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
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 #define GLINFO_LOCATION (*gl_info)
38 /********************************************************
39 * ARB_[vertex/fragment]_program helper functions follow
40 ********************************************************/
43 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
44 * When @constants_set == NULL, it will load all the constants.
46 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
47 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
49 void shader_arb_load_constantsF(
50 IWineD3DBaseShaderImpl* This,
51 WineD3D_GL_Info *gl_info,
53 unsigned max_constants,
55 BOOL* constants_set) {
60 for (i=0; i<max_constants; ++i) {
61 if (NULL == constants_set || constants_set[i]) {
62 TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
63 constants[i * sizeof(float) + 0], constants[i * sizeof(float) + 1],
64 constants[i * sizeof(float) + 2], constants[i * sizeof(float) + 3]);
66 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i * sizeof(float)]));
67 checkGLcall("glProgramEnvParameter4fvARB");
71 /* Load immediate constants */
72 ptr = list_head(&This->baseShader.constantsF);
75 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
76 unsigned int idx = lconst->idx;
77 GLfloat* values = (GLfloat*) lconst->value;
79 TRACE("Loading local constants %i: %f, %f, %f, %f\n", idx,
80 values[0], values[1], values[2], values[3]);
82 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, idx, values));
83 checkGLcall("glProgramEnvParameter4fvARB");
84 ptr = list_next(&This->baseShader.constantsF, ptr);
89 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
91 * We only support float constants in ARB at the moment, so don't
92 * worry about the Integers or Booleans
94 void shader_arb_load_constants(
95 IWineD3DStateBlock* iface,
97 char useVertexShader) {
99 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
100 WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info;
102 if (useVertexShader) {
103 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
104 IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) stateBlock->vertexShader;
105 IWineD3DVertexDeclarationImpl* vertexDeclaration =
106 (IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
108 if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
109 /* Load DirectX 8 float constants for vertex shader */
110 shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
111 WINED3D_VSHADER_MAX_CONSTANTS,
112 vertexDeclaration->constants, NULL);
115 /* Load DirectX 9 float constants for vertex shader */
116 shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
117 WINED3D_VSHADER_MAX_CONSTANTS,
118 stateBlock->vertexShaderConstantF,
119 stateBlock->set.vertexShaderConstantsF);
122 if (usePixelShader) {
124 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
126 /* Load DirectX 9 float constants for pixel shader */
127 shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB, WINED3D_PSHADER_MAX_CONSTANTS,
128 stateBlock->pixelShaderConstantF,
129 stateBlock->set.pixelShaderConstantsF);
133 /* Generate the variable & register declarations for the ARB_vertex_program output target */
134 void shader_generate_arb_declarations(
135 IWineD3DBaseShader *iface,
136 shader_reg_maps* reg_maps,
137 SHADER_BUFFER* buffer) {
139 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
142 for(i = 0; i < This->baseShader.limits.temporary; i++) {
143 if (reg_maps->temporary[i])
144 shader_addline(buffer, "TEMP R%lu;\n", i);
147 for (i = 0; i < This->baseShader.limits.address; i++) {
148 if (reg_maps->address[i])
149 shader_addline(buffer, "ADDRESS A%ld;\n", i);
152 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
153 if (reg_maps->texcoord[i])
154 shader_addline(buffer,"TEMP T%lu;\n", i);
157 /* Texture coordinate registers must be pre-loaded */
158 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
159 if (reg_maps->texcoord[i])
160 shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
163 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
164 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
165 This->baseShader.limits.constant_float,
166 This->baseShader.limits.constant_float - 1);
169 static const char* shift_tab[] = {
170 "dummy", /* 0 (none) */
171 "coefmul.x", /* 1 (x2) */
172 "coefmul.y", /* 2 (x4) */
173 "coefmul.z", /* 3 (x8) */
174 "coefmul.w", /* 4 (x16) */
175 "dummy", /* 5 (x32) */
176 "dummy", /* 6 (x64) */
177 "dummy", /* 7 (x128) */
178 "dummy", /* 8 (d256) */
179 "dummy", /* 9 (d128) */
180 "dummy", /* 10 (d64) */
181 "dummy", /* 11 (d32) */
182 "coefdiv.w", /* 12 (d16) */
183 "coefdiv.z", /* 13 (d8) */
184 "coefdiv.y", /* 14 (d4) */
185 "coefdiv.x" /* 15 (d2) */
188 static void pshader_get_write_mask(const DWORD output_reg, char *write_mask) {
190 if ((output_reg & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
191 strcat(write_mask, ".");
192 if (output_reg & D3DSP_WRITEMASK_0) strcat(write_mask, "r");
193 if (output_reg & D3DSP_WRITEMASK_1) strcat(write_mask, "g");
194 if (output_reg & D3DSP_WRITEMASK_2) strcat(write_mask, "b");
195 if (output_reg & D3DSP_WRITEMASK_3) strcat(write_mask, "a");
199 /* TODO: merge with pixel shader */
200 static void vshader_program_add_output_param_swizzle(const DWORD param, int is_color, char *hwLine) {
201 /** operand output */
202 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
204 if (param & D3DSP_WRITEMASK_0) { strcat(hwLine, "x"); }
205 if (param & D3DSP_WRITEMASK_1) { strcat(hwLine, "y"); }
206 if (param & D3DSP_WRITEMASK_2) { strcat(hwLine, "z"); }
207 if (param & D3DSP_WRITEMASK_3) { strcat(hwLine, "w"); }
211 static void pshader_get_input_register_swizzle(const DWORD instr, char *swzstring) {
212 static const char swizzle_reg_chars[] = "rgba";
213 DWORD swizzle = (instr & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
214 DWORD swizzle_x = swizzle & 0x03;
215 DWORD swizzle_y = (swizzle >> 2) & 0x03;
216 DWORD swizzle_z = (swizzle >> 4) & 0x03;
217 DWORD swizzle_w = (swizzle >> 6) & 0x03;
219 * swizzle bits fields:
223 if ((D3DSP_NOSWIZZLE >> D3DSP_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
224 if (swizzle_x == swizzle_y &&
225 swizzle_x == swizzle_z &&
226 swizzle_x == swizzle_w) {
227 sprintf(swzstring, ".%c", swizzle_reg_chars[swizzle_x]);
229 sprintf(swzstring, ".%c%c%c%c",
230 swizzle_reg_chars[swizzle_x],
231 swizzle_reg_chars[swizzle_y],
232 swizzle_reg_chars[swizzle_z],
233 swizzle_reg_chars[swizzle_w]);
238 /* TODO: merge with pixel shader */
239 static void vshader_program_add_input_param_swizzle(const DWORD param, int is_color, char *hwLine) {
240 static const char swizzle_reg_chars_color_fix[] = "zyxw";
241 static const char swizzle_reg_chars[] = "xyzw";
242 const char* swizzle_regs = NULL;
246 DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
247 DWORD swizzle_x = swizzle & 0x03;
248 DWORD swizzle_y = (swizzle >> 2) & 0x03;
249 DWORD swizzle_z = (swizzle >> 4) & 0x03;
250 DWORD swizzle_w = (swizzle >> 6) & 0x03;
253 swizzle_regs = swizzle_reg_chars_color_fix;
255 swizzle_regs = swizzle_reg_chars;
259 * swizzle bits fields:
262 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { /* D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
264 sprintf(tmpReg, ".%c%c%c%c",
265 swizzle_regs[swizzle_x],
266 swizzle_regs[swizzle_y],
267 swizzle_regs[swizzle_z],
268 swizzle_regs[swizzle_w]);
269 strcat(hwLine, tmpReg);
273 if (swizzle_x == swizzle_y &&
274 swizzle_x == swizzle_z &&
275 swizzle_x == swizzle_w)
277 sprintf(tmpReg, ".%c", swizzle_regs[swizzle_x]);
278 strcat(hwLine, tmpReg);
280 sprintf(tmpReg, ".%c%c%c%c",
281 swizzle_regs[swizzle_x],
282 swizzle_regs[swizzle_y],
283 swizzle_regs[swizzle_z],
284 swizzle_regs[swizzle_w]);
285 strcat(hwLine, tmpReg);
289 static void pshader_get_register_name(
290 const DWORD param, char* regstr) {
292 DWORD reg = param & D3DSP_REGNUM_MASK;
293 DWORD regtype = shader_get_regtype(param);
297 sprintf(regstr, "R%lu", reg);
301 strcpy(regstr, "fragment.color.primary");
303 strcpy(regstr, "fragment.color.secondary");
307 sprintf(regstr, "C[%lu]", reg);
309 case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
310 sprintf(regstr,"T%lu", reg);
312 case D3DSPR_COLOROUT:
314 sprintf(regstr, "result.color");
316 /* TODO: See GL_ARB_draw_buffers */
317 FIXME("Unsupported write to render target %lu\n", reg);
318 sprintf(regstr, "unsupported_register");
321 case D3DSPR_DEPTHOUT:
322 sprintf(regstr, "result.depth");
325 sprintf(regstr, "oD[%lu]", reg);
327 case D3DSPR_TEXCRDOUT:
328 sprintf(regstr, "oT[%lu]", reg);
331 FIXME("Unhandled register name Type(%ld)\n", regtype);
332 sprintf(regstr, "unrecognized_register");
337 /* TODO: merge with pixel shader */
338 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
340 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
342 /* oPos, oFog and oPts in D3D */
343 static const char* hwrastout_reg_names[] = { "result.position", "TMP_FOG", "result.pointsize" };
345 DWORD reg = param & D3DSP_REGNUM_MASK;
346 DWORD regtype = shader_get_regtype(param);
348 BOOL is_color = FALSE;
350 if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) {
351 strcat(hwLine, " -");
358 sprintf(tmpReg, "R%lu", reg);
359 strcat(hwLine, tmpReg);
363 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
366 sprintf(tmpReg, "vertex.attrib[%lu]", reg);
367 strcat(hwLine, tmpReg);
370 sprintf(tmpReg, "C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
371 strcat(hwLine, tmpReg);
373 case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
374 sprintf(tmpReg, "A%lu", reg);
375 strcat(hwLine, tmpReg);
378 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
379 strcat(hwLine, tmpReg);
383 strcat(hwLine, "result.color.primary");
385 strcat(hwLine, "result.color.secondary");
388 case D3DSPR_TEXCRDOUT:
389 sprintf(tmpReg, "result.texcoord[%lu]", reg);
390 strcat(hwLine, tmpReg);
393 FIXME("Unknown reg type %ld %ld\n", regtype, reg);
394 strcat(hwLine, "unrecognized_register");
399 vshader_program_add_output_param_swizzle(param, is_color, hwLine);
401 vshader_program_add_input_param_swizzle(param, is_color, hwLine);
405 static void pshader_gen_input_modifier_line (
406 SHADER_BUFFER* buffer,
411 /* Generate a line that does the input modifier computation and return the input register to use */
416 /* Assume a new line will be added */
419 /* Get register name */
420 pshader_get_register_name(instr, regstr);
421 pshader_get_input_register_swizzle(instr, swzstr);
423 switch (instr & D3DSP_SRCMOD_MASK) {
425 sprintf(outregstr, "%s%s", regstr, swzstr);
429 sprintf(outregstr, "-%s%s", regstr, swzstr);
433 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
435 case D3DSPSM_BIASNEG:
436 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
439 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
441 case D3DSPSM_SIGNNEG:
442 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
445 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
448 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
451 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
454 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
455 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
458 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
459 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
462 sprintf(outregstr, "%s%s", regstr, swzstr);
466 /* Return modified or original register, with swizzle */
468 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
471 inline static void pshader_gen_output_modifier_line(
472 SHADER_BUFFER* buffer,
478 /* Generate a line that does the output modifier computation */
479 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
480 regstr, write_mask, regstr, shift_tab[shift]);
483 void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
485 SHADER_BUFFER* buffer = arg->buffer;
488 char src_name[3][50];
490 /* FIXME: support output modifiers */
492 /* Handle output register */
493 pshader_get_register_name(arg->dst, dst_name);
494 pshader_get_write_mask(arg->dst, dst_wmask);
495 strcat(dst_name, dst_wmask);
497 /* Generate input register names (with modifiers) */
498 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
499 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
500 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
502 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
503 shader_addline(buffer, "CMP %s, TMP, %s, %s;\n", dst_name, src_name[1], src_name[2]);
506 void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
508 SHADER_BUFFER* buffer = arg->buffer;
511 char src_name[3][50];
513 /* FIXME: support output modifiers */
515 /* Handle output register */
516 pshader_get_register_name(arg->dst, dst_name);
517 pshader_get_write_mask(arg->dst, dst_wmask);
518 strcat(dst_name, dst_wmask);
520 /* Generate input register names (with modifiers) */
521 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
522 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
523 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
525 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
526 src_name[0], src_name[2], src_name[1]);
529 /* Map the opcode 1-to-1 to the GL code */
530 void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
532 CONST SHADER_OPCODE* curOpcode = arg->opcode;
533 SHADER_BUFFER* buffer = arg->buffer;
534 DWORD dst = arg->dst;
535 DWORD* src = arg->src;
540 /* Output token related */
541 char output_rname[256];
542 char output_wmask[20];
543 BOOL saturate = FALSE;
544 BOOL centroid = FALSE;
545 BOOL partialprecision = FALSE;
548 strcpy(tmpLine, curOpcode->glname);
550 /* Process modifiers */
551 if (0 != (dst & D3DSP_DSTMOD_MASK)) {
552 DWORD mask = dst & D3DSP_DSTMOD_MASK;
554 saturate = mask & D3DSPDM_SATURATE;
555 centroid = mask & D3DSPDM_MSAMPCENTROID;
556 partialprecision = mask & D3DSPDM_PARTIALPRECISION;
557 mask &= ~(D3DSPDM_MSAMPCENTROID | D3DSPDM_PARTIALPRECISION | D3DSPDM_SATURATE);
559 FIXME("Unrecognized modifier(0x%#lx)\n", mask >> D3DSP_DSTMOD_SHIFT);
562 FIXME("Unhandled modifier(0x%#lx)\n", mask >> D3DSP_DSTMOD_SHIFT);
564 shift = (dst & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
566 /* Generate input and output registers */
567 if (curOpcode->num_params > 0) {
568 char operands[4][100];
570 /* Generate input register names (with modifiers) */
571 for (i = 1; i < curOpcode->num_params; ++i)
572 pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i]);
574 /* Handle output register */
575 pshader_get_register_name(dst, output_rname);
576 strcpy(operands[0], output_rname);
577 pshader_get_write_mask(dst, output_wmask);
578 strcat(operands[0], output_wmask);
580 if (saturate && (shift == 0))
581 strcat(tmpLine, "_SAT");
582 strcat(tmpLine, " ");
583 strcat(tmpLine, operands[0]);
584 for (i = 1; i < curOpcode->num_params; i++) {
585 strcat(tmpLine, ", ");
586 strcat(tmpLine, operands[i]);
588 strcat(tmpLine,";\n");
589 shader_addline(buffer, tmpLine);
591 /* A shift requires another line. */
593 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
597 void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
599 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
600 DWORD dst = arg->dst;
601 DWORD* src = arg->src;
602 SHADER_BUFFER* buffer = arg->buffer;
603 DWORD hex_version = This->baseShader.hex_version;
608 DWORD reg_sampler_code;
610 /* All versions have a destination register */
611 reg_dest_code = dst & D3DSP_REGNUM_MASK;
612 pshader_get_register_name(dst, reg_dest);
614 /* 1.0-1.3: Use destination register as coordinate source.
615 1.4+: Use provided coordinate source register. */
616 if (hex_version < D3DPS_VERSION(1,4))
617 strcpy(reg_coord, reg_dest);
619 pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord);
621 /* 1.0-1.4: Use destination register number as texture code.
622 2.0+: Use provided sampler number as texure code. */
623 if (hex_version < D3DPS_VERSION(2,0))
624 reg_sampler_code = reg_dest_code;
626 reg_sampler_code = src[1] & D3DSP_REGNUM_MASK;
628 shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
629 reg_dest, reg_coord, reg_sampler_code);
632 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
634 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
635 DWORD dst = arg->dst;
636 DWORD* src = arg->src;
637 SHADER_BUFFER* buffer = arg->buffer;
638 DWORD hex_version = This->baseShader.hex_version;
641 pshader_get_write_mask(dst, tmp);
642 if (hex_version != D3DPS_VERSION(1,4)) {
643 DWORD reg = dst & D3DSP_REGNUM_MASK;
644 shader_addline(buffer, "MOV_SAT T%lu%s, fragment.texcoord[%lu];\n", reg, tmp, reg);
646 DWORD reg1 = dst & D3DSP_REGNUM_MASK;
647 DWORD reg2 = src[0] & D3DSP_REGNUM_MASK;
648 shader_addline(buffer, "MOV R%lu%s, fragment.texcoord[%lu];\n", reg1, tmp, reg2);
652 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
654 SHADER_BUFFER* buffer = arg->buffer;
656 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
657 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
658 shader_addline(buffer, "MOV TMP.r, T%lu.a;\n", reg2);
659 shader_addline(buffer, "MOV TMP.g, T%lu.r;\n", reg2);
660 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
663 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
665 SHADER_BUFFER* buffer = arg->buffer;
667 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
668 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
669 shader_addline(buffer, "MOV TMP.r, T%lu.g;\n", reg2);
670 shader_addline(buffer, "MOV TMP.g, T%lu.b;\n", reg2);
671 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
674 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
676 SHADER_BUFFER* buffer = arg->buffer;
677 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
678 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
680 /* FIXME: Should apply the BUMPMAPENV matrix */
681 shader_addline(buffer, "ADD TMP.rg, fragment.texcoord[%lu], T%lu;\n", reg1, reg2);
682 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
685 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
687 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
688 SHADER_BUFFER* buffer = arg->buffer;
691 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
692 shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, src0_name);
695 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
697 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
698 SHADER_BUFFER* buffer = arg->buffer;
701 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
702 shader_addline(buffer, "DP3 TMP.y, T%lu, %s;\n", reg, src0_name);
703 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg);
706 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
708 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
709 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
710 SHADER_BUFFER* buffer = arg->buffer;
711 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
714 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
715 shader_addline(buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x' + current_state->current_row, reg, src0_name);
716 current_state->texcoord_w[current_state->current_row++] = reg;
719 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
721 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
722 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
723 SHADER_BUFFER* buffer = arg->buffer;
724 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
727 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
728 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
730 /* Cubemap textures will be more used than 3D ones. */
731 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
732 current_state->current_row = 0;
735 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
737 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
738 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
739 SHADER_BUFFER* buffer = arg->buffer;
740 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
743 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
744 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
746 /* Construct the eye-ray vector from w coordinates */
747 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", current_state->texcoord_w[0]);
748 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%lu].w;\n", current_state->texcoord_w[1]);
749 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%lu].w;\n", reg);
751 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
752 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
753 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
754 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
756 /* Cubemap textures will be more used than 3D ones. */
757 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
758 current_state->current_row = 0;
761 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
763 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
764 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
765 DWORD reg3 = arg->src[1] & D3DSP_REGNUM_MASK;
766 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
767 SHADER_BUFFER* buffer = arg->buffer;
770 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
771 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
773 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
774 shader_addline(buffer, "DP3 TMP.w, TMP, C[%lu];\n", reg3);
775 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
776 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%lu];\n", reg3);
778 /* Cubemap textures will be more used than 3D ones. */
779 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
780 current_state->current_row = 0;
783 /** Handles transforming all D3DSIO_M?x? opcodes for
784 Vertex shaders to ARB_vertex_program codes */
785 void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
789 SHADER_OPCODE_ARG tmpArg;
791 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
793 /* Set constants for the temporary argument */
794 tmpArg.shader = arg->shader;
795 tmpArg.buffer = arg->buffer;
796 tmpArg.src[0] = arg->src[0];
797 tmpArg.src_addr[0] = arg->src_addr[0];
798 tmpArg.src_addr[1] = arg->src_addr[1];
799 tmpArg.reg_maps = arg->reg_maps;
801 switch(arg->opcode->opcode) {
804 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
808 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
812 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
816 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
820 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
826 for (i = 0; i < nComponents; i++) {
827 tmpArg.dst = ((arg->dst) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<<i);
828 tmpArg.src[1] = arg->src[1]+i;
829 vshader_hw_map2gl(&tmpArg);
833 /* TODO: merge with pixel shader */
834 /* Map the opcode 1-to-1 to the GL code */
835 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
837 CONST SHADER_OPCODE* curOpcode = arg->opcode;
838 SHADER_BUFFER* buffer = arg->buffer;
839 DWORD dst = arg->dst;
840 DWORD* src = arg->src;
842 DWORD dst_regtype = shader_get_regtype(dst);
846 if (curOpcode->opcode == D3DSIO_MOV && dst_regtype == D3DSPR_ADDR)
847 strcpy(tmpLine, "ARL");
849 strcpy(tmpLine, curOpcode->glname);
851 if (curOpcode->num_params > 0) {
852 vshader_program_add_param(arg, dst, FALSE, tmpLine);
853 for (i = 1; i < curOpcode->num_params; ++i) {
854 strcat(tmpLine, ",");
855 vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
858 shader_addline(buffer, "%s;\n", tmpLine);