993 lines
35 KiB
C
993 lines
35 KiB
C
/*
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* Pixel and vertex shaders implementation using ARB_vertex_program
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* and ARB_fragment_program GL extensions.
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*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Ivan Gyurdiev
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* Copyright 2006 Jason Green
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* Copyright 2006 Henri Verbeet
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION (*gl_info)
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/********************************************************
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* ARB_[vertex/fragment]_program helper functions follow
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********************************************************/
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/**
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* Loads floating point constants into the currently set ARB_vertex/fragment_program.
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* When constant_list == NULL, it will load all the constants.
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*
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* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
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* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
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*/
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static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
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unsigned int max_constants, float* constants, struct list *constant_list) {
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constant_entry *constant;
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local_constant* lconst;
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int i;
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if (!constant_list) {
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if (TRACE_ON(d3d_shader)) {
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for (i = 0; i < max_constants; ++i) {
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TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
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constants[i * 4 + 0], constants[i * 4 + 1],
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constants[i * 4 + 2], constants[i * 4 + 3]);
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}
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}
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for (i = 0; i < max_constants; ++i) {
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
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}
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checkGLcall("glProgramEnvParameter4fvARB()");
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} else {
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
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i = constant->idx;
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TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
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constants[i * 4 + 0], constants[i * 4 + 1],
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constants[i * 4 + 2], constants[i * 4 + 3]);
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}
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}
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LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
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i = constant->idx;
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
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}
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checkGLcall("glProgramEnvParameter4fvARB()");
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}
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/* Load immediate constants */
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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GLfloat* values = (GLfloat*)lconst->value;
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TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
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values[0], values[1], values[2], values[3]);
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}
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}
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
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}
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checkGLcall("glProgramEnvParameter4fvARB()");
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}
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/**
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* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
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*
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* We only support float constants in ARB at the moment, so don't
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* worry about the Integers or Booleans
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*/
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void shader_arb_load_constants(
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IWineD3DDevice* device,
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char usePixelShader,
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char useVertexShader) {
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
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IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)deviceImpl->wineD3D)->gl_info;
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) stateBlock->vertexShader;
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IWineD3DVertexDeclarationImpl* vertexDeclaration =
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(IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
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if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
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/* Load DirectX 8 float constants for vertex shader */
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shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
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GL_LIMITS(vshader_constantsF),
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vertexDeclaration->constants, NULL);
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}
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/* Load DirectX 9 float constants for vertex shader */
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shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
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GL_LIMITS(vshader_constantsF),
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stateBlock->vertexShaderConstantF,
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&stateBlock->set_vconstantsF);
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/* Upload the position fixup */
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
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}
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if (usePixelShader) {
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IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
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/* Load DirectX 9 float constants for pixel shader */
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shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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GL_LIMITS(pshader_constantsF),
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stateBlock->pixelShaderConstantF,
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&stateBlock->set_pconstantsF);
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}
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}
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/* Generate the variable & register declarations for the ARB_vertex_program output target */
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void shader_generate_arb_declarations(
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IWineD3DBaseShader *iface,
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shader_reg_maps* reg_maps,
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SHADER_BUFFER* buffer,
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WineD3D_GL_Info* gl_info) {
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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DWORD i;
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char pshader = shader_is_pshader_version(This->baseShader.hex_version);
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unsigned max_constantsF = min(This->baseShader.limits.constant_float,
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(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
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/* Temporary Output register */
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shader_addline(buffer, "TEMP TMP_OUT;\n");
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for(i = 0; i < This->baseShader.limits.temporary; i++) {
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if (reg_maps->temporary[i])
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shader_addline(buffer, "TEMP R%u;\n", i);
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}
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for (i = 0; i < This->baseShader.limits.address; i++) {
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if (reg_maps->address[i])
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shader_addline(buffer, "ADDRESS A%d;\n", i);
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}
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for(i = 0; i < This->baseShader.limits.texcoord; i++) {
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if (reg_maps->texcoord[i])
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shader_addline(buffer,"TEMP T%u;\n", i);
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}
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/* Texture coordinate registers must be pre-loaded */
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for (i = 0; i < This->baseShader.limits.texcoord; i++) {
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if (reg_maps->texcoord[i])
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shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
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}
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/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
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shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
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max_constantsF, max_constantsF - 1);
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}
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static const char * const shift_tab[] = {
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"dummy", /* 0 (none) */
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"coefmul.x", /* 1 (x2) */
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"coefmul.y", /* 2 (x4) */
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"coefmul.z", /* 3 (x8) */
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"coefmul.w", /* 4 (x16) */
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"dummy", /* 5 (x32) */
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"dummy", /* 6 (x64) */
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"dummy", /* 7 (x128) */
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"dummy", /* 8 (d256) */
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"dummy", /* 9 (d128) */
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"dummy", /* 10 (d64) */
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"dummy", /* 11 (d32) */
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"coefdiv.w", /* 12 (d16) */
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"coefdiv.z", /* 13 (d8) */
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"coefdiv.y", /* 14 (d4) */
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"coefdiv.x" /* 15 (d2) */
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};
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static void shader_arb_get_write_mask(const DWORD param, char *write_mask) {
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char *ptr = write_mask;
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if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
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*ptr++ = '.';
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if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
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if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
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if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
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if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
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}
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*ptr = '\0';
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}
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static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
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/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
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* but addressed as "rgba". To fix this we need to swap the register's x
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* and z components. */
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const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
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char *ptr = swizzle_str;
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/* swizzle bits fields: wwzzyyxx */
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DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
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DWORD swizzle_x = swizzle & 0x03;
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DWORD swizzle_y = (swizzle >> 2) & 0x03;
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DWORD swizzle_z = (swizzle >> 4) & 0x03;
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DWORD swizzle_w = (swizzle >> 6) & 0x03;
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/* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
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* generate a swizzle string. Unless we need to our own swizzling. */
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if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
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*ptr++ = '.';
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if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
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*ptr++ = swizzle_chars[swizzle_x];
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} else {
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*ptr++ = swizzle_chars[swizzle_x];
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*ptr++ = swizzle_chars[swizzle_y];
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*ptr++ = swizzle_chars[swizzle_z];
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*ptr++ = swizzle_chars[swizzle_w];
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}
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}
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*ptr = '\0';
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}
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static void pshader_get_register_name(
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const DWORD param, char* regstr) {
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DWORD reg = param & WINED3DSP_REGNUM_MASK;
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DWORD regtype = shader_get_regtype(param);
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switch (regtype) {
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case WINED3DSPR_TEMP:
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sprintf(regstr, "R%u", reg);
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break;
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case WINED3DSPR_INPUT:
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if (reg==0) {
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strcpy(regstr, "fragment.color.primary");
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} else {
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strcpy(regstr, "fragment.color.secondary");
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}
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break;
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case WINED3DSPR_CONST:
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sprintf(regstr, "C[%u]", reg);
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break;
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case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
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sprintf(regstr,"T%u", reg);
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break;
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case WINED3DSPR_COLOROUT:
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if (reg == 0)
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sprintf(regstr, "result.color");
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else {
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/* TODO: See GL_ARB_draw_buffers */
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FIXME("Unsupported write to render target %u\n", reg);
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sprintf(regstr, "unsupported_register");
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}
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break;
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case WINED3DSPR_DEPTHOUT:
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sprintf(regstr, "result.depth");
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break;
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case WINED3DSPR_ATTROUT:
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sprintf(regstr, "oD[%u]", reg);
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break;
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case WINED3DSPR_TEXCRDOUT:
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sprintf(regstr, "oT[%u]", reg);
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break;
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default:
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FIXME("Unhandled register name Type(%d)\n", regtype);
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sprintf(regstr, "unrecognized_register");
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break;
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}
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}
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/* TODO: merge with pixel shader */
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static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
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IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
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/* oPos, oFog and oPts in D3D */
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static const char * const hwrastout_reg_names[] = { "TMP_OUT", "TMP_FOG", "result.pointsize" };
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DWORD reg = param & WINED3DSP_REGNUM_MASK;
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DWORD regtype = shader_get_regtype(param);
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char tmpReg[255];
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BOOL is_color = FALSE;
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if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
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strcat(hwLine, " -");
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} else {
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strcat(hwLine, " ");
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}
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switch (regtype) {
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case WINED3DSPR_TEMP:
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sprintf(tmpReg, "R%u", reg);
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strcat(hwLine, tmpReg);
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break;
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case WINED3DSPR_INPUT:
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if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
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is_color = TRUE;
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sprintf(tmpReg, "vertex.attrib[%u]", reg);
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strcat(hwLine, tmpReg);
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break;
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case WINED3DSPR_CONST:
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sprintf(tmpReg, "C[%s%u]", (param & WINED3DSHADER_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
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strcat(hwLine, tmpReg);
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break;
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case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
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sprintf(tmpReg, "A%u", reg);
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strcat(hwLine, tmpReg);
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break;
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case WINED3DSPR_RASTOUT:
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sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
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strcat(hwLine, tmpReg);
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break;
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case WINED3DSPR_ATTROUT:
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if (reg==0) {
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strcat(hwLine, "result.color.primary");
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} else {
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strcat(hwLine, "result.color.secondary");
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}
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break;
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case WINED3DSPR_TEXCRDOUT:
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sprintf(tmpReg, "result.texcoord[%u]", reg);
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strcat(hwLine, tmpReg);
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break;
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default:
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FIXME("Unknown reg type %d %d\n", regtype, reg);
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strcat(hwLine, "unrecognized_register");
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break;
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}
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if (!is_input) {
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char write_mask[6];
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shader_arb_get_write_mask(param, write_mask);
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strcat(hwLine, write_mask);
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} else {
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char swizzle[6];
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shader_arb_get_swizzle(param, is_color, swizzle);
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strcat(hwLine, swizzle);
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}
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}
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static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg) {
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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SHADER_BUFFER* buffer = arg->buffer;
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DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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const char *tex_type;
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switch(sampler_type) {
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case WINED3DSTT_1D:
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tex_type = "1D";
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break;
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case WINED3DSTT_2D:
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tex_type = "2D";
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break;
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case WINED3DSTT_VOLUME:
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tex_type = "3D";
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break;
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case WINED3DSTT_CUBE:
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tex_type = "CUBE";
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break;
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default:
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ERR("Unexpected texture type %d\n", sampler_type);
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tex_type = "";
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}
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if (deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
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shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
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} else {
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shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
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}
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}
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static void pshader_gen_input_modifier_line (
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SHADER_BUFFER* buffer,
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const DWORD instr,
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int tmpreg,
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char *outregstr) {
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/* Generate a line that does the input modifier computation and return the input register to use */
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char regstr[256];
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char swzstr[20];
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int insert_line;
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/* Assume a new line will be added */
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insert_line = 1;
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/* Get register name */
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pshader_get_register_name(instr, regstr);
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shader_arb_get_swizzle(instr, FALSE, swzstr);
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switch (instr & WINED3DSP_SRCMOD_MASK) {
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case WINED3DSPSM_NONE:
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sprintf(outregstr, "%s%s", regstr, swzstr);
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insert_line = 0;
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break;
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case WINED3DSPSM_NEG:
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sprintf(outregstr, "-%s%s", regstr, swzstr);
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insert_line = 0;
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break;
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case WINED3DSPSM_BIAS:
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shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
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break;
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case WINED3DSPSM_BIASNEG:
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shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
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break;
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case WINED3DSPSM_SIGN:
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shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
|
|
break;
|
|
case WINED3DSPSM_SIGNNEG:
|
|
shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
|
|
break;
|
|
case WINED3DSPSM_COMP:
|
|
shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
|
|
break;
|
|
case WINED3DSPSM_X2:
|
|
shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
|
|
break;
|
|
case WINED3DSPSM_X2NEG:
|
|
shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
|
|
break;
|
|
case WINED3DSPSM_DZ:
|
|
shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
|
|
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
|
|
break;
|
|
case WINED3DSPSM_DW:
|
|
shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
|
|
shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
|
|
break;
|
|
default:
|
|
sprintf(outregstr, "%s%s", regstr, swzstr);
|
|
insert_line = 0;
|
|
}
|
|
|
|
/* Return modified or original register, with swizzle */
|
|
if (insert_line)
|
|
sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
|
|
}
|
|
|
|
inline static void pshader_gen_output_modifier_line(
|
|
SHADER_BUFFER* buffer,
|
|
int saturate,
|
|
char *write_mask,
|
|
int shift,
|
|
char *regstr) {
|
|
|
|
/* Generate a line that does the output modifier computation */
|
|
shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
|
|
regstr, write_mask, regstr, shift_tab[shift]);
|
|
}
|
|
|
|
void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
|
|
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char dst_wmask[20];
|
|
char dst_name[50];
|
|
char src_name[3][50];
|
|
|
|
/* FIXME: support output modifiers */
|
|
|
|
/* Handle output register */
|
|
pshader_get_register_name(arg->dst, dst_name);
|
|
shader_arb_get_write_mask(arg->dst, dst_wmask);
|
|
strcat(dst_name, dst_wmask);
|
|
|
|
/* Generate input register names (with modifiers) */
|
|
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
|
|
pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
|
|
pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
|
|
|
|
shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
|
|
shader_addline(buffer, "CMP %s, TMP, %s, %s;\n", dst_name, src_name[1], src_name[2]);
|
|
}
|
|
|
|
void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
|
|
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char dst_wmask[20];
|
|
char dst_name[50];
|
|
char src_name[3][50];
|
|
|
|
/* FIXME: support output modifiers */
|
|
|
|
/* Handle output register */
|
|
pshader_get_register_name(arg->dst, dst_name);
|
|
shader_arb_get_write_mask(arg->dst, dst_wmask);
|
|
strcat(dst_name, dst_wmask);
|
|
|
|
/* Generate input register names (with modifiers) */
|
|
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src_name[0]);
|
|
pshader_gen_input_modifier_line(buffer, arg->src[1], 1, src_name[1]);
|
|
pshader_gen_input_modifier_line(buffer, arg->src[2], 2, src_name[2]);
|
|
|
|
shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
|
|
src_name[0], src_name[2], src_name[1]);
|
|
}
|
|
|
|
/* Map the opcode 1-to-1 to the GL code */
|
|
void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
|
|
|
|
CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
DWORD dst = arg->dst;
|
|
DWORD* src = arg->src;
|
|
|
|
unsigned int i;
|
|
char tmpLine[256];
|
|
|
|
/* Output token related */
|
|
char output_rname[256];
|
|
char output_wmask[20];
|
|
BOOL saturate = FALSE;
|
|
BOOL centroid = FALSE;
|
|
BOOL partialprecision = FALSE;
|
|
DWORD shift;
|
|
|
|
strcpy(tmpLine, curOpcode->glname);
|
|
|
|
/* Process modifiers */
|
|
if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
|
|
DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
|
|
|
|
saturate = mask & WINED3DSPDM_SATURATE;
|
|
centroid = mask & WINED3DSPDM_MSAMPCENTROID;
|
|
partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
|
|
mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
|
|
if (mask)
|
|
FIXME("Unrecognized modifier(0x%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
|
|
|
|
if (centroid)
|
|
FIXME("Unhandled modifier(0x%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
|
|
}
|
|
shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
|
|
|
|
/* Generate input and output registers */
|
|
if (curOpcode->num_params > 0) {
|
|
char operands[4][100];
|
|
|
|
/* Generate input register names (with modifiers) */
|
|
for (i = 1; i < curOpcode->num_params; ++i)
|
|
pshader_gen_input_modifier_line(buffer, src[i-1], i-1, operands[i]);
|
|
|
|
/* Handle output register */
|
|
pshader_get_register_name(dst, output_rname);
|
|
strcpy(operands[0], output_rname);
|
|
shader_arb_get_write_mask(dst, output_wmask);
|
|
strcat(operands[0], output_wmask);
|
|
|
|
if (saturate && (shift == 0))
|
|
strcat(tmpLine, "_SAT");
|
|
strcat(tmpLine, " ");
|
|
strcat(tmpLine, operands[0]);
|
|
for (i = 1; i < curOpcode->num_params; i++) {
|
|
strcat(tmpLine, ", ");
|
|
strcat(tmpLine, operands[i]);
|
|
}
|
|
strcat(tmpLine,";\n");
|
|
shader_addline(buffer, tmpLine);
|
|
|
|
/* A shift requires another line. */
|
|
if (shift != 0)
|
|
pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
|
|
}
|
|
}
|
|
|
|
void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
|
|
DWORD dst = arg->dst;
|
|
DWORD* src = arg->src;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
DWORD hex_version = This->baseShader.hex_version;
|
|
|
|
char reg_dest[40];
|
|
char reg_coord[40];
|
|
DWORD reg_dest_code;
|
|
DWORD reg_sampler_code;
|
|
|
|
/* All versions have a destination register */
|
|
reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
|
|
pshader_get_register_name(dst, reg_dest);
|
|
|
|
/* 1.0-1.3: Use destination register as coordinate source.
|
|
1.4+: Use provided coordinate source register. */
|
|
if (hex_version < WINED3DPS_VERSION(1,4))
|
|
strcpy(reg_coord, reg_dest);
|
|
else
|
|
pshader_gen_input_modifier_line(buffer, src[0], 0, reg_coord);
|
|
|
|
/* 1.0-1.4: Use destination register number as texture code.
|
|
2.0+: Use provided sampler number as texure code. */
|
|
if (hex_version < WINED3DPS_VERSION(2,0))
|
|
reg_sampler_code = reg_dest_code;
|
|
else
|
|
reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
|
|
|
|
shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord);
|
|
}
|
|
|
|
void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD dst = arg->dst;
|
|
DWORD* src = arg->src;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
DWORD hex_version = This->baseShader.hex_version;
|
|
|
|
char tmp[20];
|
|
shader_arb_get_write_mask(dst, tmp);
|
|
if (hex_version != WINED3DPS_VERSION(1,4)) {
|
|
DWORD reg = dst & WINED3DSP_REGNUM_MASK;
|
|
shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
|
|
} else {
|
|
DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
|
|
DWORD reg2 = src[0] & WINED3DSP_REGNUM_MASK;
|
|
shader_addline(buffer, "MOV R%u%s, fragment.texcoord[%u];\n", reg1, tmp, reg2);
|
|
}
|
|
}
|
|
|
|
void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
|
|
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
|
|
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
|
char dst_str[8];
|
|
|
|
sprintf(dst_str, "T%u", reg1);
|
|
shader_addline(buffer, "MOV TMP.r, T%u.a;\n", reg2);
|
|
shader_addline(buffer, "MOV TMP.g, T%u.r;\n", reg2);
|
|
shader_hw_sample(arg, reg1, dst_str, "TMP");
|
|
}
|
|
|
|
void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
|
|
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
|
|
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
|
char dst_str[8];
|
|
|
|
sprintf(dst_str, "T%u", reg1);
|
|
shader_addline(buffer, "MOV TMP.r, T%u.g;\n", reg2);
|
|
shader_addline(buffer, "MOV TMP.g, T%u.b;\n", reg2);
|
|
shader_hw_sample(arg, reg1, dst_str, "TMP");
|
|
}
|
|
|
|
void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
|
|
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
|
char dst_str[8];
|
|
|
|
/* FIXME: Should apply the BUMPMAPENV matrix */
|
|
sprintf(dst_str, "T%u", reg1);
|
|
shader_addline(buffer, "ADD TMP.rg, fragment.texcoord[%u], T%u;\n", reg1, reg2);
|
|
shader_hw_sample(arg, reg1, dst_str, "TMP");
|
|
}
|
|
|
|
void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char src0_name[50];
|
|
|
|
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
|
|
shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
|
|
}
|
|
|
|
void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char dst_str[8];
|
|
char src0_name[50];
|
|
|
|
sprintf(dst_str, "T%u", reg);
|
|
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
|
|
shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
|
|
shader_hw_sample(arg, reg, dst_str, "TMP");
|
|
}
|
|
|
|
void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
char src0_name[50];
|
|
|
|
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
|
|
shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
|
|
current_state->texcoord_w[current_state->current_row++] = reg;
|
|
}
|
|
|
|
void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
char dst_str[8];
|
|
char src0_name[50];
|
|
|
|
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
|
|
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
sprintf(dst_str, "T%u", reg);
|
|
shader_hw_sample(arg, reg, dst_str, "TMP");
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
char dst_str[8];
|
|
char src0_name[50];
|
|
|
|
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
|
|
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
|
|
|
|
/* Construct the eye-ray vector from w coordinates */
|
|
shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
|
|
shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
|
|
shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
|
|
|
|
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
|
|
shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
|
|
shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
|
|
shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
sprintf(dst_str, "T%u", reg);
|
|
shader_hw_sample(arg, reg, dst_str, "TMP");
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char dst_str[8];
|
|
char src0_name[50];
|
|
|
|
pshader_gen_input_modifier_line(buffer, arg->src[0], 0, src0_name);
|
|
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
|
|
|
|
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
|
|
shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
|
|
shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
|
|
shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
sprintf(dst_str, "T%u", reg);
|
|
shader_hw_sample(arg, reg, dst_str, "TMP");
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
/** Handles transforming all WINED3DSIO_M?x? opcodes for
|
|
Vertex shaders to ARB_vertex_program codes */
|
|
void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
|
|
|
|
int i;
|
|
int nComponents = 0;
|
|
SHADER_OPCODE_ARG tmpArg;
|
|
|
|
memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
|
|
|
|
/* Set constants for the temporary argument */
|
|
tmpArg.shader = arg->shader;
|
|
tmpArg.buffer = arg->buffer;
|
|
tmpArg.src[0] = arg->src[0];
|
|
tmpArg.src_addr[0] = arg->src_addr[0];
|
|
tmpArg.src_addr[1] = arg->src_addr[1];
|
|
tmpArg.reg_maps = arg->reg_maps;
|
|
|
|
switch(arg->opcode->opcode) {
|
|
case WINED3DSIO_M4x4:
|
|
nComponents = 4;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
|
|
break;
|
|
case WINED3DSIO_M4x3:
|
|
nComponents = 3;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
|
|
break;
|
|
case WINED3DSIO_M3x4:
|
|
nComponents = 4;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
|
|
break;
|
|
case WINED3DSIO_M3x3:
|
|
nComponents = 3;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
|
|
break;
|
|
case WINED3DSIO_M3x2:
|
|
nComponents = 2;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
for (i = 0; i < nComponents; i++) {
|
|
tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
|
|
tmpArg.src[1] = arg->src[1]+i;
|
|
vshader_hw_map2gl(&tmpArg);
|
|
}
|
|
}
|
|
|
|
/* TODO: merge with pixel shader */
|
|
/* Map the opcode 1-to-1 to the GL code */
|
|
void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
|
|
|
|
CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
DWORD dst = arg->dst;
|
|
DWORD* src = arg->src;
|
|
|
|
DWORD dst_regtype = shader_get_regtype(dst);
|
|
char tmpLine[256];
|
|
unsigned int i;
|
|
|
|
if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA)
|
|
strcpy(tmpLine, "ARL");
|
|
else
|
|
strcpy(tmpLine, curOpcode->glname);
|
|
|
|
if (curOpcode->num_params > 0) {
|
|
vshader_program_add_param(arg, dst, FALSE, tmpLine);
|
|
for (i = 1; i < curOpcode->num_params; ++i) {
|
|
strcat(tmpLine, ",");
|
|
vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
|
|
}
|
|
}
|
|
shader_addline(buffer, "%s;\n", tmpLine);
|
|
}
|
|
|
|
static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
|
|
GLuint program_id = 0;
|
|
const char *blt_vprogram =
|
|
"!!ARBvp1.0\n"
|
|
"PARAM c[1] = { { 1, 0.5 } };\n"
|
|
"MOV result.position, vertex.position;\n"
|
|
"MOV result.color, c[0].x;\n"
|
|
"MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
|
|
"MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
|
|
"END\n";
|
|
|
|
GL_EXTCALL(glGenProgramsARB(1, &program_id));
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
|
|
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
|
|
|
|
if (glGetError() == GL_INVALID_OPERATION) {
|
|
GLint pos;
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
|
|
FIXME("Vertex program error at position %d: %s\n", pos,
|
|
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
}
|
|
|
|
return program_id;
|
|
}
|
|
|
|
static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
|
|
GLuint program_id = 0;
|
|
const char *blt_fprogram =
|
|
"!!ARBfp1.0\n"
|
|
"TEMP R0;\n"
|
|
"TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
|
|
"MOV result.depth.z, R0.x;\n"
|
|
"END\n";
|
|
|
|
GL_EXTCALL(glGenProgramsARB(1, &program_id));
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
|
|
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
|
|
|
|
if (glGetError() == GL_INVALID_OPERATION) {
|
|
GLint pos;
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
|
|
FIXME("Fragment program error at position %d: %s\n", pos,
|
|
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
}
|
|
|
|
return program_id;
|
|
}
|
|
|
|
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
|
|
|
|
if (useVS) {
|
|
TRACE("Using vertex shader\n");
|
|
|
|
/* Bind the vertex program */
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB,
|
|
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId));
|
|
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
|
|
|
|
/* Enable OpenGL vertex programs */
|
|
glEnable(GL_VERTEX_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
|
|
TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
|
|
This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
|
|
}
|
|
|
|
if (usePS) {
|
|
TRACE("Using pixel shader\n");
|
|
|
|
/* Bind the fragment program */
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
|
|
((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId));
|
|
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
|
|
|
|
/* Enable OpenGL fragment programs */
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
|
|
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
|
|
This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
|
|
}
|
|
}
|
|
|
|
static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
|
|
static GLuint vprogram_id = 0;
|
|
static GLuint fprogram_id = 0;
|
|
|
|
if (!vprogram_id) vprogram_id = create_arb_blt_vertex_program(gl_info);
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vprogram_id));
|
|
glEnable(GL_VERTEX_PROGRAM_ARB);
|
|
|
|
if (!fprogram_id) fprogram_id = create_arb_blt_fragment_program(gl_info);
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fprogram_id));
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
|
|
static void shader_arb_cleanup(BOOL usePS, BOOL useVS) {
|
|
if (useVS) glDisable(GL_VERTEX_PROGRAM_ARB);
|
|
if (usePS) glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
|
|
const shader_backend_t arb_program_shader_backend = {
|
|
&shader_arb_select,
|
|
&shader_arb_select_depth_blt,
|
|
&shader_arb_load_constants,
|
|
&shader_arb_cleanup
|
|
};
|