,";\n");
921 shader_addline(buffer, tmpLine);
923 /* A shift requires another line. */
925 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
929 void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
930 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
931 DWORD hex_version = This->baseShader.hex_version;
932 SHADER_BUFFER* buffer = arg->buffer;
935 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
936 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
938 pshader_get_register_name(arg->dst, reg_dest);
940 if(hex_version >= WINED3DPS_VERSION(2,0)) {
941 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
942 shader_addline(buffer, "KIL %s;\n", reg_dest);
944 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
945 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
947 shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
948 shader_addline(buffer, "MOV TMP.w, one.w;\n", reg_dest);
949 shader_addline(buffer, "KIL TMP;\n", reg_dest);
953 void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
954 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
956 DWORD dst = arg->dst;
957 DWORD* src = arg->src;
958 SHADER_BUFFER* buffer = arg->buffer;
959 DWORD hex_version = This->baseShader.hex_version;
964 DWORD reg_sampler_code;
966 /* All versions have a destination register */
967 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
968 pshader_get_register_name(dst, reg_dest);
970 /* 1.0-1.3: Use destination register as coordinate source.
971 1.4+: Use provided coordinate source register. */
972 if (hex_version < WINED3DPS_VERSION(1,4))
973 strcpy(reg_coord, reg_dest);
975 pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord);
977 /* 1.0-1.4: Use destination register number as texture code.
978 2.0+: Use provided sampler number as texure code. */
979 if (hex_version < WINED3DPS_VERSION(2,0))
980 reg_sampler_code = reg_dest_code;
982 reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
984 shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, TRUE);
987 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
989 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
990 DWORD dst = arg->dst;
991 SHADER_BUFFER* buffer = arg->buffer;
992 DWORD hex_version = This->baseShader.hex_version;
995 shader_arb_get_write_mask(dst, tmp);
996 if (hex_version != WINED3DPS_VERSION(1,4)) {
997 DWORD reg = dst & WINED3DSP_REGNUM_MASK;
998 shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1000 DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1003 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, reg_src);
1004 shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1008 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
1010 SHADER_BUFFER* buffer = arg->buffer;
1012 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1013 DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
1016 sprintf(dst_str, "T%u", reg1);
1017 shader_addline(buffer, "MOV TMP.r, T%u.a;\n", reg2);
1018 shader_addline(buffer, "MOV TMP.g, T%u.r;\n", reg2);
1019 shader_hw_sample(arg, reg1, dst_str, "TMP", TRUE);
1022 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
1024 SHADER_BUFFER* buffer = arg->buffer;
1026 DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1027 DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
1030 sprintf(dst_str, "T%u", reg1);
1031 shader_addline(buffer, "MOV TMP.r, T%u.g;\n", reg2);
1032 shader_addline(buffer, "MOV TMP.g, T%u.b;\n", reg2);
1033 shader_hw_sample(arg, reg1, dst_str, "TMP", TRUE);
1036 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
1037 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1039 DWORD dst = arg->dst;
1040 DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1041 SHADER_BUFFER* buffer = arg->buffer;
1044 DWORD reg_dest_code;
1046 /* All versions have a destination register */
1047 reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1048 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1049 pshader_get_register_name(dst, reg_coord);
1051 if(This->bumpenvmatconst != -1) {
1052 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1054 shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
1055 shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1056 shader_addline(buffer, "SWZ TMP2, bumpenvmat, y, w, 0, 0;\n");
1057 shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1059 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1060 * so we can't let the GL handle this.
1062 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1063 & WINED3DTTFF_PROJECTED) {
1064 shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1065 shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1066 shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1068 shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1071 shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE);
1073 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1074 shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, TRUE);
1078 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1080 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1081 SHADER_BUFFER* buffer = arg->buffer;
1084 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1085 shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1088 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1090 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1091 SHADER_BUFFER* buffer = arg->buffer;
1095 sprintf(dst_str, "T%u", reg);
1096 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1097 shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1098 shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
1101 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1103 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1104 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1105 SHADER_BUFFER* buffer = arg->buffer;
1106 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1109 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1110 shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1111 current_state->texcoord_w[current_state->current_row++] = reg;
1114 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1116 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1117 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1118 SHADER_BUFFER* buffer = arg->buffer;
1119 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1123 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1124 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1126 /* Sample the texture using the calculated coordinates */
1127 sprintf(dst_str, "T%u", reg);
1128 shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
1129 current_state->current_row = 0;
1132 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1134 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1135 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1136 SHADER_BUFFER* buffer = arg->buffer;
1137 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1141 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1142 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1144 /* Construct the eye-ray vector from w coordinates */
1145 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1146 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1147 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1149 /* Calculate reflection vector
1151 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1152 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1153 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1154 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1155 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1156 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1157 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1159 /* Sample the texture using the calculated coordinates */
1160 sprintf(dst_str, "T%u", reg);
1161 shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
1162 current_state->current_row = 0;
1165 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1167 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1168 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1169 DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1170 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1171 SHADER_BUFFER* buffer = arg->buffer;
1175 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
1176 shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1178 /* Calculate reflection vector.
1181 * TMP.xyz = 2 * --------- * N - E
1184 * Which normalizes the normal vector
1186 shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1187 shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1188 shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1189 shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1190 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1191 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1193 /* Sample the texture using the calculated coordinates */
1194 sprintf(dst_str, "T%u", reg);
1195 shader_hw_sample(arg, reg, dst_str, "TMP", TRUE);
1196 current_state->current_row = 0;
1199 void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
1200 SHADER_BUFFER* buffer = arg->buffer;
1203 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1204 * which is essentially an input, is the destiantion register because it is the first
1205 * param. According to the msdn, this must be register r5, but let's keep it more flexible
1208 pshader_get_register_name(arg->dst, dst_name);
1210 /* According to the msdn, the source register(must be r5) is unusable after
1211 * the texdepth instruction, so we're free to modify it
1213 shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1215 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1216 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1217 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1219 shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1220 shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1221 shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n", dst_name, dst_name);
1222 shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n", dst_name, dst_name);
1225 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1226 Vertex shaders to ARB_vertex_program codes */
1227 void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
1230 int nComponents = 0;
1231 SHADER_OPCODE_ARG tmpArg;
1233 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1235 /* Set constants for the temporary argument */
1236 tmpArg.shader = arg->shader;
1237 tmpArg.buffer = arg->buffer;
1238 tmpArg.src[0] = arg->src[0];
1239 tmpArg.src_addr[0] = arg->src_addr[0];
1240 tmpArg.src_addr[1] = arg->src_addr[1];
1241 tmpArg.reg_maps = arg->reg_maps;
1243 switch(arg->opcode->opcode) {
1244 case WINED3DSIO_M4x4:
1246 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1248 case WINED3DSIO_M4x3:
1250 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1252 case WINED3DSIO_M3x4:
1254 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1256 case WINED3DSIO_M3x3:
1258 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1260 case WINED3DSIO_M3x2:
1262 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1268 for (i = 0; i < nComponents; i++) {
1269 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1270 tmpArg.src[1] = arg->src[1]+i;
1271 vshader_hw_map2gl(&tmpArg);
1275 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
1276 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1277 SHADER_BUFFER* buffer = arg->buffer;
1278 DWORD dst = arg->dst;
1279 DWORD src = arg->src[0];
1280 DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1284 strcpy(tmpLine, curOpcode->glname); /* Opcode */
1285 vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1286 strcat(tmpLine, ",");
1287 vshader_program_add_param(arg, src, TRUE, tmpLine);
1288 if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1289 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1292 strcat(tmpLine, ".w");
1295 shader_addline(buffer, "%s;\n", tmpLine);
1298 /* TODO: merge with pixel shader */
1299 /* Map the opcode 1-to-1 to the GL code */
1300 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1302 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1303 SHADER_BUFFER* buffer = arg->buffer;
1304 DWORD dst = arg->dst;
1305 DWORD* src = arg->src;
1307 DWORD dst_regtype = shader_get_regtype(dst);
1311 if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA)
1312 strcpy(tmpLine, "ARL");
1314 strcpy(tmpLine, curOpcode->glname);
1316 if (curOpcode->num_params > 0) {
1317 vshader_program_add_param(arg, dst, FALSE, tmpLine);
1318 for (i = 1; i < curOpcode->num_params; ++i) {
1319 strcat(tmpLine, ",");
1320 vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
1323 shader_addline(buffer, "%s;\n", tmpLine);
1326 static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
1327 GLuint program_id = 0;
1328 const char *blt_vprogram =
1330 "PARAM c[1] = { { 1, 0.5 } };\n"
1331 "MOV result.position, vertex.position;\n"
1332 "MOV result.color, c[0].x;\n"
1333 "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1334 "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1337 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1338 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1339 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1341 if (glGetError() == GL_INVALID_OPERATION) {
1343 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1344 FIXME("Vertex program error at position %d: %s\n", pos,
1345 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1351 static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
1352 GLuint program_id = 0;
1353 const char *blt_fprogram =
1356 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1357 "MOV result.depth.z, R0.x;\n"
1360 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1361 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1362 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
1364 if (glGetError() == GL_INVALID_OPERATION) {
1366 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1367 FIXME("Fragment program error at position %d: %s\n", pos,
1368 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1374 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1375 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1376 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1379 TRACE("Using vertex shader\n");
1381 /* Bind the vertex program */
1382 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB,
1383 ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId));
1384 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1386 /* Enable OpenGL vertex programs */
1387 glEnable(GL_VERTEX_PROGRAM_ARB);
1388 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1389 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
1390 This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
1391 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1392 glDisable(GL_VERTEX_PROGRAM_ARB);
1393 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1397 TRACE("Using pixel shader\n");
1399 /* Bind the fragment program */
1400 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
1401 ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId));
1402 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1404 /* Enable OpenGL fragment programs */
1405 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1406 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1407 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
1408 This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
1409 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1410 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1411 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1415 static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
1416 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1417 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1418 static GLuint vprogram_id = 0;
1419 static GLuint fprogram_id = 0;
1421 if (!vprogram_id) vprogram_id = create_arb_blt_vertex_program(gl_info);
1422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vprogram_id));
1423 glEnable(GL_VERTEX_PROGRAM_ARB);
1425 if (!fprogram_id) fprogram_id = create_arb_blt_fragment_program(gl_info);
1426 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fprogram_id));
1427 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1430 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1431 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1432 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1433 if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1434 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1437 const shader_backend_t arb_program_shader_backend = {
1439 &shader_arb_select_depth_blt,
1440 &shader_arb_load_constants,
1441 &shader_arb_cleanup,
1442 &shader_arb_color_correction