/* * shaders implementation * * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006 Ivan Gyurdiev * * 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); #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info #if 0 /* Must not be 1 in cvs version */ # define PSTRACE(A) TRACE A # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w) #else # define PSTRACE(A) # define TRACE_VSVECTOR(name) #endif #define GLNAME_REQUIRE_GLSL ((const char *)1) /* ******************************************* IWineD3DPixelShader IUnknown parts follow ******************************************* */ static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DBase) || IsEqualGUID(riid, &IID_IWineD3DBaseShader) || IsEqualGUID(riid, &IID_IWineD3DPixelShader)) { IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref); return InterlockedIncrement(&This->ref); } static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; ULONG ref; TRACE("(%p) : Releasing from %ld\n", This, This->ref); ref = InterlockedDecrement(&This->ref); if (ref == 0) { if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) { /* If this shader is still attached to a program, GL will perform a lazy delete */ TRACE("Deleting shader object %u\n", This->baseShader.prgId); GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId)); checkGLcall("glDeleteObjectARB"); } shader_delete_constant_list(&This->baseShader.constantsF); shader_delete_constant_list(&This->baseShader.constantsB); shader_delete_constant_list(&This->baseShader.constantsI); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* ******************************************* IWineD3DPixelShader IWineD3DPixelShader parts follow ******************************************* */ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){ IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; *parent = This->parent; IUnknown_AddRef(*parent); TRACE("(%p) : returning %p\n", This, *parent); return WINED3D_OK; } static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){ IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; IWineD3DDevice_AddRef((IWineD3DDevice *)This->wineD3DDevice); *pDevice = (IWineD3DDevice *)This->wineD3DDevice; TRACE("(%p) returning %p\n", This, *pDevice); return WINED3D_OK; } static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl; TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData); if (NULL == pData) { *pSizeOfData = This->baseShader.functionLength; return WINED3D_OK; } if (*pSizeOfData < This->baseShader.functionLength) { *pSizeOfData = This->baseShader.functionLength; return WINED3DERR_MOREDATA; } if (NULL == This->baseShader.function) { /* no function defined */ TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData); (*(DWORD **) pData) = NULL; } else { if (This->baseShader.functionLength == 0) { } TRACE("(%p) : GetFunction copying to %p\n", This, pData); memcpy(pData, This->baseShader.function, This->baseShader.functionLength); } return WINED3D_OK; } /******************************* * pshader functions software VM */ static void pshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x + s1->x; d->y = s0->y + s1->y; d->z = s0->z + s1->z; d->w = s0->w + s1->w; PSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } static void pshader_dp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z; PSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } static void pshader_dp4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w; PSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } static void pshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = 1.0f; d->y = s0->y * s1->y; d->z = s0->z; d->w = s1->w; PSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } static void pshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { union { float f; DWORD d; } tmp; tmp.f = floorf(s0->w); d->x = powf(2.0f, tmp.f); d->y = s0->w - tmp.f; tmp.f = powf(2.0f, s0->w); tmp.d &= 0xFFFFFF00U; d->z = tmp.f; d->w = 1.0f; PSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } static void pshader_logp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL; PSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } static void pshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { d->x = s0->x * s1->x + s2->x; d->y = s0->y * s1->y + s2->y; d->z = s0->z * s1->z + s2->z; d->w = s0->w * s1->w + s2->w; PSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->w)); } static void pshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x >= s1->x) ? s0->x : s1->x; d->y = (s0->y >= s1->y) ? s0->y : s1->y; d->z = (s0->z >= s1->z) ? s0->z : s1->z; d->w = (s0->w >= s1->w) ? s0->w : s1->w; PSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } static void pshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x < s1->x) ? s0->x : s1->x; d->y = (s0->y < s1->y) ? s0->y : s1->y; d->z = (s0->z < s1->z) ? s0->z : s1->z; d->w = (s0->w < s1->w) ? s0->w : s1->w; PSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } static void pshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = s0->x; d->y = s0->y; d->z = s0->z; d->w = s0->w; PSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } static void pshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x * s1->x; d->y = s0->y * s1->y; d->z = s0->z * s1->z; d->w = s0->w * s1->w; PSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } static void pshader_nop(void) { /* NOPPPP ahhh too easy ;) */ PSTRACE(("executing nop\n")); } static void pshader_rcp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w; PSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } static void pshader_rsq(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE_VAL : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f); PSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } static void pshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x >= s1->x) ? 1.0f : 0.0f; d->y = (s0->y >= s1->y) ? 1.0f : 0.0f; d->z = (s0->z >= s1->z) ? 1.0f : 0.0f; d->w = (s0->w >= s1->w) ? 1.0f : 0.0f; PSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } static void pshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x < s1->x) ? 1.0f : 0.0f; d->y = (s0->y < s1->y) ? 1.0f : 0.0f; d->z = (s0->z < s1->z) ? 1.0f : 0.0f; d->w = (s0->w < s1->w) ? 1.0f : 0.0f; PSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } static void pshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x - s1->x; d->y = s0->y - s1->y; d->z = s0->z - s1->z; d->w = s0->w - s1->w; PSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } /** * Version 1.1 specific */ static void pshader_exp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = powf(2.0f, s0->w); PSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } static void pshader_log(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL; PSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } static void pshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = s0->x - floorf(s0->x); d->y = s0->y - floorf(s0->y); d->z = 0.0f; d->w = 1.0f; PSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } typedef FLOAT D3DMATRIX44[4][4]; typedef FLOAT D3DMATRIX43[4][3]; typedef FLOAT D3DMATRIX34[3][4]; typedef FLOAT D3DMATRIX33[3][3]; typedef FLOAT D3DMATRIX23[2][3]; static void pshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) { /* * Buggy CODE: here only if cast not work for copy/paste WINED3DSHADERVECTOR* mat2 = mat1 + 1; WINED3DSHADERVECTOR* mat3 = mat1 + 2; WINED3DSHADERVECTOR* mat4 = mat1 + 3; d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w; d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w; d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w; d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w; */ d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w; d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w; PSTRACE(("executing m4x4(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x)); PSTRACE(("executing m4x4(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y)); PSTRACE(("executing m4x4(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z)); PSTRACE(("executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], mat[3][3], s0->w, d->w)); } static void pshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 mat) { d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w; d->w = 1.0f; PSTRACE(("executing m4x3(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x)); PSTRACE(("executing m4x3(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y)); PSTRACE(("executing m4x3(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z)); PSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w)); } static void pshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 mat) { d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z; PSTRACE(("executing m3x4(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x)); PSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y)); PSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z)); PSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w)); } static void pshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 mat) { d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; d->w = 1.0f; PSTRACE(("executing m3x3(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x)); PSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y)); PSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z)); PSTRACE(("executing m3x3(4): (%f) \n", d->w)); } static void pshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX23 mat) { FIXME("check\n"); d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; d->z = 0.0f; d->w = 1.0f; } /** * Version 2.0 specific */ static void pshader_lrp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { d->x = s0->x * (s1->x - s2->x) + s2->x; d->y = s0->y * (s1->y - s2->y) + s2->y; d->z = s0->z * (s1->z - s2->z) + s2->z; d->w = s0->w * (s1->w - s2->w) + s2->w; } static void pshader_crs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->y * s1->z - s0->z * s1->y; d->y = s0->z * s1->x - s0->x * s1->z; d->z = s0->x * s1->y - s0->y * s1->x; d->w = 0.9f; /* w is undefined, so set it to something safeish */ PSTRACE(("executing crs: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } static void pshader_abs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = fabsf(s0->x); d->y = fabsf(s0->y); d->z = fabsf(s0->z); d->w = fabsf(s0->w); PSTRACE(("executing abs: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } /* Stubs */ static void pshader_texcoord(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_texkill(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_tex(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_texld(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texbem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texbeml(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texreg2ar(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texreg2gb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texm3x2pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texm3x2tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texm3x3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } static void pshader_texm3x3pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texm3x3diff(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texm3x3spec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } static void pshader_texm3x3vspec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_cnd(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { FIXME(" : Stub\n"); } /* Def is C[n] = {n.nf, n.nf, n.nf, n.nf} */ static void pshader_def(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { FIXME(" : Stub\n"); } static void pshader_texreg2rgb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texdp3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texm3x2depth(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texdp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texm3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_texdepth(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_cmp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { FIXME(" : Stub\n"); } static void pshader_bem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } static void pshader_call(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_callnz(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_loop(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_ret(void) { FIXME(" : Stub\n"); } static void pshader_endloop(void) { FIXME(" : Stub\n"); } static void pshader_dcl(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_pow(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } static void pshader_nrm(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_sincos3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_sincos2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { FIXME(" : Stub\n"); } static void pshader_rep(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_endrep(void) { FIXME(" : Stub\n"); } static void pshader_if(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_ifc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_else(void) { FIXME(" : Stub\n"); } static void pshader_label(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_endif(void) { FIXME(" : Stub\n"); } static void pshader_break(void) { FIXME(" : Stub\n"); } static void pshader_breakc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } static void pshader_breakp(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_defb(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_defi(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { FIXME(" : Stub\n"); } static void pshader_dp2add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { FIXME(" : Stub\n"); } static void pshader_dsx(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_dsy(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } static void pshader_texldd(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { FIXME(" : Stub\n"); } static void pshader_setp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } static void pshader_texldl(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = { /* Arithmethic */ {D3DSIO_NOP, "nop", "NOP", 0, 0, pshader_nop, pshader_hw_map2gl, NULL, 0, 0}, {D3DSIO_MOV, "mov", "MOV", 1, 2, pshader_mov, pshader_hw_map2gl, shader_glsl_mov, 0, 0}, {D3DSIO_ADD, "add", "ADD", 1, 3, pshader_add, pshader_hw_map2gl, shader_glsl_arith, 0, 0}, {D3DSIO_SUB, "sub", "SUB", 1, 3, pshader_sub, pshader_hw_map2gl, shader_glsl_arith, 0, 0}, {D3DSIO_MAD, "mad", "MAD", 1, 4, pshader_mad, pshader_hw_map2gl, shader_glsl_mad, 0, 0}, {D3DSIO_MUL, "mul", "MUL", 1, 3, pshader_mul, pshader_hw_map2gl, shader_glsl_arith, 0, 0}, {D3DSIO_RCP, "rcp", "RCP", 1, 2, pshader_rcp, pshader_hw_map2gl, shader_glsl_rcp, 0, 0}, {D3DSIO_RSQ, "rsq", "RSQ", 1, 2, pshader_rsq, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {D3DSIO_DP3, "dp3", "DP3", 1, 3, pshader_dp3, pshader_hw_map2gl, shader_glsl_dot, 0, 0}, {D3DSIO_DP4, "dp4", "DP4", 1, 3, pshader_dp4, pshader_hw_map2gl, shader_glsl_dot, 0, 0}, {D3DSIO_MIN, "min", "MIN", 1, 3, pshader_min, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {D3DSIO_MAX, "max", "MAX", 1, 3, pshader_max, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {D3DSIO_SLT, "slt", "SLT", 1, 3, pshader_slt, pshader_hw_map2gl, shader_glsl_compare, 0, 0}, {D3DSIO_SGE, "sge", "SGE", 1, 3, pshader_sge, pshader_hw_map2gl, shader_glsl_compare, 0, 0}, {D3DSIO_ABS, "abs", "ABS", 1, 2, pshader_abs, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {D3DSIO_EXP, "exp", "EX2", 1, 2, pshader_exp, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {D3DSIO_LOG, "log", "LG2", 1, 2, pshader_log, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {D3DSIO_EXPP, "expp", "EXP", 1, 2, pshader_expp, pshader_hw_map2gl, shader_glsl_expp, 0, 0}, {D3DSIO_LOGP, "logp", "LOG", 1, 2, pshader_logp, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {D3DSIO_DST, "dst", "DST", 1, 3, pshader_dst, pshader_hw_map2gl, shader_glsl_dst, 0, 0}, {D3DSIO_LRP, "lrp", "LRP", 1, 4, pshader_lrp, pshader_hw_map2gl, shader_glsl_lrp, 0, 0}, {D3DSIO_FRC, "frc", "FRC", 1, 2, pshader_frc, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0}, {D3DSIO_CND, "cnd", NULL, 1, 4, pshader_cnd, pshader_hw_cnd, shader_glsl_cnd, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)}, {D3DSIO_CMP, "cmp", NULL, 1, 4, pshader_cmp, pshader_hw_cmp, shader_glsl_cmp, D3DPS_VERSION(1,2), D3DPS_VERSION(3,0)}, {D3DSIO_POW, "pow", "POW", 1, 3, pshader_pow, NULL, shader_glsl_map2gl, 0, 0}, {D3DSIO_CRS, "crs", "XPS", 1, 3, pshader_crs, NULL, shader_glsl_map2gl, 0, 0}, /* TODO: xyz normalise can be performed as VS_ARB using one temporary register, DP3 tmp , vec, vec; RSQ tmp, tmp.x; MUL vec.xyz, vec, tmp; but I think this is better because it accounts for w properly. DP3 tmp , vec, vec; RSQ tmp, tmp.x; MUL vec, vec, tmp; */ {D3DSIO_NRM, "nrm", NULL, 1, 2, pshader_nrm, NULL, shader_glsl_map2gl, 0, 0}, {D3DSIO_SINCOS, "sincos", NULL, 1, 4, pshader_sincos2, NULL, shader_glsl_sincos, D3DPS_VERSION(2,0), D3DPS_VERSION(2,0)}, {D3DSIO_SINCOS, "sincos", NULL, 1, 2, pshader_sincos3, NULL, shader_glsl_sincos, D3DPS_VERSION(3,0), -1}, /* TODO: dp2add can be made out of multiple instuctions */ {D3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 1, 4, pshader_dp2add, NULL, pshader_glsl_dp2add, D3DPS_VERSION(2,0), -1}, /* Matrix */ {D3DSIO_M4x4, "m4x4", "undefined", 1, 3, pshader_m4x4, NULL, shader_glsl_mnxn, 0, 0}, {D3DSIO_M4x3, "m4x3", "undefined", 1, 3, pshader_m4x3, NULL, shader_glsl_mnxn, 0, 0}, {D3DSIO_M3x4, "m3x4", "undefined", 1, 3, pshader_m3x4, NULL, shader_glsl_mnxn, 0, 0}, {D3DSIO_M3x3, "m3x3", "undefined", 1, 3, pshader_m3x3, NULL, shader_glsl_mnxn, 0, 0}, {D3DSIO_M3x2, "m3x2", "undefined", 1, 3, pshader_m3x2, NULL, shader_glsl_mnxn, 0, 0}, /* Register declarations */ {D3DSIO_DCL, "dcl", NULL, 0, 2, pshader_dcl, NULL, NULL, 0, 0}, /* Flow control - requires GLSL or software shaders */ {D3DSIO_REP , "rep", NULL, 0, 1, pshader_rep, NULL, shader_glsl_rep, D3DPS_VERSION(2,1), -1}, {D3DSIO_ENDREP, "endrep", NULL, 0, 0, pshader_endrep, NULL, shader_glsl_end, D3DPS_VERSION(2,1), -1}, {D3DSIO_IF, "if", NULL, 0, 1, pshader_if, NULL, shader_glsl_if, D3DPS_VERSION(2,1), -1}, {D3DSIO_IFC, "ifc", NULL, 0, 2, pshader_ifc, NULL, shader_glsl_ifc, D3DPS_VERSION(2,1), -1}, {D3DSIO_ELSE, "else", NULL, 0, 0, pshader_else, NULL, shader_glsl_else, D3DPS_VERSION(2,1), -1}, {D3DSIO_ENDIF, "endif", NULL, 0, 0, pshader_endif, NULL, shader_glsl_end, D3DPS_VERSION(2,1), -1}, {D3DSIO_BREAK, "break", NULL, 0, 0, pshader_break, NULL, shader_glsl_break, D3DPS_VERSION(2,1), -1}, {D3DSIO_BREAKC, "breakc", NULL, 0, 2, pshader_breakc, NULL, shader_glsl_breakc, D3DPS_VERSION(2,1), -1}, {D3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, pshader_breakp, NULL, NULL, 0, 0}, {D3DSIO_CALL, "call", NULL, 0, 1, pshader_call, NULL, shader_glsl_call, D3DPS_VERSION(2,1), -1}, {D3DSIO_CALLNZ, "callnz", NULL, 0, 2, pshader_callnz, NULL, shader_glsl_callnz, D3DPS_VERSION(2,1), -1}, {D3DSIO_LOOP, "loop", NULL, 0, 2, pshader_loop, NULL, shader_glsl_loop, D3DPS_VERSION(3,0), -1}, {D3DSIO_RET, "ret", NULL, 0, 0, pshader_ret, NULL, NULL, D3DPS_VERSION(2,1), -1}, {D3DSIO_ENDLOOP, "endloop", NULL, 0, 0, pshader_endloop, NULL, shader_glsl_end, D3DPS_VERSION(3,0), -1}, {D3DSIO_LABEL, "label", NULL, 0, 1, pshader_label, NULL, shader_glsl_label, D3DPS_VERSION(2,1), -1}, /* Constant definitions */ {D3DSIO_DEF, "def", "undefined", 1, 5, pshader_def, NULL, NULL, 0, 0}, {D3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, pshader_defb, NULL, NULL, 0, 0}, {D3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, pshader_defi, NULL, NULL, 0, 0}, /* Texture */ {D3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, pshader_texcoord, pshader_hw_texcoord, pshader_glsl_texcoord, 0, D3DPS_VERSION(1,3)}, {D3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, pshader_texcoord, pshader_hw_texcoord, pshader_glsl_texcoord, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, {D3DSIO_TEXKILL, "texkill", "KIL", 1, 1, pshader_texkill, pshader_hw_map2gl, pshader_glsl_texkill, D3DPS_VERSION(1,0), D3DPS_VERSION(3,0)}, {D3DSIO_TEX, "tex", "undefined", 1, 1, pshader_tex, pshader_hw_tex, pshader_glsl_tex, 0, D3DPS_VERSION(1,3)}, {D3DSIO_TEX, "texld", "undefined", 1, 2, pshader_texld, pshader_hw_tex, pshader_glsl_tex, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, {D3DSIO_TEX, "texld", "undefined", 1, 3, pshader_texld, pshader_hw_tex, pshader_glsl_tex, D3DPS_VERSION(2,0), -1}, {D3DSIO_TEXBEM, "texbem", "undefined", 1, 2, pshader_texbem, pshader_hw_texbem, pshader_glsl_texbem, 0, D3DPS_VERSION(1,3)}, {D3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texbeml, NULL, NULL, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_texreg2ar, pshader_hw_texreg2ar, pshader_glsl_texreg2ar, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)}, {D3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_texreg2gb, pshader_hw_texreg2gb, pshader_glsl_texreg2gb, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)}, {D3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texreg2rgb, NULL, pshader_glsl_texreg2rgb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, pshader_texm3x2pad, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, pshader_texm3x2tex, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, pshader_texm3x3pad, pshader_hw_texm3x3pad, pshader_glsl_texm3x3pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texm3x3diff, NULL, NULL, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)}, {D3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_texm3x3spec, pshader_hw_texm3x3spec, pshader_glsl_texm3x3spec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, pshader_texm3x3vspec, pshader_hw_texm3x3vspec, pshader_glsl_texm3x3vspec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_texm3x3tex, pshader_hw_texm3x3tex, pshader_glsl_texm3x3tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texdp3tex, NULL, pshader_glsl_texdp3tex, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texm3x2depth, NULL, pshader_glsl_texm3x2depth, D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)}, {D3DSIO_TEXDP3, "texdp3", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texdp3, NULL, pshader_glsl_texdp3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x3, "texm3x3", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texm3x3, NULL, pshader_glsl_texm3x3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, {D3DSIO_TEXDEPTH, "texdepth", GLNAME_REQUIRE_GLSL, 1, 1, pshader_texdepth, NULL, pshader_glsl_texdepth, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, {D3DSIO_BEM, "bem", GLNAME_REQUIRE_GLSL, 1, 3, pshader_bem, NULL, NULL, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, {D3DSIO_DSX, "dsx", GLNAME_REQUIRE_GLSL, 1, 2, pshader_dsx, NULL, NULL, 0, 0}, {D3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 1, 2, pshader_dsy, NULL, NULL, 0, 0}, {D3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, pshader_texldd, NULL, NULL, D3DPS_VERSION(2,1), -1}, {D3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, pshader_setp, NULL, NULL, 0, 0}, {D3DSIO_TEXLDL, "texdl", GLNAME_REQUIRE_GLSL, 1, 2, pshader_texldl, NULL, NULL, 0, 0}, {D3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, pshader_nop, NULL, NULL, 0, 0}, {0, NULL, NULL, 0, 0, NULL, NULL, 0, 0} }; static void pshader_set_limits( IWineD3DPixelShaderImpl *This) { This->baseShader.limits.attributes = 0; This->baseShader.limits.address = 0; This->baseShader.limits.packed_output = 0; switch (This->baseShader.hex_version) { case D3DPS_VERSION(1,0): case D3DPS_VERSION(1,1): case D3DPS_VERSION(1,2): case D3DPS_VERSION(1,3): This->baseShader.limits.temporary = 2; This->baseShader.limits.constant_float = 8; This->baseShader.limits.constant_int = 0; This->baseShader.limits.constant_bool = 0; This->baseShader.limits.texcoord = 4; This->baseShader.limits.sampler = 4; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 0; break; case D3DPS_VERSION(1,4): This->baseShader.limits.temporary = 6; This->baseShader.limits.constant_float = 8; This->baseShader.limits.constant_int = 0; This->baseShader.limits.constant_bool = 0; This->baseShader.limits.texcoord = 6; This->baseShader.limits.sampler = 6; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 0; break; /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */ case D3DPS_VERSION(2,0): This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 32; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 8; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 0; break; case D3DPS_VERSION(2,1): This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 32; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 8; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 16; break; case D3DPS_VERSION(3,0): This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 224; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 0; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 12; This->baseShader.limits.label = 16; /* FIXME: 2048 */ break; default: This->baseShader.limits.temporary = 32; This->baseShader.limits.constant_float = 32; This->baseShader.limits.constant_int = 16; This->baseShader.limits.constant_bool = 16; This->baseShader.limits.texcoord = 8; This->baseShader.limits.sampler = 16; This->baseShader.limits.packed_input = 0; This->baseShader.limits.label = 0; FIXME("Unrecognized pixel shader version %#lx\n", This->baseShader.hex_version); } } /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB or GLSL and send it to the card */ inline static VOID IWineD3DPixelShaderImpl_GenerateShader( IWineD3DPixelShader *iface, shader_reg_maps* reg_maps, CONST DWORD *pFunction) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; SHADER_BUFFER buffer; #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */ if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) { HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer); This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE); This->fixupVertexBufferSize = PGMSIZE; This->fixupVertexBuffer[0] = 0; } buffer.buffer = This->device->fixupVertexBuffer; #else buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); #endif buffer.bsize = 0; buffer.lineNo = 0; if (This->baseShader.shader_mode == SHADER_GLSL) { /* Create the hw GLSL shader object and assign it as the baseShader.prgId */ GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB)); /* Base Declarations */ shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION); /* Pack 3.0 inputs */ if (This->baseShader.hex_version >= D3DPS_VERSION(3,0)) pshader_glsl_input_pack(&buffer, This->semantics_in); /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction); /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */ if (This->baseShader.hex_version < D3DPS_VERSION(2,0)) shader_addline(&buffer, "gl_FragData[0] = R0;\n"); shader_addline(&buffer, "}\n\0"); TRACE("Compiling shader object %u\n", shader_obj); GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL)); GL_EXTCALL(glCompileShaderARB(shader_obj)); print_glsl_info_log(&GLINFO_LOCATION, shader_obj); /* Store the shader object */ This->baseShader.prgId = shader_obj; } else if (wined3d_settings.ps_selected_mode == SHADER_ARB) { /* Create the hw ARB shader */ shader_addline(&buffer, "!!ARBfp1.0\n"); shader_addline(&buffer, "TEMP TMP;\n"); /* Used in matrix ops */ shader_addline(&buffer, "TEMP TMP2;\n"); /* Used in matrix ops */ shader_addline(&buffer, "TEMP TA;\n"); /* Used for modifiers */ shader_addline(&buffer, "TEMP TB;\n"); /* Used for modifiers */ shader_addline(&buffer, "TEMP TC;\n"); /* Used for modifiers */ shader_addline(&buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n"); shader_addline(&buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n"); shader_addline(&buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n"); /* Base Declarations */ shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION); /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction); if (This->baseShader.hex_version < D3DPS_VERSION(2,0)) shader_addline(&buffer, "MOV result.color, R0;\n"); shader_addline(&buffer, "END\n\0"); /* TODO: change to resource.glObjectHandle or something like that */ GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId)); TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId)); TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId); /* Create the program and check for errors */ GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, buffer.bsize, buffer.buffer)); if (glGetError() == GL_INVALID_OPERATION) { GLint errPos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); FIXME("HW PixelShader Error at position %d: %s\n", errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); This->baseShader.prgId = -1; } } #if 1 /* if were using the data buffer of device then we don't need to free it */ HeapFree(GetProcessHeap(), 0, buffer.buffer); #endif } static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; HRESULT hr; shader_reg_maps reg_maps; TRACE("(%p) : pFunction %p\n", iface, pFunction); /* First pass: trace shader */ shader_trace_init((IWineD3DBaseShader*) This, pFunction); pshader_set_limits(This); /* Initialize immediate constant lists */ list_init(&This->baseShader.constantsF); list_init(&This->baseShader.constantsB); list_init(&This->baseShader.constantsI); /* Second pass: figure out which registers are used, what the semantics are, etc.. */ memset(®_maps, 0, sizeof(shader_reg_maps)); hr = shader_get_registers_used((IWineD3DBaseShader*) This, ®_maps, This->semantics_in, NULL, pFunction); if (hr != WINED3D_OK) return hr; /* FIXME: validate reg_maps against OpenGL */ /* Generate HW shader in needed */ This->baseShader.shader_mode = wined3d_settings.ps_selected_mode; if (NULL != pFunction && This->baseShader.shader_mode != SHADER_SW) { TRACE("(%p) : Generating hardware program\n", This); IWineD3DPixelShaderImpl_GenerateShader(iface, ®_maps, pFunction); } TRACE("(%p) : Copying the function\n", This); if (NULL != pFunction) { This->baseShader.function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength); if (!This->baseShader.function) return E_OUTOFMEMORY; memcpy((void *)This->baseShader.function, pFunction, This->baseShader.functionLength); } else { This->baseShader.function = NULL; } return WINED3D_OK; } const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = { /*** IUnknown methods ***/ IWineD3DPixelShaderImpl_QueryInterface, IWineD3DPixelShaderImpl_AddRef, IWineD3DPixelShaderImpl_Release, /*** IWineD3DBase methods ***/ IWineD3DPixelShaderImpl_GetParent, /*** IWineD3DBaseShader methods ***/ IWineD3DPixelShaderImpl_SetFunction, /*** IWineD3DPixelShader methods ***/ IWineD3DPixelShaderImpl_GetDevice, IWineD3DPixelShaderImpl_GetFunction };