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/*
* shaders implementation
*
* Copyright 2005 Oliver Stieber
*
* This library is free software ; you can redistribute it and / or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation ; either
* version 2.1 of the License , or ( at your option ) any later version .
*
* This library is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
* Lesser General Public License for more details .
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library ; if not , write to the Free Software
* Foundation , Inc . , 59 Temple Place , Suite 330 , Boston , MA 02111 - 1307 USA
*/
# include "config.h"
# include <math.h>
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# include <stdio.h>
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# include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL ( d3d_shader ) ;
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# define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
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#if 0 /* Must not be 1 in cvs version */
# define PSTRACE(A) TRACE A
# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
# else
# define PSTRACE(A)
# define TRACE_VSVECTOR(name)
# endif
/* The maximum size of the program */
# define PGMSIZE 65535
# define REGMASK 0x00001FFF
# define GLNAME_REQUIRE_GLSL ((const char *)1)
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/* *******************************************
IWineD3DPixelShader IUnknown parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface ( IWineD3DPixelShader * iface , REFIID riid , LPVOID * ppobj )
{
IWineD3DPixelShaderImpl * This = ( IWineD3DPixelShaderImpl * ) iface ;
TRACE ( " (%p)->(%s,%p) \n " , This , debugstr_guid ( riid ) , ppobj ) ;
if ( IsEqualGUID ( riid , & IID_IUnknown )
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| | IsEqualGUID ( riid , & IID_IWineD3DBase )
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| | IsEqualGUID ( riid , & IID_IWineD3DBaseShader )
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| | IsEqualGUID ( riid , & IID_IWineD3DPixelShader ) ) {
IUnknown_AddRef ( iface ) ;
* ppobj = This ;
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return WINED3D_OK ;
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}
return E_NOINTERFACE ;
}
ULONG WINAPI IWineD3DPixelShaderImpl_AddRef ( IWineD3DPixelShader * iface ) {
IWineD3DPixelShaderImpl * This = ( IWineD3DPixelShaderImpl * ) iface ;
TRACE ( " (%p) : AddRef increasing from %ld \n " , This , This - > ref ) ;
return InterlockedIncrement ( & This - > ref ) ;
}
ULONG WINAPI IWineD3DPixelShaderImpl_Release ( IWineD3DPixelShader * iface ) {
IWineD3DPixelShaderImpl * This = ( IWineD3DPixelShaderImpl * ) iface ;
ULONG ref ;
TRACE ( " (%p) : Releasing from %ld \n " , This , This - > ref ) ;
ref = InterlockedDecrement ( & This - > ref ) ;
if ( ref = = 0 ) {
HeapFree ( GetProcessHeap ( ) , 0 , This ) ;
}
return ref ;
}
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/* TODO: At the momeny the function parser is single pass, it achievs this
by passing constants to a couple of functions where they are then modified .
At some point the parser need to be made two pass ( So that GLSL can be used if it ' s required by the shader )
when happens constants should be worked out in the first pass to tidy up the second pass a bit .
*/
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/* *******************************************
IWineD3DPixelShader IWineD3DPixelShader parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent ( IWineD3DPixelShader * iface , IUnknown * * parent ) {
IWineD3DPixelShaderImpl * This = ( IWineD3DPixelShaderImpl * ) iface ;
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* parent = This - > parent ;
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IUnknown_AddRef ( * parent ) ;
TRACE ( " (%p) : returning %p \n " , This , * parent ) ;
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return WINED3D_OK ;
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}
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HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice ( IWineD3DPixelShader * iface , IWineD3DDevice * * pDevice ) {
IWineD3DPixelShaderImpl * This = ( IWineD3DPixelShaderImpl * ) iface ;
IWineD3DDevice_AddRef ( ( IWineD3DDevice * ) This - > wineD3DDevice ) ;
* pDevice = ( IWineD3DDevice * ) This - > wineD3DDevice ;
TRACE ( " (%p) returning %p \n " , This , * pDevice ) ;
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return WINED3D_OK ;
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}
HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction ( IWineD3DPixelShader * impl , VOID * pData , UINT * pSizeOfData ) {
IWineD3DPixelShaderImpl * This = ( IWineD3DPixelShaderImpl * ) impl ;
FIXME ( " (%p) : pData(%p), pSizeOfData(%p) \n " , This , pData , pSizeOfData ) ;
if ( NULL = = pData ) {
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* pSizeOfData = This - > baseShader . functionLength ;
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return WINED3D_OK ;
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}
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if ( * pSizeOfData < This - > baseShader . functionLength ) {
* pSizeOfData = This - > baseShader . functionLength ;
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return WINED3DERR_MOREDATA ;
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}
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if ( NULL = = This - > baseShader . function ) { /* no function defined */
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TRACE ( " (%p) : GetFunction no User Function defined using NULL to %p \n " , This , pData ) ;
( * ( DWORD * * ) pData ) = NULL ;
} else {
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if ( This - > baseShader . functionLength = = 0 ) {
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}
TRACE ( " (%p) : GetFunction copying to %p \n " , This , pData ) ;
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memcpy ( pData , This - > baseShader . function , This - > baseShader . functionLength ) ;
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}
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return WINED3D_OK ;
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}
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/*******************************
* pshader functions software VM
*/
void pshader_add ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
d - > x = s0 - > x + s1 - > x ;
d - > y = s0 - > y + s1 - > y ;
d - > z = s0 - > z + s1 - > z ;
d - > w = s0 - > w + s1 - > w ;
PSTRACE ( ( " executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_dp3 ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
d - > x = d - > y = d - > z = d - > w = s0 - > x * s1 - > x + s0 - > y * s1 - > y + s0 - > z * s1 - > z ;
PSTRACE ( ( " executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_dp4 ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
d - > x = d - > y = d - > z = d - > w = s0 - > x * s1 - > x + s0 - > y * s1 - > y + s0 - > z * s1 - > z + s0 - > w * s1 - > w ;
PSTRACE ( ( " executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_dst ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
d - > x = 1.0f ;
d - > y = s0 - > y * s1 - > y ;
d - > z = s0 - > z ;
d - > w = s1 - > w ;
PSTRACE ( ( " executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_expp ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
union {
float f ;
DWORD d ;
} tmp ;
tmp . f = floorf ( s0 - > w ) ;
d - > x = powf ( 2.0f , tmp . f ) ;
d - > y = s0 - > w - tmp . f ;
tmp . f = powf ( 2.0f , s0 - > w ) ;
tmp . d & = 0xFFFFFF00U ;
d - > z = tmp . f ;
d - > w = 1.0f ;
PSTRACE ( ( " executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_lit ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
d - > x = 1.0f ;
d - > y = ( 0.0f < s0 - > x ) ? s0 - > x : 0.0f ;
d - > z = ( 0.0f < s0 - > x & & 0.0f < s0 - > y ) ? powf ( s0 - > y , s0 - > w ) : 0.0f ;
d - > w = 1.0f ;
PSTRACE ( ( " executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_logp ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
float tmp_f = fabsf ( s0 - > w ) ;
d - > x = d - > y = d - > z = d - > w = ( 0.0f ! = tmp_f ) ? logf ( tmp_f ) / logf ( 2.0f ) : - HUGE_VAL ;
PSTRACE ( ( " executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_mad ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 , WINED3DSHADERVECTOR * s2 ) {
d - > x = s0 - > x * s1 - > x + s2 - > x ;
d - > y = s0 - > y * s1 - > y + s2 - > y ;
d - > z = s0 - > z * s1 - > z + s2 - > z ;
d - > w = s0 - > w * s1 - > w + s2 - > w ;
PSTRACE ( ( " executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , s2 - > x , s2 - > y , s2 - > z , s2 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_max ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
d - > x = ( s0 - > x > = s1 - > x ) ? s0 - > x : s1 - > x ;
d - > y = ( s0 - > y > = s1 - > y ) ? s0 - > y : s1 - > y ;
d - > z = ( s0 - > z > = s1 - > z ) ? s0 - > z : s1 - > z ;
d - > w = ( s0 - > w > = s1 - > w ) ? s0 - > w : s1 - > w ;
PSTRACE ( ( " executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_min ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
d - > x = ( s0 - > x < s1 - > x ) ? s0 - > x : s1 - > x ;
d - > y = ( s0 - > y < s1 - > y ) ? s0 - > y : s1 - > y ;
d - > z = ( s0 - > z < s1 - > z ) ? s0 - > z : s1 - > z ;
d - > w = ( s0 - > w < s1 - > w ) ? s0 - > w : s1 - > w ;
PSTRACE ( ( " executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_mov ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
d - > x = s0 - > x ;
d - > y = s0 - > y ;
d - > z = s0 - > z ;
d - > w = s0 - > w ;
PSTRACE ( ( " executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_mul ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
d - > x = s0 - > x * s1 - > x ;
d - > y = s0 - > y * s1 - > y ;
d - > z = s0 - > z * s1 - > z ;
d - > w = s0 - > w * s1 - > w ;
PSTRACE ( ( " executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_nop ( void ) {
/* NOPPPP ahhh too easy ;) */
PSTRACE ( ( " executing nop \n " ) ) ;
}
void pshader_rcp ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
d - > x = d - > y = d - > z = d - > w = ( 0.0f = = s0 - > w ) ? HUGE_VAL : 1.0f / s0 - > w ;
PSTRACE ( ( " executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_rsq ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
float tmp_f = fabsf ( s0 - > w ) ;
d - > x = d - > y = d - > z = d - > w = ( 0.0f = = tmp_f ) ? HUGE_VAL : ( ( 1.0f ! = tmp_f ) ? 1.0f / sqrtf ( tmp_f ) : 1.0f ) ;
PSTRACE ( ( " executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_sge ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
d - > x = ( s0 - > x > = s1 - > x ) ? 1.0f : 0.0f ;
d - > y = ( s0 - > y > = s1 - > y ) ? 1.0f : 0.0f ;
d - > z = ( s0 - > z > = s1 - > z ) ? 1.0f : 0.0f ;
d - > w = ( s0 - > w > = s1 - > w ) ? 1.0f : 0.0f ;
PSTRACE ( ( " executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_slt ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
d - > x = ( s0 - > x < s1 - > x ) ? 1.0f : 0.0f ;
d - > y = ( s0 - > y < s1 - > y ) ? 1.0f : 0.0f ;
d - > z = ( s0 - > z < s1 - > z ) ? 1.0f : 0.0f ;
d - > w = ( s0 - > w < s1 - > w ) ? 1.0f : 0.0f ;
PSTRACE ( ( " executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_sub ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
d - > x = s0 - > x - s1 - > x ;
d - > y = s0 - > y - s1 - > y ;
d - > z = s0 - > z - s1 - > z ;
d - > w = s0 - > w - s1 - > w ;
PSTRACE ( ( " executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
/**
* Version 1.1 specific
*/
void pshader_exp ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
d - > x = d - > y = d - > z = d - > w = powf ( 2.0f , s0 - > w ) ;
PSTRACE ( ( " executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_log ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
float tmp_f = fabsf ( s0 - > w ) ;
d - > x = d - > y = d - > z = d - > w = ( 0.0f ! = tmp_f ) ? logf ( tmp_f ) / logf ( 2.0f ) : - HUGE_VAL ;
PSTRACE ( ( " executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_frc ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
d - > x = s0 - > x - floorf ( s0 - > x ) ;
d - > y = s0 - > y - floorf ( s0 - > y ) ;
d - > z = 0.0f ;
d - > w = 1.0f ;
PSTRACE ( ( " executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
typedef FLOAT D3DMATRIX44 [ 4 ] [ 4 ] ;
typedef FLOAT D3DMATRIX43 [ 4 ] [ 3 ] ;
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typedef FLOAT D3DMATRIX34 [ 3 ] [ 4 ] ;
typedef FLOAT D3DMATRIX33 [ 3 ] [ 3 ] ;
typedef FLOAT D3DMATRIX23 [ 2 ] [ 3 ] ;
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void pshader_m4x4 ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat ) {
/*
* Buggy CODE : here only if cast not work for copy / paste
WINED3DSHADERVECTOR * mat2 = mat1 + 1 ;
WINED3DSHADERVECTOR * mat3 = mat1 + 2 ;
WINED3DSHADERVECTOR * mat4 = mat1 + 3 ;
d - > x = mat1 - > x * s0 - > x + mat2 - > x * s0 - > y + mat3 - > x * s0 - > z + mat4 - > x * s0 - > w ;
d - > y = mat1 - > y * s0 - > x + mat2 - > y * s0 - > y + mat3 - > y * s0 - > z + mat4 - > y * s0 - > w ;
d - > z = mat1 - > z * s0 - > x + mat2 - > z * s0 - > y + mat3 - > z * s0 - > z + mat4 - > z * s0 - > w ;
d - > w = mat1 - > w * s0 - > x + mat2 - > w * s0 - > y + mat3 - > w * s0 - > z + mat4 - > w * s0 - > w ;
*/
d - > x = mat [ 0 ] [ 0 ] * s0 - > x + mat [ 0 ] [ 1 ] * s0 - > y + mat [ 0 ] [ 2 ] * s0 - > z + mat [ 0 ] [ 3 ] * s0 - > w ;
d - > y = mat [ 1 ] [ 0 ] * s0 - > x + mat [ 1 ] [ 1 ] * s0 - > y + mat [ 1 ] [ 2 ] * s0 - > z + mat [ 1 ] [ 3 ] * s0 - > w ;
d - > z = mat [ 2 ] [ 0 ] * s0 - > x + mat [ 2 ] [ 1 ] * s0 - > y + mat [ 2 ] [ 2 ] * s0 - > z + mat [ 2 ] [ 3 ] * s0 - > w ;
d - > w = mat [ 3 ] [ 0 ] * s0 - > x + mat [ 3 ] [ 1 ] * s0 - > y + mat [ 3 ] [ 2 ] * s0 - > z + mat [ 3 ] [ 3 ] * s0 - > w ;
PSTRACE ( ( " executing m4x4(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n " , mat [ 0 ] [ 0 ] , mat [ 0 ] [ 1 ] , mat [ 0 ] [ 2 ] , mat [ 0 ] [ 3 ] , s0 - > x , d - > x ) ) ;
PSTRACE ( ( " executing m4x4(2): mat=(%f, %f, %f, %f) (%f) (%f) \n " , mat [ 1 ] [ 0 ] , mat [ 1 ] [ 1 ] , mat [ 1 ] [ 2 ] , mat [ 1 ] [ 3 ] , s0 - > y , d - > y ) ) ;
PSTRACE ( ( " executing m4x4(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n " , mat [ 2 ] [ 0 ] , mat [ 2 ] [ 1 ] , mat [ 2 ] [ 2 ] , mat [ 2 ] [ 3 ] , s0 - > z , d - > z ) ) ;
PSTRACE ( ( " executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f) \n " , mat [ 3 ] [ 0 ] , mat [ 3 ] [ 1 ] , mat [ 3 ] [ 2 ] , mat [ 3 ] [ 3 ] , s0 - > w , d - > w ) ) ;
}
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void pshader_m4x3 ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , D3DMATRIX34 mat ) {
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d - > x = mat [ 0 ] [ 0 ] * s0 - > x + mat [ 0 ] [ 1 ] * s0 - > y + mat [ 0 ] [ 2 ] * s0 - > z + mat [ 0 ] [ 3 ] * s0 - > w ;
d - > y = mat [ 1 ] [ 0 ] * s0 - > x + mat [ 1 ] [ 1 ] * s0 - > y + mat [ 1 ] [ 2 ] * s0 - > z + mat [ 1 ] [ 3 ] * s0 - > w ;
d - > z = mat [ 2 ] [ 0 ] * s0 - > x + mat [ 2 ] [ 1 ] * s0 - > y + mat [ 2 ] [ 2 ] * s0 - > z + mat [ 2 ] [ 3 ] * s0 - > w ;
d - > w = 1.0f ;
PSTRACE ( ( " executing m4x3(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n " , mat [ 0 ] [ 0 ] , mat [ 0 ] [ 1 ] , mat [ 0 ] [ 2 ] , mat [ 0 ] [ 3 ] , s0 - > x , d - > x ) ) ;
PSTRACE ( ( " executing m4x3(2): mat=(%f, %f, %f, %f) (%f) (%f) \n " , mat [ 1 ] [ 0 ] , mat [ 1 ] [ 1 ] , mat [ 1 ] [ 2 ] , mat [ 1 ] [ 3 ] , s0 - > y , d - > y ) ) ;
PSTRACE ( ( " executing m4x3(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n " , mat [ 2 ] [ 0 ] , mat [ 2 ] [ 1 ] , mat [ 2 ] [ 2 ] , mat [ 2 ] [ 3 ] , s0 - > z , d - > z ) ) ;
PSTRACE ( ( " executing m4x3(4): (%f) (%f) \n " , s0 - > w , d - > w ) ) ;
}
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void pshader_m3x4 ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , D3DMATRIX43 mat ) {
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d - > x = mat [ 0 ] [ 0 ] * s0 - > x + mat [ 0 ] [ 1 ] * s0 - > y + mat [ 0 ] [ 2 ] * s0 - > z ;
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d - > y = mat [ 1 ] [ 0 ] * s0 - > x + mat [ 1 ] [ 1 ] * s0 - > y + mat [ 1 ] [ 2 ] * s0 - > z ;
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d - > z = mat [ 2 ] [ 0 ] * s0 - > x + mat [ 2 ] [ 1 ] * s0 - > y + mat [ 2 ] [ 2 ] * s0 - > z ;
d - > w = mat [ 3 ] [ 0 ] * s0 - > x + mat [ 3 ] [ 1 ] * s0 - > y + mat [ 3 ] [ 2 ] * s0 - > z ;
PSTRACE ( ( " executing m3x4(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n " , mat [ 0 ] [ 0 ] , mat [ 0 ] [ 1 ] , mat [ 0 ] [ 2 ] , s0 - > x , d - > x ) ) ;
PSTRACE ( ( " executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n " , mat [ 1 ] [ 0 ] , mat [ 1 ] [ 1 ] , mat [ 1 ] [ 2 ] , s0 - > y , d - > y ) ) ;
PSTRACE ( ( " executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n " , mat [ 2 ] [ 0 ] , mat [ 2 ] [ 1 ] , mat [ 2 ] [ 2 ] , s0 - > z , d - > z ) ) ;
PSTRACE ( ( " executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n " , mat [ 3 ] [ 0 ] , mat [ 3 ] [ 1 ] , mat [ 3 ] [ 2 ] , s0 - > w , d - > w ) ) ;
}
void pshader_m3x3 ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , D3DMATRIX33 mat ) {
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d - > x = mat [ 0 ] [ 0 ] * s0 - > x + mat [ 0 ] [ 1 ] * s0 - > y + mat [ 0 ] [ 2 ] * s0 - > z ;
d - > y = mat [ 1 ] [ 0 ] * s0 - > x + mat [ 1 ] [ 1 ] * s0 - > y + mat [ 1 ] [ 2 ] * s0 - > z ;
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d - > z = mat [ 2 ] [ 0 ] * s0 - > x + mat [ 2 ] [ 1 ] * s0 - > y + mat [ 2 ] [ 2 ] * s0 - > z ;
d - > w = 1.0f ;
PSTRACE ( ( " executing m3x3(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n " , mat [ 0 ] [ 0 ] , mat [ 0 ] [ 1 ] , mat [ 0 ] [ 2 ] , s0 - > x , d - > x ) ) ;
PSTRACE ( ( " executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n " , mat [ 1 ] [ 0 ] , mat [ 1 ] [ 1 ] , mat [ 1 ] [ 2 ] , s0 - > y , d - > y ) ) ;
PSTRACE ( ( " executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n " , mat [ 2 ] [ 0 ] , mat [ 2 ] [ 1 ] , mat [ 2 ] [ 2 ] , s0 - > z , d - > z ) ) ;
PSTRACE ( ( " executing m3x3(4): (%f) \n " , d - > w ) ) ;
}
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void pshader_m3x2 ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , D3DMATRIX23 mat ) {
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FIXME ( " check \n " ) ;
d - > x = mat [ 0 ] [ 0 ] * s0 - > x + mat [ 0 ] [ 1 ] * s0 - > y + mat [ 0 ] [ 2 ] * s0 - > z ;
d - > y = mat [ 1 ] [ 0 ] * s0 - > x + mat [ 1 ] [ 1 ] * s0 - > y + mat [ 1 ] [ 2 ] * s0 - > z ;
d - > z = 0.0f ;
d - > w = 1.0f ;
}
/**
* Version 2.0 specific
*/
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void pshader_lrp ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 , WINED3DSHADERVECTOR * s2 ) {
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d - > x = s0 - > x * ( s1 - > x - s2 - > x ) + s2 - > x ;
d - > y = s0 - > y * ( s1 - > y - s2 - > y ) + s2 - > y ;
d - > z = s0 - > z * ( s1 - > z - s2 - > z ) + s2 - > z ;
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d - > w = s0 - > w * ( s1 - > w - s2 - > w ) + s2 - > w ;
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}
void pshader_crs ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
d - > x = s0 - > y * s1 - > z - s0 - > z * s1 - > y ;
d - > y = s0 - > z * s1 - > x - s0 - > x * s1 - > z ;
d - > z = s0 - > x * s1 - > y - s0 - > y * s1 - > x ;
d - > w = 0.9f ; /* w is undefined, so set it to something safeish */
PSTRACE ( ( " executing crs: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , s1 - > x , s1 - > y , s1 - > z , s1 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
void pshader_abs ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
d - > x = fabsf ( s0 - > x ) ;
d - > y = fabsf ( s0 - > y ) ;
d - > z = fabsf ( s0 - > z ) ;
d - > w = fabsf ( s0 - > w ) ;
PSTRACE ( ( " executing abs: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f) \n " ,
s0 - > x , s0 - > y , s0 - > z , s0 - > w , d - > x , d - > y , d - > z , d - > w ) ) ;
}
/* Stubs */
void pshader_texcoord ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texkill ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_tex ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texld ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texbem ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texbeml ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texreg2ar ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texreg2gb ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texm3x2pad ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texm3x2tex ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texm3x3tex ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texm3x3pad ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texm3x3diff ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texm3x3spec ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texm3x3vspec ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_cnd ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 , WINED3DSHADERVECTOR * s2 ) {
FIXME ( " : Stub \n " ) ;
}
/* Def is C[n] = {n.nf, n.nf, n.nf, n.nf} */
void pshader_def ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 , WINED3DSHADERVECTOR * s2 , WINED3DSHADERVECTOR * s3 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texreg2rgb ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texdp3tex ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texm3x2depth ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texdp3 ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texm3x3 ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texdepth ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_cmp ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 , WINED3DSHADERVECTOR * s2 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_bem ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_call ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_callnz ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_loop ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_ret ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_endloop ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_dcl ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_pow ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 , WINED3DSHADERVECTOR * s1 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_sng ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_nrm ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_sincos ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_rep ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_endrep ( void ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_if ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_ifc ( WINED3DSHADERVECTOR * d , WINED3DSHADERVECTOR * s0 ) {
FIXME ( " : Stub \n " ) ;
}
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void pshader_else ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_label ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_endif ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_break ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_breakc ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_mova ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_defb ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_defi ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_dp2add ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_dsx ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_dsy ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texldd ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_setp ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_texldl ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
void pshader_breakp ( WINED3DSHADERVECTOR * d ) {
FIXME ( " : Stub \n " ) ;
}
/**
* log , exp , frc , m * x * seems to be macros ins . . . to see
*/
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CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins [ ] = {
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{ D3DSIO_NOP , " nop " , " NOP " , 0 , pshader_nop , 0 , 0 } ,
{ D3DSIO_MOV , " mov " , " MOV " , 2 , pshader_mov , 0 , 0 } ,
{ D3DSIO_ADD , " add " , " ADD " , 3 , pshader_add , 0 , 0 } ,
{ D3DSIO_SUB , " sub " , " SUB " , 3 , pshader_sub , 0 , 0 } ,
{ D3DSIO_MAD , " mad " , " MAD " , 4 , pshader_mad , 0 , 0 } ,
{ D3DSIO_MUL , " mul " , " MUL " , 3 , pshader_mul , 0 , 0 } ,
{ D3DSIO_RCP , " rcp " , " RCP " , 2 , pshader_rcp , 0 , 0 } ,
{ D3DSIO_RSQ , " rsq " , " RSQ " , 2 , pshader_rsq , 0 , 0 } ,
{ D3DSIO_DP3 , " dp3 " , " DP3 " , 3 , pshader_dp3 , 0 , 0 } ,
{ D3DSIO_DP4 , " dp4 " , " DP4 " , 3 , pshader_dp4 , 0 , 0 } ,
{ D3DSIO_MIN , " min " , " MIN " , 3 , pshader_min , 0 , 0 } ,
{ D3DSIO_MAX , " max " , " MAX " , 3 , pshader_max , 0 , 0 } ,
{ D3DSIO_SLT , " slt " , " SLT " , 3 , pshader_slt , 0 , 0 } ,
{ D3DSIO_SGE , " sge " , " SGE " , 3 , pshader_sge , 0 , 0 } ,
{ D3DSIO_ABS , " abs " , " ABS " , 2 , pshader_abs , 0 , 0 } ,
{ D3DSIO_EXP , " exp " , " EX2 " , 2 , pshader_exp , 0 , 0 } ,
{ D3DSIO_LOG , " log " , " LG2 " , 2 , pshader_log , 0 , 0 } ,
{ D3DSIO_LIT , " lit " , " LIT " , 2 , pshader_lit , 0 , 0 } ,
{ D3DSIO_DST , " dst " , " DST " , 3 , pshader_dst , 0 , 0 } ,
{ D3DSIO_LRP , " lrp " , " LRP " , 4 , pshader_lrp , 0 , 0 } ,
{ D3DSIO_FRC , " frc " , " FRC " , 2 , pshader_frc , 0 , 0 } ,
{ D3DSIO_M4x4 , " m4x4 " , " undefined " , 3 , pshader_m4x4 , 0 , 0 } ,
{ D3DSIO_M4x3 , " m4x3 " , " undefined " , 3 , pshader_m4x3 , 0 , 0 } ,
{ D3DSIO_M3x4 , " m3x4 " , " undefined " , 3 , pshader_m3x4 , 0 , 0 } ,
{ D3DSIO_M3x3 , " m3x3 " , " undefined " , 3 , pshader_m3x3 , 0 , 0 } ,
{ D3DSIO_M3x2 , " m3x2 " , " undefined " , 3 , pshader_m3x2 , 0 , 0 } ,
/** FIXME: use direct access so add the others opcodes as stubs */
/* NOTE: gl function is currently NULL for calls and loops because they are not yet supported
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They can be easily managed in software by introducing a call / loop stack and should be possible to implement in glsl ol NV_shader ' s */
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{ D3DSIO_CALL , " call " , GLNAME_REQUIRE_GLSL , 1 , pshader_call , 0 , 0 } ,
{ D3DSIO_CALLNZ , " callnz " , GLNAME_REQUIRE_GLSL , 2 , pshader_callnz , 0 , 0 } ,
{ D3DSIO_LOOP , " loop " , GLNAME_REQUIRE_GLSL , 2 , pshader_loop , 0 , 0 } ,
{ D3DSIO_RET , " ret " , GLNAME_REQUIRE_GLSL , 0 , pshader_ret , 0 , 0 } ,
{ D3DSIO_ENDLOOP , " endloop " , GLNAME_REQUIRE_GLSL , 0 , pshader_endloop , 0 , 0 } ,
{ D3DSIO_LABEL , " label " , GLNAME_REQUIRE_GLSL , 1 , pshader_label , 0 , 0 } ,
/* DCL is a specil operation */
{ D3DSIO_DCL , " dcl " , NULL , 1 , pshader_dcl , 0 , 0 } ,
{ D3DSIO_POW , " pow " , " POW " , 3 , pshader_pow , 0 , 0 } ,
{ D3DSIO_CRS , " crs " , " XPS " , 3 , pshader_crs , 0 , 0 } ,
/* TODO: sng can possibly be performed as
RCP tmp , vec
MUL out , tmp , vec */
{ D3DSIO_SGN , " sng " , NULL , 2 , pshader_sng , 0 , 0 } ,
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/* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
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DP3 tmp , vec , vec ;
RSQ tmp , tmp . x ;
MUL vec . xyz , vec , tmp ;
but I think this is better because it accounts for w properly .
DP3 tmp , vec , vec ;
RSQ tmp , tmp . x ;
MUL vec , vec , tmp ;
*/
{ D3DSIO_NRM , " nrm " , NULL , 2 , pshader_nrm , 0 , 0 } ,
{ D3DSIO_SINCOS , " sincos " , NULL , 2 , pshader_sincos , 0 , 0 } ,
{ D3DSIO_REP , " rep " , GLNAME_REQUIRE_GLSL , 2 , pshader_rep , 0 , 0 } ,
{ D3DSIO_ENDREP , " endrep " , GLNAME_REQUIRE_GLSL , 0 , pshader_endrep , 0 , 0 } ,
{ D3DSIO_IF , " if " , GLNAME_REQUIRE_GLSL , 2 , pshader_if , 0 , 0 } ,
{ D3DSIO_IFC , " ifc " , GLNAME_REQUIRE_GLSL , 2 , pshader_ifc , 0 , 0 } ,
{ D3DSIO_ELSE , " else " , GLNAME_REQUIRE_GLSL , 2 , pshader_else , 0 , 0 } ,
{ D3DSIO_ENDIF , " endif " , GLNAME_REQUIRE_GLSL , 2 , pshader_endif , 0 , 0 } ,
{ D3DSIO_BREAK , " break " , GLNAME_REQUIRE_GLSL , 2 , pshader_break , 0 , 0 } ,
{ D3DSIO_BREAKC , " breakc " , GLNAME_REQUIRE_GLSL , 2 , pshader_breakc , 0 , 0 } ,
{ D3DSIO_MOVA , " mova " , GLNAME_REQUIRE_GLSL , 2 , pshader_mova , 0 , 0 } ,
{ D3DSIO_DEFB , " defb " , GLNAME_REQUIRE_GLSL , 2 , pshader_defb , 0 , 0 } ,
{ D3DSIO_DEFI , " defi " , GLNAME_REQUIRE_GLSL , 2 , pshader_defi , 0 , 0 } ,
{ D3DSIO_TEXCOORD , " texcoord " , " undefined " , 1 , pshader_texcoord , 0 , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXCOORD , " texcrd " , " undefined " , 2 , pshader_texcoord , D3DPS_VERSION ( 1 , 4 ) , D3DPS_VERSION ( 1 , 4 ) } ,
{ D3DSIO_TEXKILL , " texkill " , " KIL " , 1 , pshader_texkill , D3DPS_VERSION ( 1 , 0 ) , D3DPS_VERSION ( 1 , 4 ) } ,
{ D3DSIO_TEX , " tex " , " undefined " , 1 , pshader_tex , 0 , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEX , " texld " , GLNAME_REQUIRE_GLSL , 2 , pshader_texld , D3DPS_VERSION ( 1 , 4 ) , D3DPS_VERSION ( 1 , 4 ) } ,
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{ D3DSIO_TEX , " texld " , GLNAME_REQUIRE_GLSL , 3 , pshader_texld , D3DPS_VERSION ( 2 , 0 ) , - 1 } ,
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{ D3DSIO_TEXBEM , " texbem " , " undefined " , 2 , pshader_texbem , 0 , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXBEML , " texbeml " , GLNAME_REQUIRE_GLSL , 2 , pshader_texbeml , D3DPS_VERSION ( 1 , 0 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXREG2AR , " texreg2ar " , " undefined " , 2 , pshader_texreg2ar , D3DPS_VERSION ( 1 , 1 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXREG2GB , " texreg2gb " , " undefined " , 2 , pshader_texreg2gb , D3DPS_VERSION ( 1 , 2 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXM3x2PAD , " texm3x2pad " , " undefined " , 2 , pshader_texm3x2pad , D3DPS_VERSION ( 1 , 0 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXM3x2TEX , " texm3x2tex " , " undefined " , 2 , pshader_texm3x2tex , D3DPS_VERSION ( 1 , 0 ) , D3DPS_VERSION ( 1 , 3 ) } ,
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{ D3DSIO_TEXM3x3PAD , " texm3x3pad " , " undefined " , 2 , pshader_texm3x3pad , D3DPS_VERSION ( 1 , 0 ) , D3DPS_VERSION ( 1 , 3 ) } ,
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{ D3DSIO_TEXM3x3DIFF , " texm3x3diff " , GLNAME_REQUIRE_GLSL , 2 , pshader_texm3x3diff , D3DPS_VERSION ( 0 , 0 ) , D3DPS_VERSION ( 0 , 0 ) } ,
{ D3DSIO_TEXM3x3SPEC , " texm3x3spec " , " undefined " , 3 , pshader_texm3x3spec , D3DPS_VERSION ( 1 , 0 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXM3x3VSPEC , " texm3x3vspe " , " undefined " , 2 , pshader_texm3x3vspec , D3DPS_VERSION ( 1 , 0 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXM3x3TEX , " texm3x3tex " , " undefined " , 2 , pshader_texm3x3tex , D3DPS_VERSION ( 1 , 0 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_EXPP , " expp " , " EXP " , 2 , pshader_expp , 0 , 0 } ,
{ D3DSIO_LOGP , " logp " , " LOG " , 2 , pshader_logp , 0 , 0 } ,
{ D3DSIO_CND , " cnd " , GLNAME_REQUIRE_GLSL , 4 , pshader_cnd , D3DPS_VERSION ( 1 , 1 ) , D3DPS_VERSION ( 1 , 4 ) } ,
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/* def is a special operation */
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{ D3DSIO_DEF , " def " , " undefined " , 5 , pshader_def , 0 , 0 } ,
{ D3DSIO_TEXREG2RGB , " texreg2rgb " , GLNAME_REQUIRE_GLSL , 2 , pshader_texreg2rgb , D3DPS_VERSION ( 1 , 2 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXDP3TEX , " texdp3tex " , GLNAME_REQUIRE_GLSL , 2 , pshader_texdp3tex , D3DPS_VERSION ( 1 , 2 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXM3x2DEPTH , " texm3x2depth " , GLNAME_REQUIRE_GLSL , 2 , pshader_texm3x2depth , D3DPS_VERSION ( 1 , 3 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXDP3 , " texdp3 " , GLNAME_REQUIRE_GLSL , 2 , pshader_texdp3 , D3DPS_VERSION ( 1 , 2 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXM3x3 , " texm3x3 " , GLNAME_REQUIRE_GLSL , 2 , pshader_texm3x3 , D3DPS_VERSION ( 1 , 2 ) , D3DPS_VERSION ( 1 , 3 ) } ,
{ D3DSIO_TEXDEPTH , " texdepth " , GLNAME_REQUIRE_GLSL , 1 , pshader_texdepth , D3DPS_VERSION ( 1 , 4 ) , D3DPS_VERSION ( 1 , 4 ) } ,
{ D3DSIO_CMP , " cmp " , GLNAME_REQUIRE_GLSL , 4 , pshader_cmp , D3DPS_VERSION ( 1 , 1 ) , D3DPS_VERSION ( 3 , 0 ) } ,
{ D3DSIO_BEM , " bem " , GLNAME_REQUIRE_GLSL , 3 , pshader_bem , D3DPS_VERSION ( 1 , 4 ) , D3DPS_VERSION ( 1 , 4 ) } ,
/* TODO: dp2add can be made out of multiple instuctions */
{ D3DSIO_DP2ADD , " dp2add " , GLNAME_REQUIRE_GLSL , 2 , pshader_dp2add , 0 , 0 } ,
{ D3DSIO_DSX , " dsx " , GLNAME_REQUIRE_GLSL , 2 , pshader_dsx , 0 , 0 } ,
{ D3DSIO_DSY , " dsy " , GLNAME_REQUIRE_GLSL , 2 , pshader_dsy , 0 , 0 } ,
{ D3DSIO_TEXLDD , " texldd " , GLNAME_REQUIRE_GLSL , 2 , pshader_texldd , 0 , 0 } ,
{ D3DSIO_SETP , " setp " , GLNAME_REQUIRE_GLSL , 2 , pshader_setp , 0 , 0 } ,
{ D3DSIO_TEXLDL , " texdl " , GLNAME_REQUIRE_GLSL , 2 , pshader_texldl , 0 , 0 } ,
{ D3DSIO_BREAKP , " breakp " , GLNAME_REQUIRE_GLSL , 2 , pshader_breakp , 0 , 0 } ,
{ D3DSIO_PHASE , " phase " , GLNAME_REQUIRE_GLSL , 0 , pshader_nop , 0 , 0 } ,
{ 0 , NULL , NULL , 0 , NULL , 0 , 0 }
} ;
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inline static const SHADER_OPCODE * pshader_program_get_opcode ( IWineD3DPixelShaderImpl * This , const DWORD code ) {
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DWORD i = 0 ;
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DWORD version = This - > baseShader . version ;
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DWORD hex_version = D3DPS_VERSION ( version / 10 , version % 10 ) ;
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const SHADER_OPCODE * shader_ins = This - > baseShader . shader_ins ;
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/** TODO: use dichotomic search */
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while ( NULL ! = shader_ins [ i ] . name ) {
if ( ( ( code & D3DSI_OPCODE_MASK ) = = shader_ins [ i ] . opcode ) & &
( ( ( hex_version > = shader_ins [ i ] . min_version ) & & ( hex_version < = shader_ins [ i ] . max_version ) ) | |
( ( shader_ins [ i ] . min_version = = 0 ) & & ( shader_ins [ i ] . max_version = = 0 ) ) ) ) {
return & shader_ins [ i ] ;
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}
+ + i ;
}
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FIXME ( " Unsupported opcode %lx(%ld) masked %lx version %ld \n " , code , code , code & D3DSI_OPCODE_MASK , version ) ;
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return NULL ;
}
inline static BOOL pshader_is_version_token ( DWORD token ) {
return 0xFFFF0000 = = ( token & 0xFFFF0000 ) ;
}
inline static BOOL pshader_is_comment_token ( DWORD token ) {
return D3DSIO_COMMENT = = ( token & D3DSI_OPCODE_MASK ) ;
}
inline static void get_register_name ( const DWORD param , char * regstr , char constants [ WINED3D_PSHADER_MAX_CONSTANTS ] ) {
static const char * rastout_reg_names [ ] = { " oC0 " , " oC1 " , " oC2 " , " oC3 " , " oDepth " } ;
DWORD reg = param & REGMASK ;
DWORD regtype = ( ( param & D3DSP_REGTYPE_MASK ) > > D3DSP_REGTYPE_SHIFT ) ;
switch ( regtype ) {
case D3DSPR_TEMP :
sprintf ( regstr , " R%lu " , reg ) ;
break ;
case D3DSPR_INPUT :
if ( reg = = 0 ) {
strcpy ( regstr , " fragment.color.primary " ) ;
} else {
strcpy ( regstr , " fragment.color.secondary " ) ;
}
break ;
case D3DSPR_CONST :
if ( constants [ reg ] )
sprintf ( regstr , " C%lu " , reg ) ;
else
sprintf ( regstr , " program.env[%lu] " , reg ) ;
break ;
case D3DSPR_TEXTURE : /* case D3DSPR_ADDR: */
sprintf ( regstr , " T%lu " , reg ) ;
break ;
case D3DSPR_RASTOUT :
sprintf ( regstr , " %s " , rastout_reg_names [ reg ] ) ;
break ;
case D3DSPR_ATTROUT :
sprintf ( regstr , " oD[%lu] " , reg ) ;
break ;
case D3DSPR_TEXCRDOUT :
sprintf ( regstr , " oT[%lu] " , reg ) ;
break ;
default :
FIXME ( " Unhandled register name Type(%ld) \n " , regtype ) ;
break ;
}
}
inline static void get_write_mask ( const DWORD output_reg , char * write_mask ) {
* write_mask = 0 ;
if ( ( output_reg & D3DSP_WRITEMASK_ALL ) ! = D3DSP_WRITEMASK_ALL ) {
strcat ( write_mask , " . " ) ;
if ( output_reg & D3DSP_WRITEMASK_0 ) strcat ( write_mask , " r " ) ;
if ( output_reg & D3DSP_WRITEMASK_1 ) strcat ( write_mask , " g " ) ;
if ( output_reg & D3DSP_WRITEMASK_2 ) strcat ( write_mask , " b " ) ;
if ( output_reg & D3DSP_WRITEMASK_3 ) strcat ( write_mask , " a " ) ;
}
}
inline static void get_input_register_swizzle ( const DWORD instr , char * swzstring ) {
static const char swizzle_reg_chars [ ] = " rgba " ;
DWORD swizzle = ( instr & D3DSP_SWIZZLE_MASK ) > > D3DSP_SWIZZLE_SHIFT ;
DWORD swizzle_x = swizzle & 0x03 ;
DWORD swizzle_y = ( swizzle > > 2 ) & 0x03 ;
DWORD swizzle_z = ( swizzle > > 4 ) & 0x03 ;
DWORD swizzle_w = ( swizzle > > 6 ) & 0x03 ;
/**
* swizzle bits fields :
* WWZZYYXX
*/
* swzstring = 0 ;
if ( ( D3DSP_NOSWIZZLE > > D3DSP_SWIZZLE_SHIFT ) ! = swizzle ) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
if ( swizzle_x = = swizzle_y & &
swizzle_x = = swizzle_z & &
swizzle_x = = swizzle_w ) {
sprintf ( swzstring , " .%c " , swizzle_reg_chars [ swizzle_x ] ) ;
} else {
sprintf ( swzstring , " .%c%c%c%c " ,
swizzle_reg_chars [ swizzle_x ] ,
swizzle_reg_chars [ swizzle_y ] ,
swizzle_reg_chars [ swizzle_z ] ,
swizzle_reg_chars [ swizzle_w ] ) ;
}
}
}
inline static void addline ( unsigned int * lineNum , char * pgm , unsigned int * pgmLength , char * line ) {
int lineLen = strlen ( line ) ;
if ( lineLen + * pgmLength > PGMSIZE - 1 /* - 1 to allow a NULL at the end */ ) {
ERR ( " The buffer allocated for the vertex program string pgmStr is too small at %d bytes, at least %d bytes in total are required. \n " , PGMSIZE , lineLen + * pgmLength ) ;
return ;
} else {
memcpy ( pgm + * pgmLength , line , lineLen ) ;
}
* pgmLength + = lineLen ;
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+ + ( * lineNum ) ;
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TRACE ( " GL HW (%u, %u) : %s " , * lineNum , * pgmLength , line ) ;
}
static const char * shift_tab [ ] = {
" dummy " , /* 0 (none) */
" coefmul.x " , /* 1 (x2) */
" coefmul.y " , /* 2 (x4) */
" coefmul.z " , /* 3 (x8) */
" coefmul.w " , /* 4 (x16) */
" dummy " , /* 5 (x32) */
" dummy " , /* 6 (x64) */
" dummy " , /* 7 (x128) */
" dummy " , /* 8 (d256) */
" dummy " , /* 9 (d128) */
" dummy " , /* 10 (d64) */
" dummy " , /* 11 (d32) */
" coefdiv.w " , /* 12 (d16) */
" coefdiv.z " , /* 13 (d8) */
" coefdiv.y " , /* 14 (d4) */
" coefdiv.x " /* 15 (d2) */
} ;
inline static void gen_output_modifier_line ( int saturate , char * write_mask , int shift , char * regstr , char * line ) {
/* Generate a line that does the output modifier computation */
sprintf ( line , " MUL%s %s%s, %s, %s; " , saturate ? " _SAT " : " " , regstr , write_mask , regstr , shift_tab [ shift ] ) ;
}
inline static int gen_input_modifier_line ( const DWORD instr , int tmpreg , char * outregstr , char * line , char constants [ WINED3D_PSHADER_MAX_CONSTANTS ] ) {
/* Generate a line that does the input modifier computation and return the input register to use */
static char regstr [ 256 ] ;
static char tmpline [ 256 ] ;
int insert_line ;
/* Assume a new line will be added */
insert_line = 1 ;
/* Get register name */
get_register_name ( instr , regstr , constants ) ;
TRACE ( " Register name %s \n " , regstr ) ;
switch ( instr & D3DSP_SRCMOD_MASK ) {
case D3DSPSM_NONE :
strcpy ( outregstr , regstr ) ;
insert_line = 0 ;
break ;
case D3DSPSM_NEG :
sprintf ( outregstr , " -%s " , regstr ) ;
insert_line = 0 ;
break ;
case D3DSPSM_BIAS :
sprintf ( line , " ADD T%c, %s, -coefdiv.x; " , ' A ' + tmpreg , regstr ) ;
break ;
case D3DSPSM_BIASNEG :
sprintf ( line , " ADD T%c, -%s, coefdiv.x; " , ' A ' + tmpreg , regstr ) ;
break ;
case D3DSPSM_SIGN :
sprintf ( line , " MAD T%c, %s, coefmul.x, -one.x; " , ' A ' + tmpreg , regstr ) ;
break ;
case D3DSPSM_SIGNNEG :
sprintf ( line , " MAD T%c, %s, -coefmul.x, one.x; " , ' A ' + tmpreg , regstr ) ;
break ;
case D3DSPSM_COMP :
sprintf ( line , " SUB T%c, one.x, %s; " , ' A ' + tmpreg , regstr ) ;
break ;
case D3DSPSM_X2 :
sprintf ( line , " ADD T%c, %s, %s; " , ' A ' + tmpreg , regstr , regstr ) ;
break ;
case D3DSPSM_X2NEG :
sprintf ( line , " ADD T%c, -%s, -%s; " , ' A ' + tmpreg , regstr , regstr ) ;
break ;
case D3DSPSM_DZ :
sprintf ( line , " RCP T%c, %s.z; " , ' A ' + tmpreg , regstr ) ;
sprintf ( tmpline , " MUL T%c, %s, T%c; " , ' A ' + tmpreg , regstr , ' A ' + tmpreg ) ;
strcat ( line , " \n " ) ; /* Hack */
strcat ( line , tmpline ) ;
break ;
case D3DSPSM_DW :
sprintf ( line , " RCP T%c, %s; " , ' A ' + tmpreg , regstr ) ;
sprintf ( tmpline , " MUL T%c, %s, T%c; " , ' A ' + tmpreg , regstr , ' A ' + tmpreg ) ;
strcat ( line , " \n " ) ; /* Hack */
strcat ( line , tmpline ) ;
break ;
default :
strcpy ( outregstr , regstr ) ;
insert_line = 0 ;
}
if ( insert_line ) {
/* Substitute the register name */
sprintf ( outregstr , " T%c " , ' A ' + tmpreg ) ;
}
return insert_line ;
}
/* NOTE: A description of how to parse tokens can be found at http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW ( IWineD3DPixelShader * iface , CONST DWORD * pFunction ) {
IWineD3DPixelShaderImpl * This = ( IWineD3DPixelShaderImpl * ) iface ;
const DWORD * pToken = pFunction ;
const SHADER_OPCODE * curOpcode = NULL ;
const DWORD * pInstr ;
DWORD i ;
unsigned lineNum = 0 ; /* The line number of the generated program (for loging)*/
char * pgmStr = NULL ; /* A pointer to the program data generated by this function */
char tmpLine [ 255 ] ;
DWORD nUseAddressRegister = 0 ;
#if 0 /* TODO: loop register (just another address register ) */
BOOL hasLoops = FALSE ;
# endif
BOOL saturate ; /* clamp to 0.0 -> 1.0*/
int row = 0 ; /* not sure, something to do with macros? */
DWORD tcw [ 2 ] ;
int version = 0 ; /* The version of the shader */
/* Keep a running length for pgmStr so that we don't have to caculate strlen every time we concatanate */
unsigned int pgmLength = 0 ;
#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
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it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur . . . */
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if ( This - > device - > fixupVertexBufferSize < PGMSIZE ) {
HeapFree ( GetProcessHeap ( ) , 0 , This - > fixupVertexBuffer ) ;
This - > fixupVertexBuffer = HeapAlloc ( GetProcessHeap ( ) , 0 , PGMSIZE ) ;
This - > fixupVertexBufferSize = PGMSIZE ;
This - > fixupVertexBuffer [ 0 ] = 0 ;
}
pgmStr = This - > device - > fixupVertexBuffer ;
# else
pgmStr = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , PGMSIZE ) ; /* 64kb should be enough */
# endif
/* TODO: Think about using a first pass to work out what's required for the second pass. */
for ( i = 0 ; i < WINED3D_PSHADER_MAX_CONSTANTS ; i + + )
This - > constants [ i ] = 0 ;
if ( NULL ! = pToken ) {
while ( D3DPS_END ( ) ! = * pToken ) {
#if 0 /* For pixel and vertex shader versions 2_0 and later, bits 24 through 27 specify the size in DWORDs of the instruction */
if ( version > = 2 ) {
instructionSize = pToken & SIZEBITS > > 27 ;
}
# endif
if ( pshader_is_version_token ( * pToken ) ) { /** version */
int numTemps ;
int numConstants ;
/* Extract version *10 into integer value (ie. 1.0 == 10, 1.1==11 etc */
version = ( ( ( * pToken > > 8 ) & 0x0F ) * 10 ) + ( * pToken & 0x0F ) ;
TRACE ( " found version token ps.%lu.%lu; \n " , ( * pToken > > 8 ) & 0x0F , ( * pToken & 0x0F ) ) ;
/* Each release of pixel shaders has had different numbers of temp registers */
switch ( version ) {
case 10 :
case 11 :
case 12 :
case 13 :
case 14 : numTemps = 12 ;
numConstants = 8 ;
strcpy ( tmpLine , " !!ARBfp1.0 \n " ) ;
break ;
case 20 : numTemps = 12 ;
numConstants = 8 ;
strcpy ( tmpLine , " !!ARBfp2.0 \n " ) ;
FIXME ( " No work done yet to support ps2.0 in hw \n " ) ;
break ;
case 30 : numTemps = 32 ;
numConstants = 8 ;
strcpy ( tmpLine , " !!ARBfp3.0 \n " ) ;
FIXME ( " No work done yet to support ps3.0 in hw \n " ) ;
break ;
default :
numTemps = 12 ;
numConstants = 8 ;
strcpy ( tmpLine , " !!ARBfp1.0 \n " ) ;
FIXME ( " Unrecognized pixel shader version! \n " ) ;
}
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
/* TODO: find out how many registers are really needed */
for ( i = 0 ; i < 6 ; i + + ) {
sprintf ( tmpLine , " TEMP T%lu; \n " , i ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
for ( i = 0 ; i < 6 ; i + + ) {
sprintf ( tmpLine , " TEMP R%lu; \n " , i ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
sprintf ( tmpLine , " TEMP TMP; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " TEMP TMP2; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " TEMP TA; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " TEMP TB; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " TEMP TC; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
strcpy ( tmpLine , " PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 }; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
strcpy ( tmpLine , " PARAM coefmul = { 2, 4, 8, 16 }; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
strcpy ( tmpLine , " PARAM one = { 1.0, 1.0, 1.0, 1.0 }; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
for ( i = 0 ; i < 4 ; i + + ) {
sprintf ( tmpLine , " MOV T%lu, fragment.texcoord[%lu]; \n " , i , i ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
+ + pToken ;
continue ;
}
if ( pshader_is_comment_token ( * pToken ) ) { /** comment */
DWORD comment_len = ( * pToken & D3DSI_COMMENTSIZE_MASK ) > > D3DSI_COMMENTSIZE_SHIFT ;
+ + pToken ;
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TRACE ( " #%s \n " , ( char * ) pToken ) ;
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pToken + = comment_len ;
continue ;
}
/* here */
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#if 0 /* Not sure what these are here for, they're not required for vshaders */
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code = * pToken ;
# endif
pInstr = pToken ;
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curOpcode = pshader_program_get_opcode ( This , * pToken ) ;
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+ + pToken ;
if ( NULL = = curOpcode ) {
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/* unknown current opcode ... (shouldn't be any!) */
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while ( * pToken & 0x80000000 ) { /* TODO: Think of a sensible name for 0x80000000 */
FIXME ( " unrecognized opcode: %08lx \n " , * pToken ) ;
+ + pToken ;
}
} else if ( GLNAME_REQUIRE_GLSL = = curOpcode - > glname ) {
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/* if the token isn't supported by this cross compiler then skip it and its parameters */
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FIXME ( " Token %s requires greater functionality than Fragment_Progarm_ARB supports \n " , curOpcode - > name ) ;
pToken + = curOpcode - > num_params ;
} else {
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TRACE ( " Found opcode %s %s \n " , curOpcode - > name , curOpcode - > glname ) ;
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saturate = FALSE ;
/* Build opcode for GL vertex_program */
switch ( curOpcode - > opcode ) {
case D3DSIO_NOP :
case D3DSIO_PHASE :
continue ;
case D3DSIO_MOV :
/* Address registers must be loaded with the ARL instruction */
if ( ( ( ( * pToken ) & D3DSP_REGTYPE_MASK ) > > D3DSP_REGTYPE_SHIFT ) = = D3DSPR_ADDR ) {
if ( ( ( * pToken ) & REGMASK ) < nUseAddressRegister ) {
strcpy ( tmpLine , " ARL " ) ;
break ;
} else
FIXME ( " (%p) Try to load A%ld an undeclared address register! \n " , This , ( ( * pToken ) & REGMASK ) ) ;
}
/* fall through */
case D3DSIO_CND :
case D3DSIO_CMP :
case D3DSIO_ADD :
case D3DSIO_SUB :
case D3DSIO_MAD :
case D3DSIO_MUL :
case D3DSIO_RCP :
case D3DSIO_RSQ :
case D3DSIO_DP3 :
case D3DSIO_DP4 :
case D3DSIO_MIN :
case D3DSIO_MAX :
case D3DSIO_SLT :
case D3DSIO_SGE :
case D3DSIO_LIT :
case D3DSIO_DST :
case D3DSIO_FRC :
case D3DSIO_EXPP :
case D3DSIO_LOGP :
case D3DSIO_EXP :
case D3DSIO_LOG :
case D3DSIO_LRP :
case D3DSIO_TEXKILL :
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TRACE ( " Appending glname %s to tmpLine \n " , curOpcode - > glname ) ;
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strcpy ( tmpLine , curOpcode - > glname ) ;
break ;
case D3DSIO_DEF :
{
DWORD reg = * pToken & REGMASK ;
sprintf ( tmpLine , " PARAM C%lu = { %f, %f, %f, %f }; \n " , reg ,
* ( ( const float * ) ( pToken + 1 ) ) ,
* ( ( const float * ) ( pToken + 2 ) ) ,
* ( ( const float * ) ( pToken + 3 ) ) ,
* ( ( const float * ) ( pToken + 4 ) ) ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
This - > constants [ reg ] = 1 ;
pToken + = 5 ;
continue ;
}
break ;
case D3DSIO_TEX :
{
char tmp [ 20 ] ;
get_write_mask ( * pToken , tmp ) ;
if ( version ! = 14 ) {
DWORD reg = * pToken & REGMASK ;
sprintf ( tmpLine , " TEX T%lu%s, T%lu, texture[%lu], 2D; \n " , reg , tmp , reg , reg ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
+ + pToken ;
} else {
char reg [ 20 ] ;
DWORD reg1 = * pToken & REGMASK ;
DWORD reg2 = * + + pToken & REGMASK ;
if ( gen_input_modifier_line ( * pToken , 0 , reg , tmpLine , This - > constants ) ) {
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
sprintf ( tmpLine , " TEX R%lu%s, %s, texture[%lu], 2D; \n " , reg1 , tmp , reg , reg2 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
+ + pToken ;
}
continue ;
}
break ;
case D3DSIO_TEXCOORD :
{
char tmp [ 20 ] ;
get_write_mask ( * pToken , tmp ) ;
if ( version ! = 14 ) {
DWORD reg = * pToken & REGMASK ;
sprintf ( tmpLine , " MOV T%lu%s, fragment.texcoord[%lu]; \n " , reg , tmp , reg ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
+ + pToken ;
} else {
DWORD reg1 = * pToken & REGMASK ;
DWORD reg2 = * + + pToken & REGMASK ;
sprintf ( tmpLine , " MOV R%lu%s, fragment.texcoord[%lu]; \n " , reg1 , tmp , reg2 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
+ + pToken ;
}
continue ;
}
break ;
case D3DSIO_TEXM3x2PAD :
{
DWORD reg = * pToken & REGMASK ;
char buf [ 50 ] ;
if ( gen_input_modifier_line ( * + + pToken , 0 , buf , tmpLine , This - > constants ) ) {
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
sprintf ( tmpLine , " DP3 TMP.x, T%lu, %s; \n " , reg , buf ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
+ + pToken ;
continue ;
}
break ;
case D3DSIO_TEXM3x2TEX :
{
DWORD reg = * pToken & REGMASK ;
char buf [ 50 ] ;
if ( gen_input_modifier_line ( * + + pToken , 0 , buf , tmpLine , This - > constants ) ) {
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
sprintf ( tmpLine , " DP3 TMP.y, T%lu, %s; \n " , reg , buf ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " TEX T%lu, TMP, texture[%lu], 2D; \n " , reg , reg ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
+ + pToken ;
continue ;
}
break ;
case D3DSIO_TEXREG2AR :
{
DWORD reg1 = * pToken & REGMASK ;
DWORD reg2 = * + + pToken & REGMASK ;
sprintf ( tmpLine , " MOV TMP.r, T%lu.a; \n " , reg2 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " MOV TMP.g, T%lu.r; \n " , reg2 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " TEX T%lu, TMP, texture[%lu], 2D; \n " , reg1 , reg1 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
+ + pToken ;
continue ;
}
break ;
case D3DSIO_TEXREG2GB :
{
DWORD reg1 = * pToken & REGMASK ;
DWORD reg2 = * + + pToken & REGMASK ;
sprintf ( tmpLine , " MOV TMP.r, T%lu.g; \n " , reg2 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " MOV TMP.g, T%lu.b; \n " , reg2 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " TEX T%lu, TMP, texture[%lu], 2D; \n " , reg1 , reg1 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
+ + pToken ;
continue ;
}
break ;
case D3DSIO_TEXBEM :
{
DWORD reg1 = * pToken & REGMASK ;
DWORD reg2 = * + + pToken & REGMASK ;
/* FIXME: Should apply the BUMPMAPENV matrix */
sprintf ( tmpLine , " ADD TMP.rg, fragment.texcoord[%lu], T%lu; \n " , reg1 , reg2 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " TEX T%lu, TMP, texture[%lu], 2D; \n " , reg1 , reg1 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
+ + pToken ;
continue ;
}
break ;
case D3DSIO_TEXM3x3PAD :
{
DWORD reg = * pToken & REGMASK ;
char buf [ 50 ] ;
if ( gen_input_modifier_line ( * + + pToken , 0 , buf , tmpLine , This - > constants ) ) {
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
sprintf ( tmpLine , " DP3 TMP.%c, T%lu, %s; \n " , ' x ' + row , reg , buf ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
tcw [ row + + ] = reg ;
+ + pToken ;
continue ;
}
break ;
case D3DSIO_TEXM3x3TEX :
{
DWORD reg = * pToken & REGMASK ;
char buf [ 50 ] ;
if ( gen_input_modifier_line ( * + + pToken , 0 , buf , tmpLine , This - > constants ) ) {
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
sprintf ( tmpLine , " DP3 TMP.z, T%lu, %s; \n " , reg , buf ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
/* Cubemap textures will be more used than 3D ones. */
sprintf ( tmpLine , " TEX T%lu, TMP, texture[%lu], CUBE; \n " , reg , reg ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
row = 0 ;
+ + pToken ;
continue ;
}
case D3DSIO_TEXM3x3VSPEC :
{
DWORD reg = * pToken & REGMASK ;
char buf [ 50 ] ;
if ( gen_input_modifier_line ( * + + pToken , 0 , buf , tmpLine , This - > constants ) ) {
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
sprintf ( tmpLine , " DP3 TMP.z, T%lu, %s; \n " , reg , buf ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
/* Construct the eye-ray vector from w coordinates */
sprintf ( tmpLine , " MOV TMP2.x, fragment.texcoord[%lu].w; \n " , tcw [ 0 ] ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " MOV TMP2.y, fragment.texcoord[%lu].w; \n " , tcw [ 1 ] ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " MOV TMP2.z, fragment.texcoord[%lu].w; \n " , reg ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
sprintf ( tmpLine , " DP3 TMP.w, TMP, TMP2; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " MUL TMP, TMP.w, TMP; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " MAD TMP, coefmul.x, TMP, -TMP2; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
/* Cubemap textures will be more used than 3D ones. */
sprintf ( tmpLine , " TEX T%lu, TMP, texture[%lu], CUBE; \n " , reg , reg ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
row = 0 ;
+ + pToken ;
continue ;
}
break ;
case D3DSIO_TEXM3x3SPEC :
{
DWORD reg = * pToken & REGMASK ;
DWORD reg3 = * ( pToken + 2 ) & REGMASK ;
char buf [ 50 ] ;
if ( gen_input_modifier_line ( * ( pToken + 1 ) , 0 , buf , tmpLine , This - > constants ) ) {
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
sprintf ( tmpLine , " DP3 TMP.z, T%lu, %s; \n " , reg , buf ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
sprintf ( tmpLine , " DP3 TMP.w, TMP, C[%lu]; \n " , reg3 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " MUL TMP, TMP.w, TMP; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " MAD TMP, coefmul.x, TMP, -C[%lu]; \n " , reg3 ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
/* Cubemap textures will be more used than 3D ones. */
sprintf ( tmpLine , " TEX T%lu, TMP, texture[%lu], CUBE; \n " , reg , reg ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
row = 0 ;
pToken + = 3 ;
continue ;
}
break ;
default :
if ( curOpcode - > glname = = GLNAME_REQUIRE_GLSL ) {
FIXME ( " Opcode %s requires Gl Shader languange 1.0 \n " , curOpcode - > name ) ;
} else {
FIXME ( " Can't handle opcode %s in hwShader \n " , curOpcode - > name ) ;
}
pToken + = curOpcode - > num_params ; /* maybe + 1 */
continue ;
}
if ( 0 ! = ( * pToken & D3DSP_DSTMOD_MASK ) ) {
DWORD mask = * pToken & D3DSP_DSTMOD_MASK ;
switch ( mask ) {
case D3DSPDM_SATURATE : saturate = TRUE ; break ;
#if 0 /* as yet unhandled modifiers */
case D3DSPDM_CENTROID : centroid = TRUE ; break ;
case D3DSPDM_PP : partialpresision = TRUE ; break ;
case D3DSPDM_X2 : X2 = TRUE ; break ;
case D3DSPDM_X4 : X4 = TRUE ; break ;
case D3DSPDM_X8 : X8 = TRUE ; break ;
case D3DSPDM_D2 : D2 = TRUE ; break ;
case D3DSPDM_D4 : D4 = TRUE ; break ;
case D3DSPDM_D8 : D8 = TRUE ; break ;
# endif
default :
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TRACE ( " _unhandled_modifier(0x%08lx) \n " , mask ) ;
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}
}
/* Generate input and output registers */
if ( curOpcode - > num_params > 0 ) {
char regs [ 5 ] [ 50 ] ;
char operands [ 4 ] [ 100 ] ;
char swzstring [ 20 ] ;
int saturate = 0 ;
char tmpOp [ 256 ] ;
TRACE ( " (%p): Opcode has %d params \n " , This , curOpcode - > num_params ) ;
/* Generate lines that handle input modifier computation */
for ( i = 1 ; i < curOpcode - > num_params ; + + i ) {
TRACE ( " (%p) : Param %ld token %lx \n " , This , i , * ( pToken + i ) ) ;
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if ( gen_input_modifier_line ( * ( pToken + i ) , i - 1 , regs [ i - 1 ] , tmpOp , This - > constants ) ) {
addline ( & lineNum , pgmStr , & pgmLength , tmpOp ) ;
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}
}
/* Handle saturation only when no shift is present in the output modifier */
if ( ( * pToken & D3DSPDM_SATURATE ) & & ( 0 = = ( * pToken & D3DSP_DSTSHIFT_MASK ) ) )
saturate = 1 ;
/* Handle output register */
get_register_name ( * pToken , tmpOp , This - > constants ) ;
strcpy ( operands [ 0 ] , tmpOp ) ;
get_write_mask ( * pToken , tmpOp ) ;
strcat ( operands [ 0 ] , tmpOp ) ;
/* This function works because of side effects from gen_input_modifier_line */
/* Handle input registers */
for ( i = 1 ; i < curOpcode - > num_params ; + + i ) {
TRACE ( " (%p) : Regs = %s \n " , This , regs [ i - 1 ] ) ;
strcpy ( operands [ i ] , regs [ i - 1 ] ) ;
get_input_register_swizzle ( * ( pToken + i ) , swzstring ) ;
strcat ( operands [ i ] , swzstring ) ;
}
switch ( curOpcode - > opcode ) {
case D3DSIO_CMP :
sprintf ( tmpLine , " CMP%s %s, %s, %s, %s; \n " , ( saturate ? " _SAT " : " " ) , operands [ 0 ] , operands [ 1 ] , operands [ 3 ] , operands [ 2 ] ) ;
break ;
case D3DSIO_CND :
sprintf ( tmpLine , " ADD TMP, -%s, coefdiv.x; " , operands [ 1 ] ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
sprintf ( tmpLine , " CMP%s %s, TMP, %s, %s; \n " , ( saturate ? " _SAT " : " " ) , operands [ 0 ] , operands [ 2 ] , operands [ 3 ] ) ;
break ;
default :
if ( saturate )
strcat ( tmpLine , " _SAT " ) ;
strcat ( tmpLine , " " ) ;
strcat ( tmpLine , operands [ 0 ] ) ;
for ( i = 1 ; i < curOpcode - > num_params ; i + + ) {
strcat ( tmpLine , " , " ) ;
strcat ( tmpLine , operands [ i ] ) ;
}
strcat ( tmpLine , " ; \n " ) ;
}
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
pToken + = curOpcode - > num_params ;
}
#if 0 /* I Think this isn't needed because the code above generates the input / output registers. */
if ( curOpcode - > num_params > 0 ) {
DWORD param = * ( pInstr + 1 ) ;
if ( 0 ! = ( param & D3DSP_DSTSHIFT_MASK ) ) {
/* Generate a line that handle the output modifier computation */
char regstr [ 100 ] ;
char write_mask [ 20 ] ;
DWORD shift = ( param & D3DSP_DSTSHIFT_MASK ) > > D3DSP_DSTSHIFT_SHIFT ;
get_register_name ( param , regstr , This - > constants ) ;
get_write_mask ( param , write_mask ) ;
gen_output_modifier_line ( saturate , write_mask , shift , regstr , tmpLine ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
}
# endif
}
}
/* TODO: What about result.depth? */
strcpy ( tmpLine , " MOV result.color, R0; \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
strcpy ( tmpLine , " END \n " ) ;
addline ( & lineNum , pgmStr , & pgmLength , tmpLine ) ;
}
/* finally null terminate the pgmStr*/
pgmStr [ pgmLength ] = 0 ;
if ( GL_SUPPORT ( ARB_VERTEX_PROGRAM ) ) {
/* Create the hw shader */
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/* pgmStr sometimes gets too long for a normal TRACE */
TRACE ( " Generated program: \n " ) ;
if ( TRACE_ON ( d3d_shader ) ) {
fprintf ( stderr , " %s \n " , pgmStr ) ;
}
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/* TODO: change to resource.glObjectHandel or something like that */
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GL_EXTCALL ( glGenProgramsARB ( 1 , & This - > baseShader . prgId ) ) ;
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TRACE ( " Creating a hw pixel shader, prg=%d \n " , This - > baseShader . prgId ) ;
GL_EXTCALL ( glBindProgramARB ( GL_FRAGMENT_PROGRAM_ARB , This - > baseShader . prgId ) ) ;
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TRACE ( " Created hw pixel shader, prg=%d \n " , This - > baseShader . prgId ) ;
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/* Create the program and check for errors */
GL_EXTCALL ( glProgramStringARB ( GL_FRAGMENT_PROGRAM_ARB , GL_PROGRAM_FORMAT_ASCII_ARB , strlen ( pgmStr ) , pgmStr ) ) ;
if ( glGetError ( ) = = GL_INVALID_OPERATION ) {
GLint errPos ;
glGetIntegerv ( GL_PROGRAM_ERROR_POSITION_ARB , & errPos ) ;
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FIXME ( " HW PixelShader Error at position %d: %s \n " ,
errPos , debugstr_a ( ( const char * ) glGetString ( GL_PROGRAM_ERROR_STRING_ARB ) ) ) ;
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This - > baseShader . prgId = - 1 ;
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}
}
# if 1 /* if were using the data buffer of device then we don't need to free it */
HeapFree ( GetProcessHeap ( ) , 0 , pgmStr ) ;
# endif
}
inline static void pshader_program_dump_ps_param ( const DWORD param , int input ) {
static const char * rastout_reg_names [ ] = { " oC0 " , " oC1 " , " oC2 " , " oC3 " , " oDepth " } ;
static const char swizzle_reg_chars [ ] = " rgba " ;
/* the unknown mask is for bits not yet accounted for by any other mask... */
# define UNKNOWN_MASK 0xC000
/* for registeres about 7 we have to add on bits 11 and 12 to get the correct register */
# define EXTENDED_REG 0x1800
DWORD reg = param & D3DSP_REGNUM_MASK ;
DWORD regtype = ( ( param & D3DSP_REGTYPE_MASK ) > > D3DSP_REGTYPE_SHIFT ) | ( ( param & EXTENDED_REG ) > > 8 ) ;
if ( input ) {
if ( ( ( param & D3DSP_SRCMOD_MASK ) = = D3DSPSM_NEG ) | |
( ( param & D3DSP_SRCMOD_MASK ) = = D3DSPSM_BIASNEG ) | |
( ( param & D3DSP_SRCMOD_MASK ) = = D3DSPSM_SIGNNEG ) | |
( ( param & D3DSP_SRCMOD_MASK ) = = D3DSPSM_X2NEG ) )
TRACE ( " - " ) ;
else if ( ( param & D3DSP_SRCMOD_MASK ) = = D3DSPSM_COMP )
TRACE ( " 1- " ) ;
}
switch ( regtype /* << D3DSP_REGTYPE_SHIFT (I don't know why this was here)*/ ) {
case D3DSPR_TEMP :
TRACE ( " r%lu " , reg ) ;
break ;
case D3DSPR_INPUT :
TRACE ( " v%lu " , reg ) ;
break ;
case D3DSPR_CONST :
TRACE ( " c%s%lu " , ( param & D3DVS_ADDRMODE_RELATIVE ) ? " a0.x + " : " " , reg ) ;
break ;
case D3DSPR_TEXTURE : /* case D3DSPR_ADDR: */
TRACE ( " t%lu " , reg ) ;
break ;
case D3DSPR_RASTOUT :
TRACE ( " %s " , rastout_reg_names [ reg ] ) ;
break ;
case D3DSPR_ATTROUT :
TRACE ( " oD%lu " , reg ) ;
break ;
case D3DSPR_TEXCRDOUT :
TRACE ( " oT%lu " , reg ) ;
break ;
case D3DSPR_CONSTINT :
TRACE ( " i%s%lu " , ( param & D3DVS_ADDRMODE_RELATIVE ) ? " a0.x + " : " " , reg ) ;
break ;
case D3DSPR_CONSTBOOL :
TRACE ( " b%s%lu " , ( param & D3DVS_ADDRMODE_RELATIVE ) ? " a0.x + " : " " , reg ) ;
break ;
case D3DSPR_LABEL :
TRACE ( " l%lu " , reg ) ;
break ;
case D3DSPR_LOOP :
TRACE ( " aL%s%lu " , ( param & D3DVS_ADDRMODE_RELATIVE ) ? " a0.x + " : " " , reg ) ;
break ;
default :
break ;
}
if ( ! input ) {
/** operand output */
/**
* for better debugging traces it ' s done into opcode dump code
* @ see pshader_program_dump_opcode
if ( 0 ! = ( param & D3DSP_DSTMOD_MASK ) ) {
DWORD mask = param & D3DSP_DSTMOD_MASK ;
switch ( mask ) {
case D3DSPDM_SATURATE : TRACE ( " _sat " ) ; break ;
default :
TRACE ( " _unhandled_modifier(0x%08lx) " , mask ) ;
}
}
if ( 0 ! = ( param & D3DSP_DSTSHIFT_MASK ) ) {
DWORD shift = ( param & D3DSP_DSTSHIFT_MASK ) > > D3DSP_DSTSHIFT_SHIFT ;
if ( shift > 0 ) {
TRACE ( " _x%u " , 1 < < shift ) ;
}
}
*/
if ( ( param & D3DSP_WRITEMASK_ALL ) ! = D3DSP_WRITEMASK_ALL ) {
TRACE ( " . " ) ;
if ( param & D3DSP_WRITEMASK_0 ) TRACE ( " .r " ) ;
if ( param & D3DSP_WRITEMASK_1 ) TRACE ( " .g " ) ;
if ( param & D3DSP_WRITEMASK_2 ) TRACE ( " .b " ) ;
if ( param & D3DSP_WRITEMASK_3 ) TRACE ( " .a " ) ;
}
} else {
/** operand input */
DWORD swizzle = ( param & D3DSP_SWIZZLE_MASK ) > > D3DSP_SWIZZLE_SHIFT ;
DWORD swizzle_r = swizzle & 0x03 ;
DWORD swizzle_g = ( swizzle > > 2 ) & 0x03 ;
DWORD swizzle_b = ( swizzle > > 4 ) & 0x03 ;
DWORD swizzle_a = ( swizzle > > 6 ) & 0x03 ;
if ( 0 ! = ( param & D3DSP_SRCMOD_MASK ) ) {
DWORD mask = param & D3DSP_SRCMOD_MASK ;
/*TRACE("_modifier(0x%08lx) ", mask);*/
switch ( mask ) {
case D3DSPSM_NONE : break ;
case D3DSPSM_NEG : break ;
case D3DSPSM_BIAS : TRACE ( " _bias " ) ; break ;
case D3DSPSM_BIASNEG : TRACE ( " _bias " ) ; break ;
case D3DSPSM_SIGN : TRACE ( " _bx2 " ) ; break ;
case D3DSPSM_SIGNNEG : TRACE ( " _bx2 " ) ; break ;
case D3DSPSM_COMP : break ;
case D3DSPSM_X2 : TRACE ( " _x2 " ) ; break ;
case D3DSPSM_X2NEG : TRACE ( " _x2 " ) ; break ;
case D3DSPSM_DZ : TRACE ( " _dz " ) ; break ;
case D3DSPSM_DW : TRACE ( " _dw " ) ; break ;
default :
TRACE ( " _unknown(0x%08lx) " , mask ) ;
}
}
/**
* swizzle bits fields :
* RRGGBBAA
*/
if ( ( D3DVS_NOSWIZZLE > > D3DVS_SWIZZLE_SHIFT ) ! = swizzle ) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
if ( swizzle_r = = swizzle_g & &
swizzle_r = = swizzle_b & &
swizzle_r = = swizzle_a ) {
TRACE ( " .%c " , swizzle_reg_chars [ swizzle_r ] ) ;
} else {
TRACE ( " .%c%c%c%c " ,
swizzle_reg_chars [ swizzle_r ] ,
swizzle_reg_chars [ swizzle_g ] ,
swizzle_reg_chars [ swizzle_b ] ,
swizzle_reg_chars [ swizzle_a ] ) ;
}
}
}
}
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inline static void pshader_program_dump_decl_usage ( IWineD3DPixelShaderImpl * This , DWORD token ) {
TRACE ( " dcl_ " ) ;
switch ( token & 0xFFFF ) {
case D3DDECLUSAGE_POSITION :
TRACE ( " %s%ld " , " position " , ( token & 0xF0000 ) > > 16 ) ;
break ;
case D3DDECLUSAGE_BLENDINDICES :
TRACE ( " %s " , " blend " ) ;
break ;
case D3DDECLUSAGE_BLENDWEIGHT :
TRACE ( " %s " , " weight " ) ;
break ;
case D3DDECLUSAGE_NORMAL :
TRACE ( " %s%ld " , " normal " , ( token & 0xF0000 ) > > 16 ) ;
break ;
case D3DDECLUSAGE_PSIZE :
TRACE ( " %s " , " psize " ) ;
break ;
case D3DDECLUSAGE_COLOR :
if ( ( token & 0xF0000 ) > > 16 = = 0 ) {
TRACE ( " %s " , " color " ) ;
} else {
TRACE ( " %s%ld " , " specular " , ( ( token & 0xF0000 ) > > 16 ) - 1 ) ;
}
break ;
case D3DDECLUSAGE_TEXCOORD :
TRACE ( " %s%ld " , " texture " , ( token & 0xF0000 ) > > 16 ) ;
break ;
case D3DDECLUSAGE_TANGENT :
TRACE ( " %s " , " tangent " ) ;
break ;
case D3DDECLUSAGE_BINORMAL :
TRACE ( " %s " , " binormal " ) ;
break ;
case D3DDECLUSAGE_TESSFACTOR :
TRACE ( " %s " , " tessfactor " ) ;
break ;
case D3DDECLUSAGE_POSITIONT :
TRACE ( " %s%ld " , " positionT " , ( token & 0xF0000 ) > > 16 ) ;
break ;
case D3DDECLUSAGE_FOG :
TRACE ( " %s " , " fog " ) ;
break ;
case D3DDECLUSAGE_DEPTH :
TRACE ( " %s " , " depth " ) ;
break ;
case D3DDECLUSAGE_SAMPLE :
TRACE ( " %s " , " sample " ) ;
break ;
default :
FIXME ( " Unrecognised dcl %08lx " , token & 0xFFFF ) ;
}
}
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HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction ( IWineD3DPixelShader * iface , CONST DWORD * pFunction ) {
IWineD3DPixelShaderImpl * This = ( IWineD3DPixelShaderImpl * ) iface ;
const DWORD * pToken = pFunction ;
const SHADER_OPCODE * curOpcode = NULL ;
DWORD len = 0 ;
DWORD i ;
TRACE ( " (%p) : Parsing programme \n " , This ) ;
if ( NULL ! = pToken ) {
while ( D3DPS_END ( ) ! = * pToken ) {
if ( pshader_is_version_token ( * pToken ) ) { /** version */
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This - > baseShader . version = ( ( ( * pToken > > 8 ) & 0x0F ) * 10 ) + ( * pToken & 0x0F ) ;
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TRACE ( " ps_%lu_%lu \n " , ( * pToken > > 8 ) & 0x0F , ( * pToken & 0x0F ) ) ;
+ + pToken ;
+ + len ;
continue ;
}
if ( pshader_is_comment_token ( * pToken ) ) { /** comment */
DWORD comment_len = ( * pToken & D3DSI_COMMENTSIZE_MASK ) > > D3DSI_COMMENTSIZE_SHIFT ;
+ + pToken ;
TRACE ( " //%s \n " , ( char * ) pToken ) ;
pToken + = comment_len ;
len + = comment_len + 1 ;
continue ;
}
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if ( ! This - > baseShader . version ) {
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WARN ( " (%p) : pixel shader doesn't have a valid version identifier \n " , This ) ;
}
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curOpcode = pshader_program_get_opcode ( This , * pToken ) ;
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+ + pToken ;
+ + len ;
if ( NULL = = curOpcode ) {
/* TODO: Think of a good name for 0x80000000 and replace it with a constant */
while ( * pToken & 0x80000000 ) {
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/* unknown current opcode ... */
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TRACE ( " unrecognized opcode: %08lx " , * pToken ) ;
+ + pToken ;
+ + len ;
TRACE ( " \n " ) ;
}
} else {
if ( curOpcode - > opcode = = D3DSIO_DCL ) {
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pshader_program_dump_decl_usage ( This , * pToken ) ;
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+ + pToken ;
+ + len ;
pshader_program_dump_ps_param ( * pToken , 0 ) ;
+ + pToken ;
+ + len ;
} else
if ( curOpcode - > opcode = = D3DSIO_DEF ) {
TRACE ( " def c%lu = " , * pToken & 0xFF ) ;
+ + pToken ;
+ + len ;
TRACE ( " %f , " , * ( float * ) pToken ) ;
+ + pToken ;
+ + len ;
TRACE ( " %f , " , * ( float * ) pToken ) ;
+ + pToken ;
+ + len ;
TRACE ( " %f , " , * ( float * ) pToken ) ;
+ + pToken ;
+ + len ;
TRACE ( " %f " , * ( float * ) pToken ) ;
+ + pToken ;
+ + len ;
} else {
TRACE ( " %s " , curOpcode - > name ) ;
if ( curOpcode - > num_params > 0 ) {
pshader_program_dump_ps_param ( * pToken , 0 ) ;
+ + pToken ;
+ + len ;
for ( i = 1 ; i < curOpcode - > num_params ; + + i ) {
TRACE ( " , " ) ;
pshader_program_dump_ps_param ( * pToken , 1 ) ;
+ + pToken ;
+ + len ;
}
}
}
TRACE ( " \n " ) ;
}
}
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This - > baseShader . functionLength = ( len + 1 ) * sizeof ( DWORD ) ;
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} else {
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This - > baseShader . functionLength = 1 ; /* no Function defined use fixed function vertex processing */
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}
/* Generate HW shader in needed */
if ( NULL ! = pFunction & & wined3d_settings . vs_mode = = VS_HW ) {
TRACE ( " (%p) : Generating hardware program \n " , This ) ;
# if 1
IWineD3DPixelShaderImpl_GenerateProgramArbHW ( iface , pFunction ) ;
# endif
}
TRACE ( " (%p) : Copying the function \n " , This ) ;
/* copy the function ... because it will certainly be released by application */
if ( NULL ! = pFunction ) {
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This - > baseShader . function = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , This - > baseShader . functionLength ) ;
memcpy ( ( void * ) This - > baseShader . function , pFunction , This - > baseShader . functionLength ) ;
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} else {
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This - > baseShader . function = NULL ;
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}
/* TODO: Some proper return values for failures */
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TRACE ( " (%p) : Returning WINED3D_OK \n " , This ) ;
return WINED3D_OK ;
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}
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const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DPixelShaderImpl_QueryInterface ,
IWineD3DPixelShaderImpl_AddRef ,
IWineD3DPixelShaderImpl_Release ,
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/*** IWineD3DBase methods ***/
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IWineD3DPixelShaderImpl_GetParent ,
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/*** IWineD3DBaseShader methods ***/
IWineD3DPixelShaderImpl_SetFunction ,
/*** IWineD3DPixelShader methods ***/
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IWineD3DPixelShaderImpl_GetDevice ,
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IWineD3DPixelShaderImpl_GetFunction
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} ;