wined3d: Break out arithmetic instruction processing.

This commit is contained in:
Ivan Gyurdiev 2006-05-09 18:05:26 -04:00 committed by Alexandre Julliard
parent 320e33dcb3
commit cdfe848b6d
3 changed files with 346 additions and 322 deletions

View File

@ -609,42 +609,41 @@ void pshader_texldl(WINED3DSHADERVECTOR* d) {
FIXME(" : Stub\n");
}
/* Prototype */
void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
/**
* log, exp, frc, m*x* seems to be macros ins ... to see
*/
CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
{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_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 */
/* DCL is a specil operation */
{D3DSIO_DCL, "dcl", NULL, 2, pshader_dcl, 0, 0},
{D3DSIO_POW, "pow", "POW", 3, pshader_pow, 0, 0},
{D3DSIO_CRS, "crs", "XPS", 3, pshader_crs, 0, 0},
/* Arithmethic */
{D3DSIO_NOP, "nop", "NOP", 0, pshader_nop, pshader_hw_map2gl, 0, 0},
{D3DSIO_MOV, "mov", "MOV", 2, pshader_mov, pshader_hw_map2gl, 0, 0},
{D3DSIO_ADD, "add", "ADD", 3, pshader_add, pshader_hw_map2gl, 0, 0},
{D3DSIO_SUB, "sub", "SUB", 3, pshader_sub, pshader_hw_map2gl, 0, 0},
{D3DSIO_MAD, "mad", "MAD", 4, pshader_mad, pshader_hw_map2gl, 0, 0},
{D3DSIO_MUL, "mul", "MUL", 3, pshader_mul, pshader_hw_map2gl, 0, 0},
{D3DSIO_RCP, "rcp", "RCP", 2, pshader_rcp, pshader_hw_map2gl, 0, 0},
{D3DSIO_RSQ, "rsq", "RSQ", 2, pshader_rsq, pshader_hw_map2gl, 0, 0},
{D3DSIO_DP3, "dp3", "DP3", 3, pshader_dp3, pshader_hw_map2gl, 0, 0},
{D3DSIO_DP4, "dp4", "DP4", 3, pshader_dp4, pshader_hw_map2gl, 0, 0},
{D3DSIO_MIN, "min", "MIN", 3, pshader_min, pshader_hw_map2gl, 0, 0},
{D3DSIO_MAX, "max", "MAX", 3, pshader_max, pshader_hw_map2gl, 0, 0},
{D3DSIO_SLT, "slt", "SLT", 3, pshader_slt, pshader_hw_map2gl, 0, 0},
{D3DSIO_SGE, "sge", "SGE", 3, pshader_sge, pshader_hw_map2gl, 0, 0},
{D3DSIO_ABS, "abs", "ABS", 2, pshader_abs, pshader_hw_map2gl, 0, 0},
{D3DSIO_EXP, "exp", "EX2", 2, pshader_exp, pshader_hw_map2gl, 0, 0},
{D3DSIO_LOG, "log", "LG2", 2, pshader_log, pshader_hw_map2gl, 0, 0},
{D3DSIO_EXPP, "expp", "EXP", 2, pshader_expp, pshader_hw_map2gl, 0, 0},
{D3DSIO_LOGP, "logp", "LOG", 2, pshader_logp, pshader_hw_map2gl, 0, 0},
{D3DSIO_DST, "dst", "DST", 3, pshader_dst, pshader_hw_map2gl, 0, 0},
{D3DSIO_LRP, "lrp", "LRP", 4, pshader_lrp, pshader_hw_map2gl, 0, 0},
{D3DSIO_FRC, "frc", "FRC", 2, pshader_frc, pshader_hw_map2gl, 0, 0},
{D3DSIO_CND, "cnd", GLNAME_REQUIRE_GLSL, 4, pshader_cnd, NULL, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
{D3DSIO_CMP, "cmp", GLNAME_REQUIRE_GLSL, 4, pshader_cmp, NULL, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)},
{D3DSIO_POW, "pow", "POW", 3, pshader_pow, NULL, 0, 0},
{D3DSIO_CRS, "crs", "XPS", 3, pshader_crs, NULL, 0, 0},
/* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
DP3 tmp , vec, vec;
RSQ tmp, tmp.x;
@ -655,67 +654,75 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
MUL vec, vec, tmp;
*/
{D3DSIO_NRM, "nrm", NULL, 2, pshader_nrm, 0, 0},
{D3DSIO_SINCOS, "sincos", NULL, 2, pshader_sincos, 0, 0},
{D3DSIO_NRM, "nrm", NULL, 2, pshader_nrm, NULL, 0, 0},
{D3DSIO_SINCOS, "sincos", NULL, 2, pshader_sincos, NULL, 0, 0},
/* TODO: dp2add can be made out of multiple instuctions */
{D3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 2, pshader_dp2add, NULL, 0, 0},
/* Matrix */
{D3DSIO_M4x4, "m4x4", "undefined", 3, pshader_m4x4, NULL, 0, 0},
{D3DSIO_M4x3, "m4x3", "undefined", 3, pshader_m4x3, NULL, 0, 0},
{D3DSIO_M3x4, "m3x4", "undefined", 3, pshader_m3x4, NULL, 0, 0},
{D3DSIO_M3x3, "m3x3", "undefined", 3, pshader_m3x3, NULL, 0, 0},
{D3DSIO_M3x2, "m3x2", "undefined", 3, pshader_m3x2, NULL, 0, 0},
/* Register declarations */
{D3DSIO_DCL, "dcl", NULL, 2, pshader_dcl, NULL, 0, 0},
/* Flow control - requires GLSL or software shaders */
{D3DSIO_REP , "rep", GLNAME_REQUIRE_GLSL, 1, pshader_rep, 0, 0},
{D3DSIO_ENDREP, "endrep", GLNAME_REQUIRE_GLSL, 0, pshader_endrep, 0, 0},
{D3DSIO_IF, "if", GLNAME_REQUIRE_GLSL, 1, pshader_if, 0, 0},
{D3DSIO_IFC, "ifc", GLNAME_REQUIRE_GLSL, 2, pshader_ifc, 0, 0},
{D3DSIO_ELSE, "else", GLNAME_REQUIRE_GLSL, 0, pshader_else, 0, 0},
{D3DSIO_ENDIF, "endif", GLNAME_REQUIRE_GLSL, 0, pshader_endif, 0, 0},
{D3DSIO_BREAK, "break", GLNAME_REQUIRE_GLSL, 0, pshader_break, 0, 0},
{D3DSIO_BREAKC, "breakc", GLNAME_REQUIRE_GLSL, 2, pshader_breakc, 0, 0},
{D3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 1, pshader_breakp, 0, 0},
{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},
{D3DSIO_REP , "rep", GLNAME_REQUIRE_GLSL, 1, pshader_rep, NULL, 0, 0},
{D3DSIO_ENDREP, "endrep", GLNAME_REQUIRE_GLSL, 0, pshader_endrep, NULL, 0, 0},
{D3DSIO_IF, "if", GLNAME_REQUIRE_GLSL, 1, pshader_if, NULL, 0, 0},
{D3DSIO_IFC, "ifc", GLNAME_REQUIRE_GLSL, 2, pshader_ifc, NULL, 0, 0},
{D3DSIO_ELSE, "else", GLNAME_REQUIRE_GLSL, 0, pshader_else, NULL, 0, 0},
{D3DSIO_ENDIF, "endif", GLNAME_REQUIRE_GLSL, 0, pshader_endif, NULL, 0, 0},
{D3DSIO_BREAK, "break", GLNAME_REQUIRE_GLSL, 0, pshader_break, NULL, 0, 0},
{D3DSIO_BREAKC, "breakc", GLNAME_REQUIRE_GLSL, 2, pshader_breakc, NULL, 0, 0},
{D3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 1, pshader_breakp, NULL, 0, 0},
{D3DSIO_CALL, "call", GLNAME_REQUIRE_GLSL, 1, pshader_call, NULL, 0, 0},
{D3DSIO_CALLNZ, "callnz", GLNAME_REQUIRE_GLSL, 2, pshader_callnz, NULL, 0, 0},
{D3DSIO_LOOP, "loop", GLNAME_REQUIRE_GLSL, 2, pshader_loop, NULL, 0, 0},
{D3DSIO_RET, "ret", GLNAME_REQUIRE_GLSL, 0, pshader_ret, NULL, 0, 0},
{D3DSIO_ENDLOOP, "endloop", GLNAME_REQUIRE_GLSL, 0, pshader_endloop, NULL, 0, 0},
{D3DSIO_LABEL, "label", GLNAME_REQUIRE_GLSL, 1, pshader_label, NULL, 0, 0},
{D3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 2, pshader_defb, 0, 0},
{D3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 2, pshader_defi, 0, 0},
/* Constant definitions */
{D3DSIO_DEF, "def", "undefined", 5, pshader_def, NULL, 0, 0},
{D3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 2, pshader_defb, NULL, 0, 0},
{D3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 2, pshader_defi, NULL, 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(3,0)},
{D3DSIO_TEX, "tex", "undefined", 1, pshader_tex, 0, D3DPS_VERSION(1,3)},
{D3DSIO_TEX, "texld", "undefined", 2, pshader_texld, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
{D3DSIO_TEX, "texld", "undefined", 3, pshader_texld, D3DPS_VERSION(2,0), -1},
{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)},
{D3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 2, pshader_texm3x3pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{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)},
/* def is a special operation */
{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)},
/* Texture */
{D3DSIO_TEXCOORD, "texcoord", "undefined", 1, pshader_texcoord, NULL, 0, D3DPS_VERSION(1,3)},
{D3DSIO_TEXCOORD, "texcrd", "undefined", 2, pshader_texcoord, NULL, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
{D3DSIO_TEXKILL, "texkill", "KIL", 1, pshader_texkill, pshader_hw_map2gl, D3DPS_VERSION(1,0), D3DPS_VERSION(3,0)},
{D3DSIO_TEX, "tex", "undefined", 1, pshader_tex, NULL, 0, D3DPS_VERSION(1,3)},
{D3DSIO_TEX, "texld", "undefined", 2, pshader_texld, NULL, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
{D3DSIO_TEX, "texld", "undefined", 3, pshader_texld, NULL, D3DPS_VERSION(2,0), -1},
{D3DSIO_TEXBEM, "texbem", "undefined", 2, pshader_texbem, NULL, 0, D3DPS_VERSION(1,3)},
{D3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 2, pshader_texbeml, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXREG2AR,"texreg2ar","undefined", 2, pshader_texreg2ar, NULL, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)},
{D3DSIO_TEXREG2GB,"texreg2gb","undefined", 2, pshader_texreg2gb, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 2, pshader_texm3x2pad, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 2, pshader_texm3x2tex, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 2, pshader_texm3x3pad, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x3diff, NULL, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)},
{D3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 3, pshader_texm3x3spec, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x3VSPEC, "texm3x3vspe", "undefined", 2, pshader_texm3x3vspec, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 2, pshader_texm3x3tex, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
{D3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 2, pshader_texreg2rgb, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
{D3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 2, pshader_texdp3tex, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x2depth, NULL, D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)},
{D3DSIO_TEXDP3, "texdp3", GLNAME_REQUIRE_GLSL, 2, pshader_texdp3, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
{D3DSIO_TEXM3x3, "texm3x3", GLNAME_REQUIRE_GLSL, 2, pshader_texm3x3, NULL, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
{D3DSIO_TEXDEPTH, "texdepth", GLNAME_REQUIRE_GLSL, 1, pshader_texdepth, NULL, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
{D3DSIO_BEM, "bem", GLNAME_REQUIRE_GLSL, 3, pshader_bem, NULL, 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_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, pshader_nop, 0, 0},
{D3DSIO_DSX, "dsx", GLNAME_REQUIRE_GLSL, 2, pshader_dsx, NULL, 0, 0},
{D3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 2, pshader_dsy, NULL, 0, 0},
{D3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 2, pshader_texldd, NULL, 0, 0},
{D3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 2, pshader_setp, NULL, 0, 0},
{D3DSIO_TEXLDL, "texdl", GLNAME_REQUIRE_GLSL, 2, pshader_texldl, NULL, 0, 0},
{D3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, pshader_nop, NULL, 0, 0},
{0, NULL, NULL, 0, NULL, 0, 0}
};
@ -954,6 +961,102 @@ void pshader_set_version(
}
}
/* Map the opcode 1-to-1 to the GL code */
/* FIXME: fix CMP/CND, get rid of this switch */
void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst = arg->dst;
DWORD* src = arg->src;
unsigned int i;
char tmpLine[256];
char output_rname[256];
char output_wmask[20];
BOOL saturate = FALSE;
DWORD shift;
TRACE("Appending glname %s to tmpLine\n", curOpcode->glname);
strcpy(tmpLine, curOpcode->glname);
/* Process modifiers */
if (0 != (dst & D3DSP_DSTMOD_MASK)) {
DWORD mask = dst & 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;
#endif
default:
TRACE("_unhandled_modifier(0x%08lx)\n", mask);
}
}
shift = (dst & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
/* Generate input and output registers */
if (curOpcode->num_params > 0) {
char regs[5][50];
char operands[4][100];
char swzstring[20];
char tmpOp[256];
/* Generate lines that handle input modifier computation */
for (i = 1; i < curOpcode->num_params; ++i) {
TRACE("(%p) : Param %u token %lx\n", This, i, src[i - 1]);
if (gen_input_modifier_line(src[i - 1], i - 1, regs[i - 1], tmpOp, This->constants))
shader_addline(buffer, tmpOp);
}
/* Handle output register */
get_register_name(dst, output_rname, This->constants);
strcpy(operands[0], output_rname);
get_write_mask(dst, output_wmask);
strcat(operands[0], output_wmask);
/* 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(src[i - 1], 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:
shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", operands[1]);
sprintf(tmpLine, "CMP%s %s, TMP, %s, %s;\n", (saturate ? "_SAT" : ""),
operands[0], operands[2], operands[3]);
break;
default:
if (saturate && (shift == 0))
strcat(tmpLine, "_SAT");
strcat(tmpLine, " ");
strcat(tmpLine, operands[0]);
for (i = 1; i < curOpcode->num_params; i++) {
strcat(tmpLine, ", ");
strcat(tmpLine, operands[i]);
}
strcat(tmpLine,";\n");
}
shader_addline(buffer, tmpLine);
/* A shift requires another line. */
if (shift != 0) {
gen_output_modifier_line(saturate, output_wmask, shift, output_rname, tmpLine);
shader_addline(buffer, tmpLine);
}
}
}
/* 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;
@ -967,7 +1070,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
#endif
SHADER_BUFFER buffer;
BOOL saturate; /* clamp to 0.0 -> 1.0*/
int row = 0; /* not sure, something to do with macros? */
DWORD tcw[2];
int version = This->baseShader.version;
@ -1092,48 +1194,34 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
pToken += 5;
continue;
/* If a generator function is set, use it */
} else if (curOpcode->hw_fct != NULL) {
SHADER_OPCODE_ARG hw_arg;
hw_arg.shader = (IWineD3DBaseShader*) This;
hw_arg.opcode = curOpcode;
hw_arg.buffer = &buffer;
if (curOpcode->num_params > 0) {
hw_arg.dst = *pToken;
/* FIXME: this does not account for relative address tokens */
for (i = 1; i < curOpcode->num_params; i++)
hw_arg.src[i-1] = *(pToken + i);
}
curOpcode->hw_fct(&hw_arg);
pToken += curOpcode->num_params;
} else {
/* Common processing: [inst] [dst]* [src]* */
DWORD shift;
char output_rname[256];
char output_wmask[20];
TRACE("Found opcode D3D:%s GL:%s, PARAMS:%d, \n",
curOpcode->name, curOpcode->glname, curOpcode->num_params);
saturate = FALSE;
/* Build opcode for GL vertex_program */
switch (curOpcode->opcode) {
case D3DSIO_NOP:
case D3DSIO_PHASE:
continue;
case D3DSIO_MOV:
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_DST:
case D3DSIO_FRC:
case D3DSIO_EXPP:
case D3DSIO_LOGP:
case D3DSIO_EXP:
case D3DSIO_LOG:
case D3DSIO_LRP:
case D3DSIO_TEXKILL:
TRACE("Appending glname %s to tmpLine\n", curOpcode->glname);
strcpy(tmpLine, curOpcode->glname);
break;
case D3DSIO_TEX:
{
@ -1182,7 +1270,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
shader_addline(&buffer, "TEX %s, %s%s, texture[%lu], 2D;\n",
reg_dest, reg_coord, reg_coord_swz, reg_sampler_code);
continue;
}
break;
case D3DSIO_TEXCOORD:
@ -1199,7 +1286,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
shader_addline(&buffer, "MOV R%lu%s, fragment.texcoord[%lu];\n", reg1, tmp, reg2);
++pToken;
}
continue;
}
break;
case D3DSIO_TEXM3x2PAD:
@ -1210,7 +1296,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
shader_addline(&buffer, tmpLine);
shader_addline(&buffer, "DP3 TMP.x, T%lu, %s;\n", reg, buf);
++pToken;
continue;
}
break;
case D3DSIO_TEXM3x2TEX:
@ -1222,7 +1307,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
shader_addline(&buffer, "DP3 TMP.y, T%lu, %s;\n", reg, buf);
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg);
++pToken;
continue;
}
break;
case D3DSIO_TEXREG2AR:
@ -1233,7 +1317,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
shader_addline(&buffer, "MOV TMP.g, T%lu.r;\n", reg2);
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
++pToken;
continue;
}
break;
case D3DSIO_TEXREG2GB:
@ -1244,7 +1327,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
shader_addline(&buffer, "MOV TMP.g, T%lu.b;\n", reg2);
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
++pToken;
continue;
}
break;
case D3DSIO_TEXBEM:
@ -1256,7 +1338,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
shader_addline(&buffer, "ADD TMP.rg, fragment.texcoord[%lu], T%lu;\n", reg1, reg2);
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1);
++pToken;
continue;
}
break;
case D3DSIO_TEXM3x3PAD:
@ -1268,7 +1349,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
shader_addline(&buffer, "DP3 TMP.%c, T%lu, %s;\n", 'x'+row, reg, buf);
tcw[row++] = reg;
++pToken;
continue;
}
break;
case D3DSIO_TEXM3x3TEX:
@ -1283,8 +1363,8 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
row = 0;
++pToken;
continue;
}
break;
case D3DSIO_TEXM3x3VSPEC:
{
DWORD reg = *pToken & D3DSP_REGNUM_MASK;
@ -1307,7 +1387,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
row = 0;
++pToken;
continue;
}
break;
case D3DSIO_TEXM3x3SPEC:
@ -1328,7 +1407,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
shader_addline(&buffer, "TEX T%lu, TMP, texture[%lu], CUBE;\n", reg, reg);
row = 0;
pToken += 3;
continue;
}
break;
@ -1341,82 +1419,6 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
pToken += curOpcode->num_params;
continue;
}
/* Process modifiers */
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;
#endif
default:
TRACE("_unhandled_modifier(0x%08lx)\n", mask);
}
}
shift = (*pToken & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
/* Generate input and output registers */
if (curOpcode->num_params > 0) {
char regs[5][50];
char operands[4][100];
char swzstring[20];
char tmpOp[256];
/* 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));
if (gen_input_modifier_line(*(pToken + i), i - 1, regs[i - 1], tmpOp, This->constants)) {
shader_addline(&buffer, tmpOp);
}
}
/* Handle output register */
get_register_name(*pToken, output_rname, This->constants);
strcpy(operands[0], output_rname);
get_write_mask(*pToken, output_wmask);
strcat(operands[0], output_wmask);
/* 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:
shader_addline(&buffer, "ADD TMP, -%s, coefdiv.x;\n", operands[1]);
sprintf(tmpLine, "CMP%s %s, TMP, %s, %s;\n", (saturate ? "_SAT" : ""),
operands[0], operands[2], operands[3]);
break;
default:
if (saturate && (shift == 0))
strcat(tmpLine, "_SAT");
strcat(tmpLine, " ");
strcat(tmpLine, operands[0]);
for (i = 1; i < curOpcode->num_params; i++) {
strcat(tmpLine, ", ");
strcat(tmpLine, operands[i]);
}
strcat(tmpLine,";\n");
}
shader_addline(&buffer, tmpLine);
/* A shift requires another line. */
if (shift != 0) {
gen_output_modifier_line(saturate, output_wmask, shift, output_rname, tmpLine);
shader_addline(&buffer, tmpLine);
}
pToken += curOpcode->num_params;
}
}
}
/* TODO: What about result.depth? */

View File

@ -472,46 +472,44 @@ void vshader_texldl(WINED3DSHADERVECTOR* d) {
FIXME(" : Stub\n");
}
/* Prototype */
void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
/**
* log, exp, frc, m*x* seems to be macros ins ... to see
*/
CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
{D3DSIO_NOP, "nop", "NOP", 0, vshader_nop, 0, 0},
{D3DSIO_MOV, "mov", "MOV", 2, vshader_mov, 0, 0},
{D3DSIO_ADD, "add", "ADD", 3, vshader_add, 0, 0},
{D3DSIO_SUB, "sub", "SUB", 3, vshader_sub, 0, 0},
{D3DSIO_MAD, "mad", "MAD", 4, vshader_mad, 0, 0},
{D3DSIO_MUL, "mul", "MUL", 3, vshader_mul, 0, 0},
{D3DSIO_RCP, "rcp", "RCP", 2, vshader_rcp, 0, 0},
{D3DSIO_RSQ, "rsq", "RSQ", 2, vshader_rsq, 0, 0},
{D3DSIO_DP3, "dp3", "DP3", 3, vshader_dp3, 0, 0},
{D3DSIO_DP4, "dp4", "DP4", 3, vshader_dp4, 0, 0},
{D3DSIO_MIN, "min", "MIN", 3, vshader_min, 0, 0},
{D3DSIO_MAX, "max", "MAX", 3, vshader_max, 0, 0},
{D3DSIO_SLT, "slt", "SLT", 3, vshader_slt, 0, 0},
{D3DSIO_SGE, "sge", "SGE", 3, vshader_sge, 0, 0},
{D3DSIO_ABS, "abs", "ABS", 2, vshader_abs, 0, 0},
{D3DSIO_EXP, "exp", "EX2", 2, vshader_exp, 0, 0},
{D3DSIO_LOG, "log", "LG2", 2, vshader_log, 0, 0},
{D3DSIO_LIT, "lit", "LIT", 2, vshader_lit, 0, 0},
{D3DSIO_DST, "dst", "DST", 3, vshader_dst, 0, 0},
{D3DSIO_LRP, "lrp", "LRP", 4, vshader_lrp, 0, 0},
{D3DSIO_FRC, "frc", "FRC", 2, vshader_frc, 0, 0},
{D3DSIO_M4x4, "m4x4", "undefined", 3, vshader_m4x4, 0, 0},
{D3DSIO_M4x3, "m4x3", "undefined", 3, vshader_m4x3, 0, 0},
{D3DSIO_M3x4, "m3x4", "undefined", 3, vshader_m3x4, 0, 0},
{D3DSIO_M3x3, "m3x3", "undefined", 3, vshader_m3x3, 0, 0},
{D3DSIO_M3x2, "m3x2", "undefined", 3, vshader_m3x2, 0, 0},
/** FIXME: use direct access so add the others opcodes as stubs */
/* DCL is a specil operation */
{D3DSIO_DCL, "dcl", NULL, 2, vshader_dcl, 0, 0},
{D3DSIO_POW, "pow", "POW", 3, vshader_pow, 0, 0},
{D3DSIO_CRS, "crs", "XPS", 3, vshader_crs, 0, 0},
/* TODO: sng can possibly be performed as
/* Arithmetic */
{D3DSIO_NOP, "nop", "NOP", 0, vshader_nop, vshader_hw_map2gl, 0, 0},
{D3DSIO_MOV, "mov", "MOV", 2, vshader_mov, vshader_hw_map2gl, 0, 0},
{D3DSIO_ADD, "add", "ADD", 3, vshader_add, vshader_hw_map2gl, 0, 0},
{D3DSIO_SUB, "sub", "SUB", 3, vshader_sub, vshader_hw_map2gl, 0, 0},
{D3DSIO_MAD, "mad", "MAD", 4, vshader_mad, vshader_hw_map2gl, 0, 0},
{D3DSIO_MUL, "mul", "MUL", 3, vshader_mul, vshader_hw_map2gl, 0, 0},
{D3DSIO_RCP, "rcp", "RCP", 2, vshader_rcp, vshader_hw_map2gl, 0, 0},
{D3DSIO_RSQ, "rsq", "RSQ", 2, vshader_rsq, vshader_hw_map2gl, 0, 0},
{D3DSIO_DP3, "dp3", "DP3", 3, vshader_dp3, vshader_hw_map2gl, 0, 0},
{D3DSIO_DP4, "dp4", "DP4", 3, vshader_dp4, vshader_hw_map2gl, 0, 0},
{D3DSIO_MIN, "min", "MIN", 3, vshader_min, vshader_hw_map2gl, 0, 0},
{D3DSIO_MAX, "max", "MAX", 3, vshader_max, vshader_hw_map2gl, 0, 0},
{D3DSIO_SLT, "slt", "SLT", 3, vshader_slt, vshader_hw_map2gl, 0, 0},
{D3DSIO_SGE, "sge", "SGE", 3, vshader_sge, vshader_hw_map2gl, 0, 0},
{D3DSIO_ABS, "abs", "ABS", 2, vshader_abs, vshader_hw_map2gl, 0, 0},
{D3DSIO_EXP, "exp", "EX2", 2, vshader_exp, vshader_hw_map2gl, 0, 0},
{D3DSIO_LOG, "log", "LG2", 2, vshader_log, vshader_hw_map2gl, 0, 0},
{D3DSIO_EXPP, "expp", "EXP", 2, vshader_expp, vshader_hw_map2gl, 0, 0},
{D3DSIO_LOGP, "logp", "LOG", 2, vshader_logp, vshader_hw_map2gl, 0, 0},
{D3DSIO_LIT, "lit", "LIT", 2, vshader_lit, vshader_hw_map2gl, 0, 0},
{D3DSIO_DST, "dst", "DST", 3, vshader_dst, vshader_hw_map2gl, 0, 0},
{D3DSIO_LRP, "lrp", "LRP", 4, vshader_lrp, vshader_hw_map2gl, 0, 0},
{D3DSIO_FRC, "frc", "FRC", 2, vshader_frc, vshader_hw_map2gl, 0, 0},
{D3DSIO_POW, "pow", "POW", 3, vshader_pow, NULL, 0, 0},
{D3DSIO_CRS, "crs", "XPS", 3, vshader_crs, NULL, 0, 0},
/* TODO: sng can possibly be performed a s
RCP tmp, vec
MUL out, tmp, vec*/
{D3DSIO_SGN, "sng", NULL, 2, vshader_sng, 0, 0},
{D3DSIO_SGN, "sng", NULL, 2, vshader_sng, NULL, 0, 0},
/* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
DP3 tmp , vec, vec;
RSQ tmp, tmp.x;
@ -520,37 +518,46 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
DP3 tmp , vec, vec;
RSQ tmp, tmp.x;
MUL vec, vec, tmp;
*/
{D3DSIO_NRM, "nrm", NULL, 2, vshader_nrm, 0, 0},
{D3DSIO_SINCOS, "sincos", NULL, 2, vshader_sincos, 0, 0},
{D3DSIO_NRM, "nrm", NULL, 2, vshader_nrm, NULL, 0, 0},
{D3DSIO_SINCOS, "sincos", NULL, 2, vshader_sincos, NULL, 0, 0},
/* Matrix */
{D3DSIO_M4x4, "m4x4", "undefined", 3, vshader_m4x4, NULL, 0, 0},
{D3DSIO_M4x3, "m4x3", "undefined", 3, vshader_m4x3, NULL, 0, 0},
{D3DSIO_M3x4, "m3x4", "undefined", 3, vshader_m3x4, NULL, 0, 0},
{D3DSIO_M3x3, "m3x3", "undefined", 3, vshader_m3x3, NULL, 0, 0},
{D3DSIO_M3x2, "m3x2", "undefined", 3, vshader_m3x2, NULL, 0, 0},
/* Declare registers */
{D3DSIO_DCL, "dcl", NULL, 2, vshader_dcl, NULL, 0, 0},
/* Constant definitions */
{D3DSIO_DEF, "def", NULL, 5, vshader_def, NULL, 0, 0},
{D3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 2, vshader_defb, NULL, 0, 0},
{D3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 2, vshader_defi, NULL, 0, 0},
/* Flow control - requires GLSL or software shaders */
{D3DSIO_REP , "rep", GLNAME_REQUIRE_GLSL, 1, vshader_rep, 0, 0},
{D3DSIO_ENDREP, "endrep", GLNAME_REQUIRE_GLSL, 0, vshader_endrep, 0, 0},
{D3DSIO_IF, "if", GLNAME_REQUIRE_GLSL, 1, vshader_if, 0, 0},
{D3DSIO_IFC, "ifc", GLNAME_REQUIRE_GLSL, 2, vshader_ifc, 0, 0},
{D3DSIO_ELSE, "else", GLNAME_REQUIRE_GLSL, 0, vshader_else, 0, 0},
{D3DSIO_ENDIF, "endif", GLNAME_REQUIRE_GLSL, 0, vshader_endif, 0, 0},
{D3DSIO_BREAK, "break", GLNAME_REQUIRE_GLSL, 0, vshader_break, 0, 0},
{D3DSIO_BREAKC, "breakc", GLNAME_REQUIRE_GLSL, 2, vshader_breakc, 0, 0},
{D3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 1, vshader_breakp, 0, 0},
{D3DSIO_CALL, "call", GLNAME_REQUIRE_GLSL, 1, vshader_call, 0, 0},
{D3DSIO_CALLNZ, "callnz", GLNAME_REQUIRE_GLSL, 2, vshader_callnz, 0, 0},
{D3DSIO_LOOP, "loop", GLNAME_REQUIRE_GLSL, 2, vshader_loop, 0, 0},
{D3DSIO_RET, "ret", GLNAME_REQUIRE_GLSL, 0, vshader_ret, 0, 0},
{D3DSIO_ENDLOOP, "endloop", GLNAME_REQUIRE_GLSL, 0, vshader_endloop, 0, 0},
{D3DSIO_LABEL, "label", GLNAME_REQUIRE_GLSL, 1, vshader_label, 0, 0},
{D3DSIO_REP , "rep", GLNAME_REQUIRE_GLSL, 1, vshader_rep, NULL, 0, 0},
{D3DSIO_ENDREP, "endrep", GLNAME_REQUIRE_GLSL, 0, vshader_endrep, NULL, 0, 0},
{D3DSIO_IF, "if", GLNAME_REQUIRE_GLSL, 1, vshader_if, NULL, 0, 0},
{D3DSIO_IFC, "ifc", GLNAME_REQUIRE_GLSL, 2, vshader_ifc, NULL, 0, 0},
{D3DSIO_ELSE, "else", GLNAME_REQUIRE_GLSL, 0, vshader_else, NULL, 0, 0},
{D3DSIO_ENDIF, "endif", GLNAME_REQUIRE_GLSL, 0, vshader_endif, NULL, 0, 0},
{D3DSIO_BREAK, "break", GLNAME_REQUIRE_GLSL, 0, vshader_break, NULL, 0, 0},
{D3DSIO_BREAKC, "breakc", GLNAME_REQUIRE_GLSL, 2, vshader_breakc, NULL, 0, 0},
{D3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 1, vshader_breakp, NULL, 0, 0},
{D3DSIO_CALL, "call", GLNAME_REQUIRE_GLSL, 1, vshader_call, NULL, 0, 0},
{D3DSIO_CALLNZ, "callnz", GLNAME_REQUIRE_GLSL, 2, vshader_callnz, NULL, 0, 0},
{D3DSIO_LOOP, "loop", GLNAME_REQUIRE_GLSL, 2, vshader_loop, NULL, 0, 0},
{D3DSIO_RET, "ret", GLNAME_REQUIRE_GLSL, 0, vshader_ret, NULL, 0, 0},
{D3DSIO_ENDLOOP, "endloop", GLNAME_REQUIRE_GLSL, 0, vshader_endloop, NULL, 0, 0},
{D3DSIO_LABEL, "label", GLNAME_REQUIRE_GLSL, 1, vshader_label, NULL, 0, 0},
{D3DSIO_MOVA, "mova", GLNAME_REQUIRE_GLSL, 2, vshader_mova, 0, 0},
{D3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 2, vshader_defb, 0, 0},
{D3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 2, vshader_defi, 0, 0},
{D3DSIO_EXPP, "expp", "EXP", 2, vshader_expp, 0, 0},
{D3DSIO_LOGP, "logp", "LOG", 2, vshader_logp, 0, 0},
/* def is a special operation */
{D3DSIO_DEF, "def", NULL, 5, vshader_def, 0, 0},
{D3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 2, vshader_setp, 0, 0},
{D3DSIO_TEXLDL, "texdl", GLNAME_REQUIRE_GLSL, 2, vshader_texldl, 0, 0},
{D3DSIO_MOVA, "mova", GLNAME_REQUIRE_GLSL, 2, vshader_mova, NULL, 0, 0},
{D3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 2, vshader_setp, NULL, 0, 0},
{D3DSIO_TEXLDL, "texdl", GLNAME_REQUIRE_GLSL, 2, vshader_texldl, NULL, 0, 0},
{0, NULL, NULL, 0, NULL, 0, 0}
};
@ -1066,6 +1073,34 @@ void vshader_set_version(
}
}
/* Map the opcode 1-to-1 to the GL code */
void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst = arg->dst;
DWORD* src = arg->src;
DWORD dst_regtype = shader_get_regtype(dst);
char tmpLine[256];
unsigned int i;
if (curOpcode->opcode == D3DSIO_MOV && dst_regtype == D3DSPR_ADDR)
strcpy(tmpLine, "ARL");
else
strcpy(tmpLine, curOpcode->glname);
if (curOpcode->num_params > 0) {
vshader_program_add_param(This, dst, FALSE, tmpLine);
for (i = 1; i < curOpcode->num_params; ++i) {
strcat(tmpLine, ",");
vshader_program_add_param(This, src[i-1], TRUE, tmpLine);
}
}
shader_addline(buffer, "%s;\n", tmpLine);
}
/**
* Function parser ...
*/
@ -1263,40 +1298,29 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
++pToken;
continue;
} else {
/* If a generator function is set, use it */
} else if (curOpcode->hw_fct != NULL) {
/* Common Processing: ([instr] [dst] [src]*) */
SHADER_OPCODE_ARG hw_arg;
hw_arg.shader = (IWineD3DBaseShader*) This;
hw_arg.opcode = curOpcode;
hw_arg.buffer = &buffer;
if (curOpcode->num_params > 0) {
hw_arg.dst = *pToken;
/* FIXME: this does not account for relative address tokens */
for (i = 1; i < curOpcode->num_params; i++)
hw_arg.src[i-1] = *(pToken + i);
}
curOpcode->hw_fct(&hw_arg);
pToken += curOpcode->num_params;
} else {
switch (curOpcode->opcode) {
case D3DSIO_NOP:
continue;
case D3DSIO_MOV:
/* Address registers must be loaded with the ARL instruction */
if (shader_get_regtype(*pToken) == D3DSPR_ADDR) {
strcpy(tmpLine, "ARL");
break;
}
/* fall through */
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:
strcpy(tmpLine, curOpcode->glname);
break;
case D3DSIO_M4x4:
case D3DSIO_M4x3:
@ -1309,7 +1333,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
pSavedToken = pToken + 3;
/* Execute expanded macro */
pToken = MacroExpansion;
continue;
break;
default:
if (curOpcode->glname == GLNAME_REQUIRE_GLSL) {
@ -1319,20 +1343,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
}
pToken += curOpcode->num_params;
continue;
}
if (curOpcode->num_params > 0) {
vshader_program_add_param(This, *pToken, FALSE, tmpLine);
++pToken;
for (i = 1; i < curOpcode->num_params; ++i) {
strcat(tmpLine, ",");
vshader_program_add_param(This, *pToken, TRUE, tmpLine);
++pToken;
}
}
shader_addline(&buffer, "%s;\n", tmpLine);
}
}
shader_addline(&buffer, "END\n");

View File

@ -1197,17 +1197,9 @@ enum vsConstantsEnum {
VS_CONSTANT_FLOAT
};
struct SHADER_OPCODE_ARG;
typedef void (*shader_fct_t)();
typedef struct SHADER_OPCODE {
unsigned int opcode;
const char* name;
const char* glname;
CONST UINT num_params;
shader_fct_t soft_fct;
DWORD min_version;
DWORD max_version;
} SHADER_OPCODE;
typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
#define SHADER_PGMSIZE 65535
typedef struct SHADER_BUFFER {
@ -1216,6 +1208,25 @@ typedef struct SHADER_BUFFER {
unsigned int lineNo;
} SHADER_BUFFER;
typedef struct SHADER_OPCODE {
unsigned int opcode;
const char* name;
const char* glname;
CONST UINT num_params;
shader_fct_t soft_fct;
SHADER_HANDLER hw_fct;
DWORD min_version;
DWORD max_version;
} SHADER_OPCODE;
typedef struct SHADER_OPCODE_ARG {
IWineD3DBaseShader* shader;
CONST SHADER_OPCODE* opcode;
DWORD dst;
DWORD src[4];
SHADER_BUFFER* buffer;
} SHADER_OPCODE_ARG;
typedef struct SHADER_LIMITS {
unsigned int temporary;
unsigned int texture;