/* * 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 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * * 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); WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); #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 unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type, unsigned int max_constants, float* constants, char *dirty_consts) { local_constant* lconst; DWORD i, j; unsigned int ret; if (TRACE_ON(d3d_shader)) { for(i = 0; i < max_constants; i++) { if(!dirty_consts[i]) continue; 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]); } } /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */ if(target_type == GL_FRAGMENT_PROGRAM_ARB && WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) { float lcl_const[4]; for(i = 0; i < max_constants; i++) { if(!dirty_consts[i]) continue; dirty_consts[i] = 0; j = 4 * i; if(constants[j + 0] > 1.0) lcl_const[0] = 1.0; else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0; else lcl_const[0] = constants[j + 0]; if(constants[j + 1] > 1.0) lcl_const[1] = 1.0; else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0; else lcl_const[1] = constants[j + 1]; if(constants[j + 2] > 1.0) lcl_const[2] = 1.0; else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0; else lcl_const[2] = constants[j + 2]; if(constants[j + 3] > 1.0) lcl_const[3] = 1.0; else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0; else lcl_const[3] = constants[j + 3]; GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const)); } } else { if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) { /* TODO: Benchmark if we're better of with finding the dirty constants ourselves, * or just reloading *all* constants at once * GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants)); */ for(i = 0; i < max_constants; i++) { if(!dirty_consts[i]) continue; /* Find the next block of dirty constants */ dirty_consts[i] = 0; j = i; for(i++; (i < max_constants) && dirty_consts[i]; i++) { dirty_consts[i] = 0; } GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4))); } } else { for(i = 0; i < max_constants; i++) { if(dirty_consts[i]) { dirty_consts[i] = 0; GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4))); } } } } checkGLcall("glProgramEnvParameter4fvARB()"); /* Load immediate constants */ if(This->baseShader.load_local_constsF) { 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]); } } /* Immediate constants are clamped for 1.X shaders at loading times */ ret = 0; LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */ ret = max(ret, lconst->idx + 1); GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value)); } checkGLcall("glProgramEnvParameter4fvARB()"); return ret; /* The loaded immediate constants need reloading for the next shader */ } else { return 0; /* No constants are dirty now */ } } /** * 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 = &deviceImpl->adapter->gl_info; unsigned char i; if (useVertexShader) { IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; /* Load DirectX 9 float constants for vertex shader */ deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF( vshader, gl_info, GL_VERTEX_PROGRAM_ARB, deviceImpl->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, deviceImpl->activeContext->vshader_const_dirty); /* Upload the position fixup */ GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup)); } if (usePixelShader) { IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader; IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader; /* Load DirectX 9 float constants for pixel shader */ deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF( pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB, deviceImpl->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, deviceImpl->activeContext->pshader_const_dirty); for(i = 0; i < psi->numbumpenvmatconsts; i++) { /* The state manager takes care that this function is always called if the bump env matrix changes */ float *data = (float *) &stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00]; GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data)); deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1; if(psi->luminanceconst[i].const_num != -1) { /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other. * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we * don't care about them. The pointers are valid for sure because the stateblock is bigger. * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN */ float *scale = (float *) &stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE]; GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale)); deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1; } } if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled && !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) { float comparison[4]; float mul_low[4]; if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { comparison[0] = srgb_cmp; comparison[1] = srgb_cmp; comparison[2] = srgb_cmp; comparison[3] = srgb_cmp; mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low; mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low; } else { comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0; comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0; mul_low[0] = 1.0; mul_low[1] = 1.0; mul_low[2] = 1.0; mul_low[3] = 1.0; } GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison)); GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low)); checkGLcall("Load sRGB correction constants\n"); deviceImpl->activeContext->pshader_const_dirty[psi->srgb_low_const] = 1; deviceImpl->activeContext->pshader_const_dirty[psi->srgb_cmp_const] = 1; } } } /* 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; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; DWORD i, cur; 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))); UINT extra_constants_needed = 0; local_constant* lconst; /* 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); } for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) { IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This; if(!reg_maps->bumpmat[i]) continue; cur = ps->numbumpenvmatconsts; ps->bumpenvmatconst[cur].const_num = -1; ps->bumpenvmatconst[cur].texunit = i; ps->luminanceconst[cur].const_num = -1; ps->luminanceconst[cur].texunit = i; /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying * bump mapping. */ if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) { ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed; shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n", i, ps->bumpenvmatconst[cur].const_num); extra_constants_needed++; if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) { ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed; shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n", i, ps->luminanceconst[cur].const_num); extra_constants_needed++; } else if(reg_maps->luminanceparams) { FIXME("No free constant to load the luminance parameters\n"); } } else { FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n"); } ps->numbumpenvmatconsts = cur + 1; } if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) { IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This; /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way * srgb write correction can be turned on and off dynamically without recompilation. Otherwise * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB * off again */ if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) { /* The idea is that if srgb is enabled, then disabled, the constant loading code * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication * and comparison constants. If it disables it that way, the shader won't be recompiled * and the code will stay in, so sRGB writing can be turned on again by setting the * constants from the spec */ ps_impl->srgb_mode_hardcoded = 0; ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed; ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1; shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const); shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const); } else { shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n", srgb_mul_low, srgb_mul_low, srgb_mul_low); shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n", srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); ps_impl->srgb_mode_hardcoded = 1; } /* These can be hardcoded, they do not cause any harm because no fragment will enter the high * path if the comparison value is set to INF */ shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n", srgb_pow, srgb_pow, srgb_pow); shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n", srgb_mul_high, srgb_mul_high, srgb_mul_high); shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n", srgb_sub_high, srgb_sub_high, srgb_sub_high); ps_impl->srgb_enabled = 1; } else if(pshader) { IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This; /* Do not write any srgb fixup into the shader to save shader size and processing time. * As a consequence, we can't toggle srgb write on without recompilation */ ps_impl->srgb_enabled = 0; ps_impl->srgb_mode_hardcoded = 1; } /* Load local constants using the program-local space, * this avoids reloading them each time the shader is used */ if(!This->baseShader.load_local_constsF) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx, lconst->idx); } } /* we use the array-based constants array if the local constants are marked for loading, * because then we use indirect addressing, or when the local constant list is empty, * because then we don't know if we're using indirect addressing or not. If we're hardcoding * local constants do not declare the loaded constants as an array because ARB compilers usually * do not optimize unused constants away */ if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) { /* 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); } else { for(i = 0; i < max_constantsF; i++) { if(!shader_constant_is_local(This, i)) { shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i); } } } } 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(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) { IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader; char *ptr = write_mask; char vshader = shader_is_vshader_version(This->baseShader.hex_version); if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) { *ptr++ = '.'; *ptr++ = 'x'; } else 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(IWineD3DBaseShader* iface, const DWORD param, char* regstr) { DWORD reg = param & WINED3DSP_REGNUM_MASK; DWORD regtype = shader_get_regtype(param); IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface; 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: if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) { sprintf(regstr, "C[%u]", reg); } else { 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, "TMP_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", "result.fogcoord", "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: if(param & WINED3DSHADER_ADDRMODE_RELATIVE) { if(reg >= This->rel_offset) { sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset); } else { sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset); } } else { if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) { sprintf(tmpReg, "C[%u]", reg); } else { sprintf(tmpReg, "C%u", 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(arg, 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, BOOL projected, BOOL bias) { 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: { IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; if(device->stateBlock->textures[sampler_idx] && IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) { tex_type = "RECT"; } else { 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 (bias) { /* Shouldn't be possible, but let's check for it */ if(projected) FIXME("Biased and Projected texture sampling\n"); /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */ shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type); } else if (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 shader_arb_color_correction(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device; WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; WINED3DFORMAT fmt; WINED3DFORMAT conversion_group; IWineD3DBaseTextureImpl *texture; UINT i; BOOL recorded = FALSE; DWORD sampler_idx; DWORD hex_version = shader->baseShader.hex_version; char reg[256]; char writemask[6]; switch(arg->opcode->opcode) { case WINED3DSIO_TEX: if (hex_version < WINED3DPS_VERSION(2,0)) { sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; } else { sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; } break; case WINED3DSIO_TEXLDL: FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n"); return; case WINED3DSIO_TEXDP3TEX: case WINED3DSIO_TEXM3x3TEX: case WINED3DSIO_TEXM3x3SPEC: case WINED3DSIO_TEXM3x3VSPEC: case WINED3DSIO_TEXBEM: case WINED3DSIO_TEXREG2AR: case WINED3DSIO_TEXREG2GB: case WINED3DSIO_TEXREG2RGB: sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; break; default: /* Not a texture sampling instruction, nothing to do */ return; }; texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx]; if(texture) { fmt = texture->resource.format; conversion_group = texture->baseTexture.shader_conversion_group; } else { fmt = WINED3DFMT_UNKNOWN; conversion_group = WINED3DFMT_UNKNOWN; } /* before doing anything, record the sampler with the format in the format conversion list, * but check if it's not there already */ for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) { if(shader->baseShader.sampled_samplers[i] == sampler_idx) { recorded = TRUE; } } if(!recorded) { shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx; shader->baseShader.num_sampled_samplers++; shader->baseShader.sampled_format[sampler_idx] = conversion_group; } pshader_get_register_name(arg->shader, arg->dst, reg); shader_arb_get_write_mask(arg, arg->dst, writemask); if(strlen(writemask) == 0) strcpy(writemask, ".xyzw"); switch(fmt) { case WINED3DFMT_V8U8: case WINED3DFMT_V16U16: if(GL_SUPPORT(NV_TEXTURE_SHADER) || (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) { #if 0 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) * disabled until an application that needs it is found because it causes unneeded * shader recompilation in some game */ if(strlen(writemask) >= 4) { shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]); } #endif } else { /* Correct the sign, but leave the blue as it is - it was loaded correctly already * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale * all registers, do so, this saves an instruction. */ if(strlen(writemask) >= 5) { shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg); } else if(strlen(writemask) >= 3) { shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1], reg, writemask[1]); shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[2], reg, writemask[2]); } else if(strlen(writemask) == 2) { shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1], reg, writemask[1]); } } break; case WINED3DFMT_X8L8V8U8: if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already, * and a(X) is always 1.0. Cannot do a full conversion due to L(blue) */ if(strlen(writemask) >= 3) { shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1], reg, writemask[1]); shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[2], reg, writemask[2]); } else if(strlen(writemask) == 2) { shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1], reg, writemask[1]); } } break; case WINED3DFMT_L6V5U5: if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { if(strlen(writemask) >= 4) { /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */ shader_addline(arg->buffer, "MOV TMP.g, %s.%c;\n", reg, writemask[2]); shader_addline(arg->buffer, "MAD %s.%c%c, %s.%c%c, coefmul.x, -one;\n", reg, writemask[1], writemask[1], reg, writemask[1], writemask[3]); shader_addline(arg->buffer, "MOV %s.%c, TMP.g;\n", reg, writemask[3]); } else if(strlen(writemask) == 3) { /* This is bad: We have VL, but we need VU */ FIXME("2 components sampled from a converted L6V5U5 texture\n"); } else { shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1], reg, writemask[1]); } } break; case WINED3DFMT_Q8W8V8U8: if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { /* Correct the sign in all channels */ switch(strlen(writemask)) { case 4: shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[3], reg, writemask[3]); /* drop through */ case 3: shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[2], reg, writemask[2]); /* drop through */ case 2: shader_addline(arg->buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg, writemask[1], reg, writemask[1]); break; /* Should not occur, since it's at minimum '.' and a letter */ case 1: ERR("Unexpected writemask: \"%s\"\n", writemask); break; case 5: default: shader_addline(arg->buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg); } } break; /* stupid compiler */ default: break; } } static void pshader_gen_input_modifier_line ( IWineD3DBaseShader *iface, 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(iface, 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); } static inline 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_bem(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; char dst_name[50]; char src_name[2][50]; char dst_wmask[20]; DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK; BOOL has_bumpmat = FALSE; int i; for(i = 0; i < This->numbumpenvmatconsts; i++) { if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) { has_bumpmat = TRUE; break; } } pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); strcat(dst_name, dst_wmask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); if(has_bumpmat) { /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */ shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code); shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]); shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code); shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]); shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]); } else { shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]); } } void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; char dst_name[50]; char src_name[3][50]; BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; /* FIXME: support output modifiers */ /* Handle output register */ pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); /* Generate input register names (with modifiers) */ pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]); /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */ if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) && arg->opcode_token & WINED3DSI_COISSUE) { shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]); } else { shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]); shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]); } if (shift != 0) pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } 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]; DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; /* FIXME: support output modifiers */ /* Handle output register */ pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); /* Generate input register names (with modifiers) */ pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]); shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[0], src_name[2], src_name[1]); if (shift != 0) pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } /** Process the WINED3DSIO_DP2ADD instruction in ARB. * dst = dot2(src0, src1) + src2 */ void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; char dst_name[50]; char src_name[3][50]; DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]); /* Emulate a DP2 with a DP3 and 0.0 */ shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]); shader_addline(buffer, "MOV TMP.z, 0.0;\n"); shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]); shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]); if (shift != 0) pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } /* 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(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT); if (centroid) FIXME("Unhandled modifier(%#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(arg->shader, buffer, src[i-1], i-1, operands[i]); /* Handle output register */ pshader_get_register_name(arg->shader, dst, output_rname); strcpy(operands[0], output_rname); shader_arb_get_write_mask(arg, 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_texkill(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD hex_version = This->baseShader.hex_version; SHADER_BUFFER* buffer = arg->buffer; char reg_dest[40]; /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented, * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit) */ pshader_get_register_name(arg->shader, arg->dst, reg_dest); if(hex_version >= WINED3DPS_VERSION(2,0)) { /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */ shader_addline(buffer, "KIL %s;\n", reg_dest); } else { /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component, * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL */ shader_addline(buffer, "MOV TMP, %s;\n", reg_dest); shader_addline(buffer, "MOV TMP.w, one.w;\n"); shader_addline(buffer, "KIL TMP;\n"); } } void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD dst = arg->dst; DWORD* src = arg->src; SHADER_BUFFER* buffer = arg->buffer; DWORD hex_version = This->baseShader.hex_version; BOOL projected = FALSE, bias = FALSE; 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(arg->shader, 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(arg->shader, 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; /* projection flag: * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0] * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode */ if(hex_version < WINED3DPS_VERSION(1,4)) { DWORD flags = 0; if(reg_sampler_code < MAX_TEXTURES) { flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]; } if (flags & WINED3DTTFF_PROJECTED) { projected = TRUE; } } else if(hex_version < WINED3DPS_VERSION(2,0)) { DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK; if (src_mod == WINED3DSPSM_DZ) { projected = TRUE; } else if(src_mod == WINED3DSPSM_DW) { projected = TRUE; } } else { if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) { projected = TRUE; } if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) { bias = TRUE; } } shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias); } void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD dst = arg->dst; SHADER_BUFFER* buffer = arg->buffer; DWORD hex_version = This->baseShader.hex_version; char tmp[20]; shader_arb_get_write_mask(arg, 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; char reg_src[40]; pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src); shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src); } } void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; char dst_str[8]; char src_str[50]; sprintf(dst_str, "T%u", reg1); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str); shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str); shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str); flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); } void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; char dst_str[8]; char src_str[50]; sprintf(dst_str, "T%u", reg1); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str); shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str); shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str); shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE); } void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; char dst_str[8]; char src_str[50]; sprintf(dst_str, "T%u", reg1); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str); shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE); } void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; BOOL has_bumpmat = FALSE; BOOL has_luminance = FALSE; int i; DWORD dst = arg->dst; DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; char reg_coord[40]; DWORD reg_dest_code; /* All versions have a destination register */ reg_dest_code = dst & WINED3DSP_REGNUM_MASK; /* Can directly use the name because texbem is only valid for <= 1.3 shaders */ pshader_get_register_name(arg->shader, dst, reg_coord); for(i = 0; i < This->numbumpenvmatconsts; i++) { if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) { has_bumpmat = TRUE; break; } } for(i = 0; i < This->numbumpenvmatconsts; i++) { if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) { has_luminance = TRUE; break; } } if(has_bumpmat) { /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */ shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code); shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src); shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code); shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src); /* with projective textures, texbem only divides the static texture coord, not the displacement, * so we can't let the GL handle this. */ if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) { shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord); shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord); shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n"); } else { shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord); } shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE); if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) { shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n", src, reg_dest_code, reg_dest_code); shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord); } } else { DWORD tf; if(reg_dest_code < MAX_TEXTURES) { tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]; } else { tf = 0; } /* Without a bump matrix loaded, just sample with the unmodified coordinates */ shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE); } } 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(arg->shader, 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) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; 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(arg->shader, buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); } 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(arg->shader, 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; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; 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(arg->shader, 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); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); current_state->current_row = 0; } void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; 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(arg->shader, 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 */ shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n"); /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */ shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n"); shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n"); shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\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); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); current_state->current_row = 0; } void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; 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(arg->shader, buffer, arg->src[0], 0, src0_name); shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name); /* Calculate reflection vector. * * dot(N, E) * TMP.xyz = 2 * --------- * N - E * dot(N, N) * * Which normalizes the normal vector */ shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3); shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n"); shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n"); shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n"); 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); flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0; shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); current_state->current_row = 0; } void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_name[50]; /* texdepth has an implicit destination, the fragment depth value. It's only parameter, * which is essentially an input, is the destination register because it is the first * parameter. According to the msdn, this must be register r5, but let's keep it more flexible * here */ pshader_get_register_name(arg->shader, arg->dst, dst_name); /* According to the msdn, the source register(must be r5) is unusable after * the texdepth instruction, so we're free to modify it */ shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name); /* How to deal with the special case dst_name.g == 0? if r != 0, then * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct * result. But if r = 0.0, then 0 * inf = 0, which is incorrect. */ shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name); shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name); shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n"); shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n"); } /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB: * Take a 3-component dot product of the TexCoord[dstreg] and src, * then perform a 1D texture lookup from stage dstregnum, place into dst. */ void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; char src0[50]; char dst_str[8]; pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); shader_addline(buffer, "MOV TMP, 0.0;\n"); shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0); sprintf(dst_str, "T%u", sampler_idx); shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE); } /** Process the WINED3DSIO_TEXDP3 instruction in ARB: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) { char src0[50]; char dst_str[50]; char dst_mask[6]; DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; /* Handle output register */ pshader_get_register_name(arg->shader, arg->dst, dst_str); shader_arb_get_write_mask(arg, arg->dst, dst_mask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0); /* TODO: Handle output modifiers */ } /** Process the WINED3DSIO_TEXM3X3 instruction in ARB * Perform the 3rd row of a 3x3 matrix multiply */ void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_str[50]; char dst_mask[6]; char src0[50]; DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK; pshader_get_register_name(arg->shader, arg->dst, dst_str); shader_arb_get_write_mask(arg, arg->dst, dst_mask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0); shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask); /* TODO: Handle output modifiers */ } /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB: * Last row of a 3x2 matrix multiply, use the result to calculate the depth: * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated) * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y */ void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK; char src0[50]; pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0); shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0); /* How to deal with the special case dst_name.g == 0? if r != 0, then * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct * result. But if r = 0.0, then 0 * inf = 0, which is incorrect. */ shader_addline(buffer, "RCP TMP.y, TMP.y;\n"); shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n"); shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n"); shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n"); } /** Handles transforming all WINED3DSIO_M?x? opcodes for Vertex/Pixel shaders to ARB_vertex_program codes */ void shader_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); } } void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; DWORD dst = arg->dst; DWORD src = arg->src[0]; DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT; char tmpLine[256]; strcpy(tmpLine, curOpcode->glname); /* Opcode */ vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */ strcat(tmpLine, ","); vshader_program_add_param(arg, src, TRUE, tmpLine); if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) { /* Dx sdk says .x is used if no swizzle is given, but our test shows that * .w is used */ strcat(tmpLine, ".w"); } shader_addline(buffer, "%s;\n", tmpLine); } void shader_hw_nrm(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_name[50]; char src_name[50]; char dst_wmask[20]; DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name); shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name); shader_addline(buffer, "RSQ TMP, TMP.x;\n"); /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/ shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name); if (shift != 0) pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } void shader_hw_sincos(SHADER_OPCODE_ARG* arg) { /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which * must contain fixed constants. So we need a separate function to filter those constants and * can't use map2gl */ SHADER_BUFFER* buffer = arg->buffer; char dst_name[50]; char src_name[50]; char dst_wmask[20]; DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE; pshader_get_register_name(arg->shader, arg->dst, dst_name); shader_arb_get_write_mask(arg, arg->dst, dst_wmask); pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name); shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name); if (shift != 0) pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } /* TODO: merge with pixel shader */ /* Map the opcode 1-to-1 to the GL code */ void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { IWineD3DVertexShaderImpl *shader = (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 == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA) { if(shader->rel_offset) { memset(tmpLine, 0, sizeof(tmpLine)); vshader_program_add_param(arg, src[0], TRUE, tmpLine); shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine); shader_addline(buffer, "ARL A0.x, TMP.x;\n"); return; } else { 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; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (useVS) { TRACE("Using vertex shader\n"); priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId; /* Bind the vertex program */ GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); 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, priv->current_vprogram_id); } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) { priv->current_vprogram_id = 0; glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); } if (usePS) { TRACE("Using pixel shader\n"); priv->current_fprogram_id = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId; /* Bind the fragment program */ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); 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, priv->current_fprogram_id); } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { priv->current_fprogram_id = 0; glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); } } static void shader_arb_select_depth_blt(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id)); glEnable(GL_VERTEX_PROGRAM_ARB); if (!priv->depth_blt_fprogram_id) priv->depth_blt_fprogram_id = create_arb_blt_fragment_program(gl_info); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->depth_blt_fprogram_id)); glEnable(GL_FRAGMENT_PROGRAM_ARB); } static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (priv->current_vprogram_id) { GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); 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, priv->current_vprogram_id); } else { glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); } if (priv->current_fprogram_id) { GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);"); 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, priv->current_fprogram_id); } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); } } static void shader_arb_cleanup(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB); if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB); } static void shader_arb_destroy(IWineD3DBaseShader *iface) { IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface; WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info; ENTER_GL(); GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId)); checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))"); LEAVE_GL(); This->baseShader.prgId = 0; This->baseShader.is_compiled = FALSE; } static HRESULT shader_arb_alloc(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv)); return WINED3D_OK; } static void shader_arb_free(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; if(priv->depth_blt_vprogram_id) { GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id)); } if(priv->depth_blt_fprogram_id) { GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id)); } HeapFree(GetProcessHeap(), 0, This->shader_priv); } static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) { return TRUE; } static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; shader_reg_maps* reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; const char *fragcolor; WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; local_constant* lconst; /* 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); /* We need two variables for fog blending */ shader_addline(buffer, "TEMP TMP_FOG;\n"); if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) { shader_addline(buffer, "TEMP TMP_COLOR;\n"); } /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); /* calculate fog and blend it * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but * -1/(e-s) and e/(e-s) respectively. */ shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n"); if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { fragcolor = "R0"; } else { fragcolor = "TMP_COLOR"; } if(This->srgb_enabled) { /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */ /* Calculate the > 0.0031308 case */ shader_addline(buffer, "POW TMP.x, %s.x, srgb_pow.x;\n", fragcolor); shader_addline(buffer, "POW TMP.y, %s.y, srgb_pow.y;\n", fragcolor); shader_addline(buffer, "POW TMP.z, %s.z, srgb_pow.z;\n", fragcolor); shader_addline(buffer, "MUL TMP, TMP, srgb_mul_hi;\n"); shader_addline(buffer, "SUB TMP, TMP, srgb_sub_hi;\n"); /* Calculate the < case */ shader_addline(buffer, "MUL TMP2, srgb_mul_low, %s;\n", fragcolor); /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */ shader_addline(buffer, "SLT TA, srgb_comparison, %s;\n", fragcolor); shader_addline(buffer, "SGE TB, srgb_comparison, %s;\n", fragcolor); /* Store the components > 0.0031308 in the destination */ shader_addline(buffer, "MUL %s, TMP, TA;\n", fragcolor); /* Add the components that are < 0.0031308 */ shader_addline(buffer, "MAD result.color.xyz, TMP2, TB, %s;\n", fragcolor); /* [0.0;1.0] clamping. Not needed, this is done implicitly */ } if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) { shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor); shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor); } shader_addline(buffer, "END\n"); /* 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; } /* Load immediate constants */ if(!This->baseShader.load_local_constsF) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { float *value = (float *) lconst->value; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value)); checkGLcall("glProgramLocalParameter4fvARB"); } } } static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) { IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; shader_reg_maps* reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; local_constant* lconst; /* Create the hw ARB shader */ shader_addline(buffer, "!!ARBvp1.0\n"); shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset); /* Mesa supports only 95 constants */ if (GL_VEND(MESA) || GL_VEND(WINE)) This->baseShader.limits.constant_float = min(95, This->baseShader.limits.constant_float); shader_addline(buffer, "TEMP TMP;\n"); /* Base Declarations */ shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION); /* We need a constant to fixup the final position */ shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS); /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values * for output parameters. D3D in theory does not do that either, but some applications depend on a * proper initialization of the secondary color, and programs using the fixed function pipeline without * a replacement shader depend on the texcoord.w being set properly. * * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex- * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and * this can eat a number of instructions, so skip it unless this cap is set as well */ if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) { shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n"); if((GLINFO_LOCATION).set_texcoord_w) { int i; for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) { if(This->baseShader.reg_maps.texcoord_mask[i] != 0 && This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) { shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i); } } } } /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */ if (!reg_maps->fog) shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n"); /* Write the final position. * * OpenGL coordinates specify the center of the pixel while d3d coords specify * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that. */ shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n"); shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n"); shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n"); /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c * and the glsl equivalent */ shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n"); shader_addline(buffer, "MOV result.position, TMP_OUT;\n"); shader_addline(buffer, "END\n"); /* TODO: change to resource.glObjectHandle or something like that */ GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId)); TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId)); TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId); /* Create the program and check for errors */ GL_EXTCALL(glProgramStringARB(GL_VERTEX_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 VertexShader Error at position %d: %s\n", errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); This->baseShader.prgId = -1; } /* Load immediate constants */ if(!This->baseShader.load_local_constsF) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { float *value = (float *) lconst->value; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value)); } } } static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) { /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps, * then overwrite the shader specific ones */ none_shader_backend.shader_get_caps(devtype, gl_info, pCaps); if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) { pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1); TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n"); pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF); } if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4); pCaps->PixelShader1xMaxValue = 8.0; TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); } } const shader_backend_t arb_program_shader_backend = { shader_arb_select, shader_arb_select_depth_blt, shader_arb_deselect_depth_blt, shader_arb_load_constants, shader_arb_cleanup, shader_arb_color_correction, shader_arb_destroy, shader_arb_alloc, shader_arb_free, shader_arb_dirty_const, shader_arb_generate_pshader, shader_arb_generate_vshader, shader_arb_get_caps, };