diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index 23d3ab456bc..2e8be390421 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -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? */ diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 45e809e4f78..3e50eed87db 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -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"); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 60c7430f157..c6a598c4279 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -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;