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 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2006 Jason Green
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 #define GLINFO_LOCATION (*gl_info)
37 /********************************************************
38 * ARB_[vertex/fragment]_program helper functions follow
39 ********************************************************/
42 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
43 * When @constants_set == NULL, it will load all the constants.
45 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
46 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
48 void shader_arb_load_constantsF(
49 WineD3D_GL_Info *gl_info,
51 unsigned max_constants,
53 BOOL* constants_set) {
57 for (i=0; i<max_constants; ++i) {
58 if (NULL == constants_set || constants_set[i]) {
59 TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
60 constants[i * sizeof(float) + 0], constants[i * sizeof(float) + 1],
61 constants[i * sizeof(float) + 2], constants[i * sizeof(float) + 3]);
63 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i * sizeof(float)]));
64 checkGLcall("glProgramEnvParameter4fvARB");
70 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
72 * We only support float constants in ARB at the moment, so don't
73 * worry about the Integers or Booleans
75 void shader_arb_load_constants(
76 IWineD3DStateBlock* iface,
78 char useVertexShader) {
80 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
81 WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info;
83 if (useVertexShader) {
84 IWineD3DVertexShaderImpl* vshader = (IWineD3DVertexShaderImpl*) stateBlock->vertexShader;
85 IWineD3DVertexDeclarationImpl* vertexDeclaration =
86 (IWineD3DVertexDeclarationImpl*) vshader->vertexDeclaration;
88 if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
89 /* Load DirectX 8 float constants for vertex shader */
90 shader_arb_load_constantsF(gl_info, GL_VERTEX_PROGRAM_ARB,
91 WINED3D_VSHADER_MAX_CONSTANTS,
92 vertexDeclaration->constants, NULL);
95 /* Load DirectX 9 float constants for vertex shader */
96 shader_arb_load_constantsF(gl_info, GL_VERTEX_PROGRAM_ARB,
97 WINED3D_VSHADER_MAX_CONSTANTS,
98 stateBlock->vertexShaderConstantF,
99 stateBlock->set.vertexShaderConstantsF);
102 if (usePixelShader) {
104 /* Load DirectX 9 float constants for pixel shader */
105 shader_arb_load_constantsF(gl_info, GL_FRAGMENT_PROGRAM_ARB, WINED3D_PSHADER_MAX_CONSTANTS,
106 stateBlock->pixelShaderConstantF,
107 stateBlock->set.pixelShaderConstantsF);
111 /* Generate the variable & register declarations for the ARB_vertex_program output target */
112 void shader_generate_arb_declarations(
113 IWineD3DBaseShader *iface,
114 shader_reg_maps* reg_maps,
115 SHADER_BUFFER* buffer) {
117 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
120 for(i = 0; i < This->baseShader.limits.temporary; i++) {
121 if (reg_maps->temporary[i])
122 shader_addline(buffer, "TEMP R%lu;\n", i);
125 for (i = 0; i < This->baseShader.limits.address; i++) {
126 if (reg_maps->address[i])
127 shader_addline(buffer, "ADDRESS A%ld;\n", i);
130 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
131 if (reg_maps->texcoord[i])
132 shader_addline(buffer,"TEMP T%lu;\n", i);
135 /* Texture coordinate registers must be pre-loaded */
136 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
137 if (reg_maps->texcoord[i])
138 shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
141 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
142 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
143 This->baseShader.limits.constant_float,
144 This->baseShader.limits.constant_float - 1);
147 static const char* shift_tab[] = {
148 "dummy", /* 0 (none) */
149 "coefmul.x", /* 1 (x2) */
150 "coefmul.y", /* 2 (x4) */
151 "coefmul.z", /* 3 (x8) */
152 "coefmul.w", /* 4 (x16) */
153 "dummy", /* 5 (x32) */
154 "dummy", /* 6 (x64) */
155 "dummy", /* 7 (x128) */
156 "dummy", /* 8 (d256) */
157 "dummy", /* 9 (d128) */
158 "dummy", /* 10 (d64) */
159 "dummy", /* 11 (d32) */
160 "coefdiv.w", /* 12 (d16) */
161 "coefdiv.z", /* 13 (d8) */
162 "coefdiv.y", /* 14 (d4) */
163 "coefdiv.x" /* 15 (d2) */
166 static void pshader_get_write_mask(const DWORD output_reg, char *write_mask) {
168 if ((output_reg & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
169 strcat(write_mask, ".");
170 if (output_reg & D3DSP_WRITEMASK_0) strcat(write_mask, "r");
171 if (output_reg & D3DSP_WRITEMASK_1) strcat(write_mask, "g");
172 if (output_reg & D3DSP_WRITEMASK_2) strcat(write_mask, "b");
173 if (output_reg & D3DSP_WRITEMASK_3) strcat(write_mask, "a");
177 /* TODO: merge with pixel shader */
178 static void vshader_program_add_output_param_swizzle(const DWORD param, int is_color, char *hwLine) {
179 /** operand output */
180 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
182 if (param & D3DSP_WRITEMASK_0) { strcat(hwLine, "x"); }
183 if (param & D3DSP_WRITEMASK_1) { strcat(hwLine, "y"); }
184 if (param & D3DSP_WRITEMASK_2) { strcat(hwLine, "z"); }
185 if (param & D3DSP_WRITEMASK_3) { strcat(hwLine, "w"); }
189 static void pshader_get_input_register_swizzle(const DWORD instr, char *swzstring) {
190 static const char swizzle_reg_chars[] = "rgba";
191 DWORD swizzle = (instr & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
192 DWORD swizzle_x = swizzle & 0x03;
193 DWORD swizzle_y = (swizzle >> 2) & 0x03;
194 DWORD swizzle_z = (swizzle >> 4) & 0x03;
195 DWORD swizzle_w = (swizzle >> 6) & 0x03;
197 * swizzle bits fields:
201 if ((D3DSP_NOSWIZZLE >> D3DSP_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
202 if (swizzle_x == swizzle_y &&
203 swizzle_x == swizzle_z &&
204 swizzle_x == swizzle_w) {
205 sprintf(swzstring, ".%c", swizzle_reg_chars[swizzle_x]);
207 sprintf(swzstring, ".%c%c%c%c",
208 swizzle_reg_chars[swizzle_x],
209 swizzle_reg_chars[swizzle_y],
210 swizzle_reg_chars[swizzle_z],
211 swizzle_reg_chars[swizzle_w]);
216 /* TODO: merge with pixel shader */
217 static void vshader_program_add_input_param_swizzle(const DWORD param, int is_color, char *hwLine) {
218 static const char swizzle_reg_chars_color_fix[] = "zyxw";
219 static const char swizzle_reg_chars[] = "xyzw";
220 const char* swizzle_regs = NULL;
224 DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
225 DWORD swizzle_x = swizzle & 0x03;
226 DWORD swizzle_y = (swizzle >> 2) & 0x03;
227 DWORD swizzle_z = (swizzle >> 4) & 0x03;
228 DWORD swizzle_w = (swizzle >> 6) & 0x03;
231 swizzle_regs = swizzle_reg_chars_color_fix;
233 swizzle_regs = swizzle_reg_chars;
237 * swizzle bits fields:
240 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { /* D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
242 sprintf(tmpReg, ".%c%c%c%c",
243 swizzle_regs[swizzle_x],
244 swizzle_regs[swizzle_y],
245 swizzle_regs[swizzle_z],
246 swizzle_regs[swizzle_w]);
247 strcat(hwLine, tmpReg);
251 if (swizzle_x == swizzle_y &&
252 swizzle_x == swizzle_z &&
253 swizzle_x == swizzle_w)
255 sprintf(tmpReg, ".%c", swizzle_regs[swizzle_x]);
256 strcat(hwLine, tmpReg);
258 sprintf(tmpReg, ".%c%c%c%c",
259 swizzle_regs[swizzle_x],
260 swizzle_regs[swizzle_y],
261 swizzle_regs[swizzle_z],
262 swizzle_regs[swizzle_w]);
263 strcat(hwLine, tmpReg);
267 static void pshader_get_register_name(const DWORD param, char* regstr, CHAR *constants) {
269 DWORD reg = param & D3DSP_REGNUM_MASK;
270 DWORD regtype = shader_get_regtype(param);
274 sprintf(regstr, "R%lu", reg);
278 strcpy(regstr, "fragment.color.primary");
280 strcpy(regstr, "fragment.color.secondary");
285 sprintf(regstr, "C%lu", reg);
287 sprintf(regstr, "C[%lu]", reg);
289 case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
290 sprintf(regstr,"T%lu", reg);
292 case D3DSPR_COLOROUT:
294 sprintf(regstr, "result.color");
296 /* TODO: See GL_ARB_draw_buffers */
297 FIXME("Unsupported write to render target %lu\n", reg);
298 sprintf(regstr, "unsupported_register");
301 case D3DSPR_DEPTHOUT:
302 sprintf(regstr, "result.depth");
305 sprintf(regstr, "oD[%lu]", reg);
307 case D3DSPR_TEXCRDOUT:
308 sprintf(regstr, "oT[%lu]", reg);
311 FIXME("Unhandled register name Type(%ld)\n", regtype);
312 sprintf(regstr, "unrecognized_register");
317 /* TODO: merge with pixel shader */
318 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
320 /* oPos, oFog and oPts in D3D */
321 static const char* hwrastout_reg_names[] = { "result.position", "result.fogcoord", "result.pointsize" };
323 DWORD reg = param & D3DSP_REGNUM_MASK;
324 DWORD regtype = shader_get_regtype(param);
326 BOOL is_color = FALSE;
328 if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) {
329 strcat(hwLine, " -");
336 sprintf(tmpReg, "R%lu", reg);
337 strcat(hwLine, tmpReg);
341 if (arg->reg_maps->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] &&
342 reg == (arg->reg_maps->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] & D3DSP_REGNUM_MASK))
345 if (arg->reg_maps->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] &&
346 reg == (arg->reg_maps->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] & D3DSP_REGNUM_MASK))
349 /* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
350 * the reg value from the vertex declaration. However, usage map is not initialized
351 * in that case - how can we know if an input contains color data or not? */
353 sprintf(tmpReg, "vertex.attrib[%lu]", reg);
354 strcat(hwLine, tmpReg);
357 /* FIXME: some constants are named so we need a constants map*/
358 if (arg->reg_maps->constantsF[reg]) {
359 if (param & D3DVS_ADDRMODE_RELATIVE) {
360 FIXME("Relative addressing not expected for a named constant %lu\n", reg);
362 sprintf(tmpReg, "C%lu", reg);
364 sprintf(tmpReg, "C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
366 strcat(hwLine, tmpReg);
368 case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
369 sprintf(tmpReg, "A%lu", reg);
370 strcat(hwLine, tmpReg);
373 sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
374 strcat(hwLine, tmpReg);
378 strcat(hwLine, "result.color.primary");
380 strcat(hwLine, "result.color.secondary");
383 case D3DSPR_TEXCRDOUT:
384 sprintf(tmpReg, "result.texcoord[%lu]", reg);
385 strcat(hwLine, tmpReg);
388 FIXME("Unknown reg type %ld %ld\n", regtype, reg);
389 strcat(hwLine, "unrecognized_register");
394 vshader_program_add_output_param_swizzle(param, is_color, hwLine);
396 vshader_program_add_input_param_swizzle(param, is_color, hwLine);
400 static void pshader_gen_input_modifier_line (
401 SHADER_BUFFER* buffer,
407 /* Generate a line that does the input modifier computation and return the input register to use */
412 /* Assume a new line will be added */
415 /* Get register name */
416 pshader_get_register_name(instr, regstr, constants);
417 pshader_get_input_register_swizzle(instr, swzstr);
419 switch (instr & D3DSP_SRCMOD_MASK) {
421 sprintf(outregstr, "%s%s", regstr, swzstr);
425 sprintf(outregstr, "-%s%s", regstr, swzstr);
429 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
431 case D3DSPSM_BIASNEG:
432 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
435 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
437 case D3DSPSM_SIGNNEG:
438 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
441 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
444 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
447 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
450 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
451 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
454 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
455 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
458 sprintf(outregstr, "%s%s", regstr, swzstr);
462 /* Return modified or original register, with swizzle */
464 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
467 inline static void pshader_gen_output_modifier_line(
468 SHADER_BUFFER* buffer,
474 /* Generate a line that does the output modifier computation */
475 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
476 regstr, write_mask, regstr, shift_tab[shift]);
479 /** Process the D3DSIO_DEF opcode into an ARB string - creates a local vec4
480 * float constant, and stores it's usage on the regmaps. */
481 void shader_hw_def(SHADER_OPCODE_ARG* arg) {
483 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
485 shader_addline(arg->buffer,
486 "PARAM C%lu = { %f, %f, %f, %f };\n", reg,
487 *((const float *)(arg->src + 0)),
488 *((const float *)(arg->src + 1)),
489 *((const float *)(arg->src + 2)),
490 *((const float *)(arg->src + 3)) );
492 arg->reg_maps->constantsF[reg] = 1;
495 void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
497 SHADER_BUFFER* buffer = arg->buffer;
500 char src_name[3][50];
502 /* FIXME: support output modifiers */
504 /* Handle output register */
505 pshader_get_register_name(arg->dst, dst_name, arg->reg_maps->constantsF);
506 pshader_get_write_mask(arg->dst, dst_wmask);
507 strcat(dst_name, dst_wmask);
509 /* Generate input register names (with modifiers) */
510 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0], arg->reg_maps->constantsF);
511 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1], arg->reg_maps->constantsF);
512 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2], arg->reg_maps->constantsF);
514 shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
515 shader_addline(buffer, "CMP %s, TMP, %s, %s;\n", dst_name, src_name[1], src_name[2]);
518 void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
520 SHADER_BUFFER* buffer = arg->buffer;
523 char src_name[3][50];
525 /* FIXME: support output modifiers */
527 /* Handle output register */
528 pshader_get_register_name(arg->dst, dst_name, arg->reg_maps->constantsF);
529 pshader_get_write_mask(arg->dst, dst_wmask);
530 strcat(dst_name, dst_wmask);
532 /* Generate input register names (with modifiers) */
533 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0], arg->reg_maps->constantsF);
534 pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1], arg->reg_maps->constantsF);
535 pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2], arg->reg_maps->constantsF);
537 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
538 src_name[0], src_name[2], src_name[1]);
541 /* Map the opcode 1-to-1 to the GL code */
542 void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
544 CONST SHADER_OPCODE* curOpcode = arg->opcode;
545 SHADER_BUFFER* buffer = arg->buffer;
546 DWORD dst = arg->dst;
547 DWORD* src = arg->src;
552 /* Output token related */
553 char output_rname[256];
554 char output_wmask[20];
555 BOOL saturate = FALSE;
556 BOOL centroid = FALSE;
557 BOOL partialprecision = FALSE;
560 strcpy(tmpLine, curOpcode->glname);
562 /* Process modifiers */
563 if (0 != (dst & D3DSP_DSTMOD_MASK)) {
564 DWORD mask = dst & D3DSP_DSTMOD_MASK;
566 saturate = mask & D3DSPDM_SATURATE;
567 centroid = mask & D3DSPDM_MSAMPCENTROID;
568 partialprecision = mask & D3DSPDM_PARTIALPRECISION;
569 mask &= ~(D3DSPDM_MSAMPCENTROID | D3DSPDM_PARTIALPRECISION | D3DSPDM_SATURATE);
571 FIXME("Unrecognized modifier(0x%#lx)\n", mask >> D3DSP_DSTMOD_SHIFT);
574 FIXME("Unhandled modifier(0x%#lx)\n", mask >> D3DSP_DSTMOD_SHIFT);
576 shift = (dst & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
578 /* Generate input and output registers */
579 if (curOpcode->num_params > 0) {
580 char operands[4][100];
582 /* Generate input register names (with modifiers) */
583 for (i = 1; i < curOpcode->num_params; ++i)
584 pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i], arg->reg_maps->constantsF);
586 /* Handle output register */
587 pshader_get_register_name(dst, output_rname, arg->reg_maps->constantsF);
588 strcpy(operands[0], output_rname);
589 pshader_get_write_mask(dst, output_wmask);
590 strcat(operands[0], output_wmask);
592 if (saturate && (shift == 0))
593 strcat(tmpLine, "_SAT");
594 strcat(tmpLine, " ");
595 strcat(tmpLine, operands[0]);
596 for (i = 1; i < curOpcode->num_params; i++) {
597 strcat(tmpLine, ", ");
598 strcat(tmpLine, operands[i]);
600 strcat(tmpLine,";\n");
601 shader_addline(buffer, tmpLine);
603 /* A shift requires another line. */
605 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
609 void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
611 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
612 DWORD dst = arg->dst;
613 DWORD* src = arg->src;
614 SHADER_BUFFER* buffer = arg->buffer;
615 DWORD hex_version = This->baseShader.hex_version;
620 DWORD reg_sampler_code;
622 /* All versions have a destination register */
623 reg_dest_code = dst & D3DSP_REGNUM_MASK;
624 pshader_get_register_name(dst, reg_dest, arg->reg_maps->constantsF);
626 /* 1.0-1.3: Use destination register as coordinate source.
627 1.4+: Use provided coordinate source register. */
628 if (hex_version < D3DPS_VERSION(1,4))
629 strcpy(reg_coord, reg_dest);
631 pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord, arg->reg_maps->constantsF);
633 /* 1.0-1.4: Use destination register number as texture code.
634 2.0+: Use provided sampler number as texure code. */
635 if (hex_version < D3DPS_VERSION(2,0))
636 reg_sampler_code = reg_dest_code;
638 reg_sampler_code = src[1] & D3DSP_REGNUM_MASK;
640 shader_addline(buffer, "TEX %s, %s, texture[%lu], 2D;\n",
641 reg_dest, reg_coord, reg_sampler_code);
644 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
646 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
647 DWORD dst = arg->dst;
648 DWORD* src = arg->src;
649 SHADER_BUFFER* buffer = arg->buffer;
650 DWORD hex_version = This->baseShader.hex_version;
653 pshader_get_write_mask(dst, tmp);
654 if (hex_version != D3DPS_VERSION(1,4)) {
655 DWORD reg = dst & D3DSP_REGNUM_MASK;
656 shader_addline(buffer, "MOV T%lu%s, fragment.texcoord[%lu];\n", reg, tmp, reg);
658 DWORD reg1 = dst & D3DSP_REGNUM_MASK;
659 DWORD reg2 = src[0] & D3DSP_REGNUM_MASK;
660 shader_addline(buffer, "MOV R%lu%s, fragment.texcoord[%lu];\n", reg1, tmp, reg2);
664 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
666 SHADER_BUFFER* buffer = arg->buffer;
668 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
669 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
670 shader_addline(buffer, "MOV TMP.r, T%lu.a;\n", reg2);
671 shader_addline(buffer, "MOV TMP.g, T%lu.r;\n", reg2);
672 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
675 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
677 SHADER_BUFFER* buffer = arg->buffer;
679 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
680 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
681 shader_addline(buffer, "MOV TMP.r, T%lu.g;\n", reg2);
682 shader_addline(buffer, "MOV TMP.g, T%lu.b;\n", reg2);
683 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
686 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
688 SHADER_BUFFER* buffer = arg->buffer;
689 DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
690 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
692 /* FIXME: Should apply the BUMPMAPENV matrix */
693 shader_addline(buffer, "ADD TMP.rg, fragment.texcoord[%lu], T%lu;\n", reg1, reg2);
694 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
697 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
699 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
700 SHADER_BUFFER* buffer = arg->buffer;
703 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
704 shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, src0_name);
707 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
709 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
710 SHADER_BUFFER* buffer = arg->buffer;
713 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
714 shader_addline(buffer, "DP3 TMP.y, T%lu, %s;\n", reg, src0_name);
715 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg);
718 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
720 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
721 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
722 SHADER_BUFFER* buffer = arg->buffer;
723 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
726 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
727 shader_addline(buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x' + current_state->current_row, reg, src0_name);
728 current_state->texcoord_w[current_state->current_row++] = reg;
731 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
733 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
734 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
735 SHADER_BUFFER* buffer = arg->buffer;
736 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
739 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
740 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
742 /* Cubemap textures will be more used than 3D ones. */
743 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
744 current_state->current_row = 0;
747 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
749 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
750 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
751 SHADER_BUFFER* buffer = arg->buffer;
752 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
755 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
756 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
758 /* Construct the eye-ray vector from w coordinates */
759 shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%lu].w;\n", current_state->texcoord_w[0]);
760 shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%lu].w;\n", current_state->texcoord_w[1]);
761 shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%lu].w;\n", reg);
763 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
764 shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
765 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
766 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
768 /* Cubemap textures will be more used than 3D ones. */
769 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
770 current_state->current_row = 0;
773 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
775 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
776 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
777 DWORD reg3 = arg->src[1] & D3DSP_REGNUM_MASK;
778 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
779 SHADER_BUFFER* buffer = arg->buffer;
782 pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name, arg->reg_maps->constantsF);
783 shader_addline(buffer, "DP3 TMP.z, T%lu, %s;\n", reg, src0_name);
785 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
786 shader_addline(buffer, "DP3 TMP.w, TMP, C[%lu];\n", reg3);
787 shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
788 shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%lu];\n", reg3);
790 /* Cubemap textures will be more used than 3D ones. */
791 shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
792 current_state->current_row = 0;
795 /** Handles transforming all D3DSIO_M?x? opcodes for
796 Vertex shaders to ARB_vertex_program codes */
797 void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
801 SHADER_OPCODE_ARG tmpArg;
803 /* Set constants for the temporary argument */
804 tmpArg.shader = arg->shader;
805 tmpArg.buffer = arg->buffer;
806 tmpArg.src[0] = arg->src[0];
808 switch(arg->opcode->opcode) {
811 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
815 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
819 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
823 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
827 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
833 for (i = 0; i < nComponents; i++) {
834 tmpArg.dst = ((arg->dst) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<<i);
835 tmpArg.src[1] = arg->src[1]+i;
836 vshader_hw_map2gl(&tmpArg);
840 /* TODO: merge with pixel shader */
841 /* Map the opcode 1-to-1 to the GL code */
842 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
844 CONST SHADER_OPCODE* curOpcode = arg->opcode;
845 SHADER_BUFFER* buffer = arg->buffer;
846 DWORD dst = arg->dst;
847 DWORD* src = arg->src;
849 DWORD dst_regtype = shader_get_regtype(dst);
853 if (curOpcode->opcode == D3DSIO_MOV && dst_regtype == D3DSPR_ADDR)
854 strcpy(tmpLine, "ARL");
856 strcpy(tmpLine, curOpcode->glname);
858 if (curOpcode->num_params > 0) {
859 vshader_program_add_param(arg, dst, FALSE, tmpLine);
860 for (i = 1; i < curOpcode->num_params; ++i) {
861 strcat(tmpLine, ",");
862 vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
865 shader_addline(buffer, "%s;\n", tmpLine);