/* * Pixel and vertex shaders implementation using ARB_vertex_program * and ARB_fragment_program GL extensions. * * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006 Ivan Gyurdiev * Copyright 2006 Jason Green * Copyright 2006 Henri Verbeet * * 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d_constants); #define GLINFO_LOCATION (*gl_info) /******************************************************** * ARB_[vertex/fragment]_program helper functions follow ********************************************************/ /** * Loads floating point constants into the currently set ARB_vertex/fragment_program. * When constant_list == NULL, it will load all the constants. * * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders) * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders) */ static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type, unsigned int max_constants, float* constants, struct list *constant_list) { constant_entry *constant; local_constant* lconst; int i; if (!constant_list) { if (TRACE_ON(d3d_shader)) { for (i = 0; i < max_constants; ++i) { TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i, constants[i * 4 + 0], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); } } for (i = 0; i < max_constants; ++i) { GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4))); } checkGLcall("glProgramEnvParameter4fvARB()"); } else { if (TRACE_ON(d3d_shader)) { LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) { i = constant->idx; TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i, constants[i * 4 + 0], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); } } LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) { i = constant->idx; GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4))); } checkGLcall("glProgramEnvParameter4fvARB()"); } /* Load immediate constants */ if (TRACE_ON(d3d_shader)) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { GLfloat* values = (GLfloat*)lconst->value; TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx, values[0], values[1], values[2], values[3]); } } LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value)); } checkGLcall("glProgramEnvParameter4fvARB()"); } /** * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs. * * We only support float constants in ARB at the moment, so don't * worry about the Integers or Booleans */ void shader_arb_load_constants( IWineD3DDevice* device, char usePixelShader, char useVertexShader) { IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)deviceImpl->wineD3D)->gl_info; if (useVertexShader) { IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl*) stateBlock->vertexDecl; if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) { /* Load DirectX 8 float constants for vertex shader */ shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB, GL_LIMITS(vshader_constantsF), vertexDeclaration->constants, NULL); } /* Load DirectX 9 float constants for vertex shader */ shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB, GL_LIMITS(vshader_constantsF), stateBlock->vertexShaderConstantF, &stateBlock->set_vconstantsF); /* Upload the position fixup */ GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup)); } if (usePixelShader) { IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader; /* Load DirectX 9 float constants for pixel shader */ shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB, GL_LIMITS(pshader_constantsF), stateBlock->pixelShaderConstantF, &stateBlock->set_pconstantsF); } } /* Generate the variable & register declarations for the ARB_vertex_program output target */ void shader_generate_arb_declarations( IWineD3DBaseShader *iface, shader_reg_maps* reg_maps, SHADER_BUFFER* buffer, WineD3D_GL_Info* gl_info) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; DWORD i; char pshader = shader_is_pshader_version(This->baseShader.hex_version); unsigned max_constantsF = min(This->baseShader.limits.constant_float, (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF))); /* Temporary Output register */ shader_addline(buffer, "TEMP TMP_OUT;\n"); for(i = 0; i < This->baseShader.limits.temporary; i++) { if (reg_maps->temporary[i]) shader_addline(buffer, "TEMP R%u;\n", i); } for (i = 0; i < This->baseShader.limits.address; i++) { if (reg_maps->address[i]) shader_addline(buffer, "ADDRESS A%d;\n", i); } for(i = 0; i < This->baseShader.limits.texcoord; i++) { if (reg_maps->texcoord[i]) shader_addline(buffer,"TEMP T%u;\n", i); } /* Texture coordinate registers must be pre-loaded */ for (i = 0; i < This->baseShader.limits.texcoord; i++) { if (reg_maps->texcoord[i]) shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i); } /* Need to PARAM the environment parameters (constants) so we can use relative addressing */ shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n", max_constantsF, max_constantsF - 1); } static const char * const 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) */ }; static void shader_arb_get_write_mask(const DWORD param, char *write_mask) { char *ptr = write_mask; if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) { *ptr++ = '.'; if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x'; if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y'; if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w'; } *ptr = '\0'; } static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) { /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra", * but addressed as "rgba". To fix this we need to swap the register's x * and z components. */ const char *swizzle_chars = fixup ? "zyxw" : "xyzw"; char *ptr = swizzle_str; /* swizzle bits fields: wwzzyyxx */ DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_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; /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to * generate a swizzle string. Unless we need to our own swizzling. */ if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) { *ptr++ = '.'; if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) { *ptr++ = swizzle_chars[swizzle_x]; } else { *ptr++ = swizzle_chars[swizzle_x]; *ptr++ = swizzle_chars[swizzle_y]; *ptr++ = swizzle_chars[swizzle_z]; *ptr++ = swizzle_chars[swizzle_w]; } } *ptr = '\0'; } static void pshader_get_register_name( const DWORD param, char* regstr) { DWORD reg = param & WINED3DSP_REGNUM_MASK; DWORD regtype = shader_get_regtype(param); switch (regtype) { case WINED3DSPR_TEMP: sprintf(regstr, "R%u", reg); break; case WINED3DSPR_INPUT: if (reg==0) { strcpy(regstr, "fragment.color.primary"); } else { strcpy(regstr, "fragment.color.secondary"); } break; case WINED3DSPR_CONST: sprintf(regstr, "C[%u]", reg); break; case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ sprintf(regstr,"T%u", reg); break; case WINED3DSPR_COLOROUT: if (reg == 0) sprintf(regstr, "result.color"); else { /* TODO: See GL_ARB_draw_buffers */ FIXME("Unsupported write to render target %u\n", reg); sprintf(regstr, "unsupported_register"); } break; case WINED3DSPR_DEPTHOUT: sprintf(regstr, "result.depth"); break; case WINED3DSPR_ATTROUT: sprintf(regstr, "oD[%u]", reg); break; case WINED3DSPR_TEXCRDOUT: sprintf(regstr, "oT[%u]", reg); break; default: FIXME("Unhandled register name Type(%d)\n", regtype); sprintf(regstr, "unrecognized_register"); break; } } /* TODO: merge with pixel shader */ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) { IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader; /* oPos, oFog and oPts in D3D */ static const char * const hwrastout_reg_names[] = { "TMP_OUT", "TMP_FOG", "result.pointsize" }; DWORD reg = param & WINED3DSP_REGNUM_MASK; DWORD regtype = shader_get_regtype(param); char tmpReg[255]; BOOL is_color = FALSE; if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) { strcat(hwLine, " -"); } else { strcat(hwLine, " "); } switch (regtype) { case WINED3DSPR_TEMP: sprintf(tmpReg, "R%u", reg); strcat(hwLine, tmpReg); break; case WINED3DSPR_INPUT: if (vshader_input_is_color((IWineD3DVertexShader*) This, reg)) is_color = TRUE; sprintf(tmpReg, "vertex.attrib[%u]", reg); strcat(hwLine, tmpReg); break; case WINED3DSPR_CONST: sprintf(tmpReg, "C[%s%u]", (param & WINED3DSHADER_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg); strcat(hwLine, tmpReg); break; case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/ sprintf(tmpReg, "A%u", reg); strcat(hwLine, tmpReg); break; case WINED3DSPR_RASTOUT: sprintf(tmpReg, "%s", hwrastout_reg_names[reg]); strcat(hwLine, tmpReg); break; case WINED3DSPR_ATTROUT: if (reg==0) { strcat(hwLine, "result.color.primary"); } else { strcat(hwLine, "result.color.secondary"); } break; case WINED3DSPR_TEXCRDOUT: sprintf(tmpReg, "result.texcoord[%u]", reg); strcat(hwLine, tmpReg); break; default: FIXME("Unknown reg type %d %d\n", regtype, reg); strcat(hwLine, "unrecognized_register"); break; } if (!is_input) { char write_mask[6]; shader_arb_get_write_mask(param, write_mask); strcat(hwLine, write_mask); } else { char swizzle[6]; shader_arb_get_swizzle(param, is_color, swizzle); strcat(hwLine, swizzle); } } static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; SHADER_BUFFER* buffer = arg->buffer; DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; const char *tex_type; switch(sampler_type) { case WINED3DSTT_1D: tex_type = "1D"; break; case WINED3DSTT_2D: tex_type = "2D"; break; case WINED3DSTT_VOLUME: tex_type = "3D"; break; case WINED3DSTT_CUBE: tex_type = "CUBE"; break; default: ERR("Unexpected texture type %d\n", sampler_type); tex_type = ""; } if (deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) { shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); } else { shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); } } static void pshader_gen_input_modifier_line ( SHADER_BUFFER* buffer, const DWORD instr, int tmpreg, char *outregstr) { /* Generate a line that does the input modifier computation and return the input register to use */ char regstr[256]; char swzstr[20]; int insert_line; /* Assume a new line will be added */ insert_line = 1; /* Get register name */ pshader_get_register_name(instr, regstr); shader_arb_get_swizzle(instr, FALSE, swzstr); switch (instr & WINED3DSP_SRCMOD_MASK) { case WINED3DSPSM_NONE: sprintf(outregstr, "%s%s", regstr, swzstr); insert_line = 0; break; case WINED3DSPSM_NEG: sprintf(outregstr, "-%s%s", regstr, swzstr); insert_line = 0; break; case WINED3DSPSM_BIAS: shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr); break; case WINED3DSPSM_BIASNEG: shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr); break; case WINED3DSPSM_SIGN: shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr); break; case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr); break; case WINED3DSPSM_COMP: shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr); break; case WINED3DSPSM_X2: shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr); break; case WINED3DSPSM_X2NEG: shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr); break; case WINED3DSPSM_DZ: shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr); shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); break; case WINED3DSPSM_DW: shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr); shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg); break; default: sprintf(outregstr, "%s%s", regstr, swzstr); insert_line = 0; } /* Return modified or original register, with swizzle */ if (insert_line) sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr); } inline static void pshader_gen_output_modifier_line( SHADER_BUFFER* buffer, int saturate, char *write_mask, int shift, char *regstr) { /* Generate a line that does the output modifier computation */ shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "", regstr, write_mask, regstr, shift_tab[shift]); } void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; char dst_name[50]; char src_name[3][50]; /* FIXME: support output modifiers */ /* Handle output register */ pshader_get_register_name(arg->dst, dst_name); shader_arb_get_write_mask(arg->dst, dst_wmask); strcat(dst_name, dst_wmask); /* Generate input register names (with modifiers) */ pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]); pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]); pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]); shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]); shader_addline(buffer, "CMP %s, TMP, %s, %s;\n", dst_name, src_name[1], src_name[2]); } void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; char dst_name[50]; char src_name[3][50]; /* FIXME: support output modifiers */ /* Handle output register */ pshader_get_register_name(arg->dst, dst_name); shader_arb_get_write_mask(arg->dst, dst_wmask); strcat(dst_name, dst_wmask); /* Generate input register names (with modifiers) */ pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]); pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]); pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]); shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name, src_name[0], src_name[2], src_name[1]); } /* Map the opcode 1-to-1 to the GL code */ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { 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]; /* Output token related */ char output_rname[256]; char output_wmask[20]; BOOL saturate = FALSE; BOOL centroid = FALSE; BOOL partialprecision = FALSE; DWORD shift; strcpy(tmpLine, curOpcode->glname); /* Process modifiers */ if (0 != (dst & WINED3DSP_DSTMOD_MASK)) { DWORD mask = dst & WINED3DSP_DSTMOD_MASK; saturate = mask & WINED3DSPDM_SATURATE; centroid = mask & WINED3DSPDM_MSAMPCENTROID; partialprecision = mask & WINED3DSPDM_PARTIALPRECISION; mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE); if (mask) FIXME("Unrecognized modifier(0x%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT); if (centroid) FIXME("Unhandled modifier(0x%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT); } shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; /* Generate input and output registers */ if (curOpcode->num_params > 0) { char operands[4][100]; /* Generate input register names (with modifiers) */ for (i = 1; i < curOpcode->num_params; ++i) pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i]); /* Handle output register */ pshader_get_register_name(dst, output_rname); strcpy(operands[0], output_rname); shader_arb_get_write_mask(dst, output_wmask); strcat(operands[0], output_wmask); 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) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname); } } void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD dst = arg->dst; DWORD* src = arg->src; SHADER_BUFFER* buffer = arg->buffer; DWORD hex_version = This->baseShader.hex_version; char reg_dest[40]; char reg_coord[40]; DWORD reg_dest_code; DWORD reg_sampler_code; /* All versions have a destination register */ reg_dest_code = dst & WINED3DSP_REGNUM_MASK; pshader_get_register_name(dst, reg_dest); /* 1.0-1.3: Use destination register as coordinate source. 1.4+: Use provided coordinate source register. */ if (hex_version < WINED3DPS_VERSION(1,4)) strcpy(reg_coord, reg_dest); else pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord); /* 1.0-1.4: Use destination register number as texture code. 2.0+: Use provided sampler number as texure code. */ if (hex_version < WINED3DPS_VERSION(2,0)) reg_sampler_code = reg_dest_code; else reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK; shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord); } void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD dst = arg->dst; DWORD* src = arg->src; SHADER_BUFFER* buffer = arg->buffer; DWORD hex_version = This->baseShader.hex_version; char tmp[20]; shader_arb_get_write_mask(dst, tmp); if (hex_version != WINED3DPS_VERSION(1,4)) { DWORD reg = dst & WINED3DSP_REGNUM_MASK; shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg); } else { DWORD reg1 = dst & WINED3DSP_REGNUM_MASK; DWORD reg2 = src[0] & WINED3DSP_REGNUM_MASK; shader_addline(buffer, "MOV R%u%s, fragment.texcoord[%u];\n", reg1, tmp, reg2); } } void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK; char dst_str[8]; sprintf(dst_str, "T%u", reg1); shader_addline(buffer, "MOV TMP.r, T%u.a;\n", reg2); shader_addline(buffer, "MOV TMP.g, T%u.r;\n", reg2); shader_hw_sample(arg, reg1, dst_str, "TMP"); } void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK; char dst_str[8]; sprintf(dst_str, "T%u", reg1); shader_addline(buffer, "MOV TMP.r, T%u.g;\n", reg2); shader_addline(buffer, "MOV TMP.g, T%u.b;\n", reg2); shader_hw_sample(arg, reg1, dst_str, "TMP"); } void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK; char dst_str[8]; /* FIXME: Should apply the BUMPMAPENV matrix */ sprintf(dst_str, "T%u", reg1); shader_addline(buffer, "ADD TMP.rg, fragment.texcoord[%u], T%u;\n", reg1, reg2); shader_hw_sample(arg, reg1, dst_str, "TMP"); } void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) { DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; char src0_name[50]; pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name); } void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) { DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; char dst_str[8]; char src0_name[50]; sprintf(dst_str, "T%u", reg); pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name); shader_hw_sample(arg, reg, dst_str, "TMP"); } void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; char src0_name[50]; pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name); current_state->texcoord_w[current_state->current_row++] = reg; } void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; char dst_str[8]; char src0_name[50]; pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); /* Sample the texture using the calculated coordinates */ sprintf(dst_str, "T%u", reg); shader_hw_sample(arg, reg, dst_str, "TMP"); current_state->current_row = 0; } void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; char dst_str[8]; char src0_name[50]; pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); /* Construct the eye-ray vector from w coordinates */ shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]); shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]); shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg); /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n"); shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n"); /* Sample the texture using the calculated coordinates */ sprintf(dst_str, "T%u", reg); shader_hw_sample(arg, reg, dst_str, "TMP"); current_state->current_row = 0; } void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; SHADER_BUFFER* buffer = arg->buffer; char dst_str[8]; char src0_name[50]; pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3); shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n"); shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3); /* Sample the texture using the calculated coordinates */ sprintf(dst_str, "T%u", reg); shader_hw_sample(arg, reg, dst_str, "TMP"); current_state->current_row = 0; } /** Handles transforming all WINED3DSIO_M?x? opcodes for Vertex shaders to ARB_vertex_program codes */ void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) { int i; int nComponents = 0; SHADER_OPCODE_ARG tmpArg; memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG)); /* Set constants for the temporary argument */ tmpArg.shader = arg->shader; tmpArg.buffer = arg->buffer; tmpArg.src[0] = arg->src[0]; tmpArg.src_addr[0] = arg->src_addr[0]; tmpArg.src_addr[1] = arg->src_addr[1]; tmpArg.reg_maps = arg->reg_maps; switch(arg->opcode->opcode) { case WINED3DSIO_M4x4: nComponents = 4; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); break; case WINED3DSIO_M4x3: nComponents = 3; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); break; case WINED3DSIO_M3x4: nComponents = 4; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); break; case WINED3DSIO_M3x3: nComponents = 3; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); break; case WINED3DSIO_M3x2: nComponents = 2; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); break; default: break; } for (i = 0; i < nComponents; i++) { tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<src[1]+i; vshader_hw_map2gl(&tmpArg); } } /* TODO: merge with pixel shader */ /* Map the opcode 1-to-1 to the GL code */ void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { 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 == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA) strcpy(tmpLine, "ARL"); else strcpy(tmpLine, curOpcode->glname); if (curOpcode->num_params > 0) { vshader_program_add_param(arg, dst, FALSE, tmpLine); for (i = 1; i < curOpcode->num_params; ++i) { strcat(tmpLine, ","); vshader_program_add_param(arg, src[i-1], TRUE, tmpLine); } } shader_addline(buffer, "%s;\n", tmpLine); } static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) { GLuint program_id = 0; const char *blt_vprogram = "!!ARBvp1.0\n" "PARAM c[1] = { { 1, 0.5 } };\n" "MOV result.position, vertex.position;\n" "MOV result.color, c[0].x;\n" "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n" "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n" "END\n"; GL_EXTCALL(glGenProgramsARB(1, &program_id)); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id)); GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram)); if (glGetError() == GL_INVALID_OPERATION) { GLint pos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); FIXME("Vertex program error at position %d: %s\n", pos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); } return program_id; } static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) { GLuint program_id = 0; const char *blt_fprogram = "!!ARBfp1.0\n" "TEMP R0;\n" "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n" "MOV result.depth.z, R0.x;\n" "END\n"; GL_EXTCALL(glGenProgramsARB(1, &program_id)); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id)); GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram)); if (glGetError() == GL_INVALID_OPERATION) { GLint pos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); FIXME("Fragment program error at position %d: %s\n", pos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); } return program_id; } static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info; if (useVS) { TRACE("Using vertex shader\n"); /* Bind the vertex program */ GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId)); checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); /* Enable OpenGL vertex programs */ glEnable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId); } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) { glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); } if (usePS) { TRACE("Using pixel shader\n"); /* Bind the fragment program */ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);"); /* Enable OpenGL fragment programs */ glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId); } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); } } static void shader_arb_select_depth_blt(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info; static GLuint vprogram_id = 0; static GLuint fprogram_id = 0; if (!vprogram_id) vprogram_id = create_arb_blt_vertex_program(gl_info); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vprogram_id)); glEnable(GL_VERTEX_PROGRAM_ARB); if (!fprogram_id) fprogram_id = create_arb_blt_fragment_program(gl_info); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fprogram_id)); glEnable(GL_FRAGMENT_PROGRAM_ARB); } static void shader_arb_cleanup(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info; if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB); if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB); } const shader_backend_t arb_program_shader_backend = { &shader_arb_select, &shader_arb_select_depth_blt, &shader_arb_load_constants, &shader_arb_cleanup };