/* FF is big and ugly so feel free to write lines as long as you like.
* Aieeeeeeeee !
*
* Let me make that clearer:
* Aieeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee ! !! !!!
*/
#include "device9.h"
#include "basetexture9.h"
#include "vertexdeclaration9.h"
#include "vertexshader9.h"
#include "pixelshader9.h"
#include "nine_ff.h"
#include "nine_defines.h"
#include "nine_helpers.h"
#include "nine_pipe.h"
#include "nine_dump.h"
#include "pipe/p_context.h"
#include "tgsi/tgsi_ureg.h"
#include "tgsi/tgsi_dump.h"
#include "util/u_box.h"
#include "util/u_hash_table.h"
#define NINE_TGSI_LAZY_DEVS 1
#define DBG_CHANNEL DBG_FF
#define NINE_FF_NUM_VS_CONST 256
#define NINE_FF_NUM_PS_CONST 24
#define NINED3DTSS_TCI_DISABLE 0
#define NINED3DTSS_TCI_PASSTHRU 1
#define NINED3DTSS_TCI_CAMERASPACENORMAL 2
#define NINED3DTSS_TCI_CAMERASPACEPOSITION 3
#define NINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR 4
#define NINED3DTSS_TCI_SPHEREMAP 5
struct fvec4
{
float x, y, z, w;
};
struct nine_ff_vs_key
{
union {
struct {
uint32_t position_t : 1;
uint32_t lighting : 1;
uint32_t darkness : 1; /* lighting enabled but no active lights */
uint32_t localviewer : 1;
uint32_t vertexpointsize : 1;
uint32_t pointscale : 1;
uint32_t vertexblend : 3;
uint32_t vertexblend_indexed : 1;
uint32_t vertextween : 1;
uint32_t mtl_diffuse : 2; /* 0 = material, 1 = color1, 2 = color2 */
uint32_t mtl_ambient : 2;
uint32_t mtl_specular : 2;
uint32_t mtl_emissive : 2;
uint32_t fog_mode : 2;
uint32_t fog_range : 1;
uint32_t color0in_one : 1;
uint32_t color1in_one : 1;
uint32_t pad1 : 8;
uint32_t tc_gen : 24; /* 8 * 3 bits */
uint32_t pad2 : 8;
uint32_t tc_idx : 24;
uint32_t pad3 : 8;
uint32_t tc_dim : 24; /* 8 * 3 bits */
uint32_t pad4 : 8;
};
uint64_t value64[2]; /* don't forget to resize VertexShader9.ff_key */
uint32_t value32[4];
};
};
/* Texture stage state:
*
* COLOROP D3DTOP 5 bit
* ALPHAOP D3DTOP 5 bit
* COLORARG0 D3DTA 3 bit
* COLORARG1 D3DTA 3 bit
* COLORARG2 D3DTA 3 bit
* ALPHAARG0 D3DTA 3 bit
* ALPHAARG1 D3DTA 3 bit
* ALPHAARG2 D3DTA 3 bit
* RESULTARG D3DTA 1 bit (CURRENT:0 or TEMP:1)
* TEXCOORDINDEX 0 - 7 3 bit
* ===========================
* 32 bit per stage
*/
struct nine_ff_ps_key
{
union {
struct {
struct {
uint32_t colorop : 5;
uint32_t alphaop : 5;
uint32_t colorarg0 : 3;
uint32_t colorarg1 : 3;
uint32_t colorarg2 : 3;
uint32_t alphaarg0 : 3;
uint32_t alphaarg1 : 3;
uint32_t alphaarg2 : 3;
uint32_t resultarg : 1; /* CURRENT:0 or TEMP:1 */
uint32_t textarget : 2; /* 1D/2D/3D/CUBE */
uint32_t projected : 1;
/* that's 32 bit exactly */
} ts[8];
uint32_t fog : 1; /* for vFog with programmable VS */
uint32_t fog_mode : 2;
uint32_t specular : 1; /* 9 32-bit words with this */
uint8_t colorarg_b4[3];
uint8_t colorarg_b5[3];
uint8_t alphaarg_b4[3]; /* 11 32-bit words plus a byte */
};
uint64_t value64[6]; /* don't forget to resize PixelShader9.ff_key */
uint32_t value32[12];
};
};
static unsigned nine_ff_vs_key_hash(void *key)
{
struct nine_ff_vs_key *vs = key;
unsigned i;
uint32_t hash = vs->value32[0];
for (i = 1; i < Elements(vs->value32); ++i)
hash ^= vs->value32[i];
return hash;
}
static int nine_ff_vs_key_comp(void *key1, void *key2)
{
struct nine_ff_vs_key *a = (struct nine_ff_vs_key *)key1;
struct nine_ff_vs_key *b = (struct nine_ff_vs_key *)key2;
return memcmp(a
->value64
, b
->value64
, sizeof(a
->value64
));
}
static unsigned nine_ff_ps_key_hash(void *key)
{
struct nine_ff_ps_key *ps = key;
unsigned i;
uint32_t hash = ps->value32[0];
for (i = 1; i < Elements(ps->value32); ++i)
hash ^= ps->value32[i];
return hash;
}
static int nine_ff_ps_key_comp(void *key1, void *key2)
{
struct nine_ff_ps_key *a = (struct nine_ff_ps_key *)key1;
struct nine_ff_ps_key *b = (struct nine_ff_ps_key *)key2;
return memcmp(a
->value64
, b
->value64
, sizeof(a
->value64
));
}
static unsigned nine_ff_fvf_key_hash(void *key)
{
return *(DWORD *)key;
}
static int nine_ff_fvf_key_comp(void *key1, void *key2)
{
return *(DWORD *)key1 != *(DWORD *)key2;
}
static void nine_ff_prune_vs(struct NineDevice9 *);
static void nine_ff_prune_ps(struct NineDevice9 *);
static void nine_ureg_tgsi_dump(struct ureg_program *ureg, boolean override)
{
if (debug_get_bool_option("NINE_FF_DUMP", FALSE) || override) {
unsigned count;
const struct tgsi_token *toks = ureg_get_tokens(ureg, &count);
tgsi_dump(toks, 0);
ureg_free_tokens(toks);
}
}
#define _X(r) ureg_scalar(ureg_src(r), TGSI_SWIZZLE_X)
#define _Y(r) ureg_scalar(ureg_src(r), TGSI_SWIZZLE_Y)
#define _Z(r) ureg_scalar(ureg_src(r), TGSI_SWIZZLE_Z)
#define _W(r) ureg_scalar(ureg_src(r), TGSI_SWIZZLE_W)
#define _XXXX(r) ureg_scalar(r, TGSI_SWIZZLE_X)
#define _YYYY(r) ureg_scalar(r, TGSI_SWIZZLE_Y)
#define _ZZZZ(r) ureg_scalar(r, TGSI_SWIZZLE_Z)
#define _WWWW(r) ureg_scalar(r, TGSI_SWIZZLE_W)
#define _XYZW(r) (r)
/* AL should contain base address of lights table. */
#define LIGHT_CONST(i) \
ureg_src_indirect(ureg_DECL_constant(ureg, i), _X(AL))
#define MATERIAL_CONST(i) \
ureg_DECL_constant(ureg, 19 + (i))
#define _CONST(n) ureg_DECL_constant(ureg, n)
/* VS FF constants layout:
*
* CONST[ 0.. 3] D3DTS_WORLD * D3DTS_VIEW * D3DTS_PROJECTION
* CONST[ 4.. 7] D3DTS_WORLD * D3DTS_VIEW
* CONST[ 8..11] D3DTS_VIEW * D3DTS_PROJECTION
* CONST[12..15] D3DTS_VIEW
* CONST[16..18] Normal matrix
*
* CONST[19] MATERIAL.Emissive + Material.Ambient * RS.Ambient
* CONST[20] MATERIAL.Diffuse
* CONST[21] MATERIAL.Ambient
* CONST[22] MATERIAL.Specular
* CONST[23].x___ MATERIAL.Power
* CONST[24] MATERIAL.Emissive
* CONST[25] RS.Ambient
*
* CONST[26].x___ RS.PointSizeMin
* CONST[26]._y__ RS.PointSizeMax
* CONST[26].__z_ RS.PointSize
* CONST[26].___w RS.PointScaleA
* CONST[27].x___ RS.PointScaleB
* CONST[27]._y__ RS.PointScaleC
*
* CONST[28].x___ RS.FogEnd
* CONST[28]._y__ 1.0f / (RS.FogEnd - RS.FogStart)
* CONST[28].__z_ RS.FogDensity
* CONST[29] RS.FogColor
* CONST[30].x___ TWEENFACTOR
*
* CONST[32].x___ LIGHT[0].Type
* CONST[32]._yzw LIGHT[0].Attenuation0,1,2
* CONST[33] LIGHT[0].Diffuse
* CONST[34] LIGHT[0].Specular
* CONST[35] LIGHT[0].Ambient
* CONST[36].xyz_ LIGHT[0].Position
* CONST[36].___w LIGHT[0].Range
* CONST[37].xyz_ LIGHT[0].Direction
* CONST[37].___w LIGHT[0].Falloff
* CONST[38].x___ cos(LIGHT[0].Theta / 2)
* CONST[38]._y__ cos(LIGHT[0].Phi / 2)
* CONST[38].__z_ 1.0f / (cos(LIGHT[0].Theta / 2) - cos(Light[0].Phi / 2))
* CONST[39].xyz_ LIGHT[0].HalfVector (for directional lights)
* CONST[39].___w 1 if this is the last active light, 0 if not
* CONST[40] LIGHT[1]
* CONST[48] LIGHT[2]
* CONST[56] LIGHT[3]
* CONST[64] LIGHT[4]
* CONST[72] LIGHT[5]
* CONST[80] LIGHT[6]
* CONST[88] LIGHT[7]
* NOTE: no lighting code is generated if there are no active lights
*
* CONST[100].x___ Viewport 2/width
* CONST[100]._y__ Viewport 2/height
* CONST[100].__z_ Viewport 1/(zmax - zmin)
* CONST[101].x___ Viewport x0
* CONST[101]._y__ Viewport y0
* CONST[101].__z_ Viewport z0
*
* CONST[128..131] D3DTS_TEXTURE0
* CONST[132..135] D3DTS_TEXTURE1
* CONST[136..139] D3DTS_TEXTURE2
* CONST[140..143] D3DTS_TEXTURE3
* CONST[144..147] D3DTS_TEXTURE4
* CONST[148..151] D3DTS_TEXTURE5
* CONST[152..155] D3DTS_TEXTURE6
* CONST[156..159] D3DTS_TEXTURE7
*
* CONST[224] D3DTS_WORLDMATRIX[0]
* CONST[228] D3DTS_WORLDMATRIX[1]
* ...
* CONST[252] D3DTS_WORLDMATRIX[7]
*/
struct vs_build_ctx
{
struct ureg_program *ureg;
const struct nine_ff_vs_key *key;
uint16_t input[PIPE_MAX_ATTRIBS];
unsigned num_inputs;
struct ureg_src aVtx;
struct ureg_src aNrm;
struct ureg_src aCol[2];
struct ureg_src aTex[8];
struct ureg_src aPsz;
struct ureg_src aInd;
struct ureg_src aWgt;
struct ureg_src aVtx1; /* tweening */
struct ureg_src aNrm1;
struct ureg_src mtlA;
struct ureg_src mtlD;
struct ureg_src mtlS;
struct ureg_src mtlE;
};
static INLINE unsigned
get_texcoord_sn(struct pipe_screen *screen)
{
if (screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD))
return TGSI_SEMANTIC_TEXCOORD;
return TGSI_SEMANTIC_GENERIC;
}
static INLINE struct ureg_src
build_vs_add_input(struct vs_build_ctx *vs, uint16_t ndecl)
{
const unsigned i = vs->num_inputs++;
vs->input[i] = ndecl;
return ureg_DECL_vs_input(vs->ureg, i);
}
/* NOTE: dst may alias src */
static INLINE void
ureg_normalize3(struct ureg_program *ureg,
struct ureg_dst dst, struct ureg_src src,
struct ureg_dst tmp)
{
#ifdef NINE_TGSI_LAZY_DEVS
struct ureg_dst tmp_x = ureg_writemask(tmp, TGSI_WRITEMASK_X);
ureg_DP3(ureg, tmp_x, src, src);
ureg_RSQ(ureg, tmp_x, _X(tmp));
ureg_MUL(ureg, dst, src, _X(tmp));
#else
ureg_NRM(ureg, dst, src);
#endif
}
static void *
nine_ff_build_vs(struct NineDevice9 *device, struct vs_build_ctx *vs)
{
const struct nine_ff_vs_key *key = vs->key;
struct ureg_program *ureg = ureg_create(TGSI_PROCESSOR_VERTEX);
struct ureg_dst oPos, oCol[2], oTex[8], oPsz, oFog;
struct ureg_dst rCol[2]; /* oCol if no fog, TEMP otherwise */
struct ureg_dst rVtx, rNrm;
struct ureg_dst r[8];
struct ureg_dst AR;
struct ureg_dst tmp, tmp_x, tmp_z;
unsigned i, c;
unsigned label[32], l = 0;
unsigned num_r = 8;
boolean need_rNrm = key->lighting || key->pointscale;
boolean need_rVtx = key->lighting || key->fog_mode;
const unsigned texcoord_sn = get_texcoord_sn(device->screen);
vs->ureg = ureg;
/* Check which inputs we should transform. */
for (i = 0; i < 8 * 3; i += 3) {
switch ((key->tc_gen >> i) & 0x3) {
case NINED3DTSS_TCI_CAMERASPACENORMAL:
need_rNrm = TRUE;
break;
case NINED3DTSS_TCI_CAMERASPACEPOSITION:
need_rVtx = TRUE;
break;
case NINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
need_rVtx = need_rNrm = TRUE;
break;
default:
break;
}
}
/* Declare and record used inputs (needed for linkage with vertex format):
* (texture coordinates handled later)
*/
vs->aVtx = build_vs_add_input(vs,
key->position_t ? NINE_DECLUSAGE_POSITIONT : NINE_DECLUSAGE_POSITION);
if (need_rNrm)
vs->aNrm = build_vs_add_input(vs, NINE_DECLUSAGE_NORMAL);
vs->aCol[0] = ureg_imm1f(ureg, 1.0f);
vs->aCol[1] = ureg_imm1f(ureg, 1.0f);
if (key->lighting || key->darkness) {
const unsigned mask = key->mtl_diffuse | key->mtl_specular |
key->mtl_ambient | key->mtl_emissive;
if ((mask & 0x1) && !key->color0in_one)
vs->aCol[0] = build_vs_add_input(vs, NINE_DECLUSAGE_i(COLOR, 0));
if ((mask & 0x2) && !key->color1in_one)
vs->aCol[1] = build_vs_add_input(vs, NINE_DECLUSAGE_i(COLOR, 1));
vs->mtlD = MATERIAL_CONST(1);
vs->mtlA = MATERIAL_CONST(2);
vs->mtlS = MATERIAL_CONST(3);
vs->mtlE = MATERIAL_CONST(5);
if (key->mtl_diffuse == 1) vs->mtlD = vs->aCol[0]; else
if (key->mtl_diffuse == 2) vs->mtlD = vs->aCol[1];
if (key->mtl_ambient == 1) vs->mtlA = vs->aCol[0]; else
if (key->mtl_ambient == 2) vs->mtlA = vs->aCol[1];
if (key->mtl_specular == 1) vs->mtlS = vs->aCol[0]; else
if (key->mtl_specular == 2) vs->mtlS = vs->aCol[1];
if (key->mtl_emissive == 1) vs->mtlE = vs->aCol[0]; else
if (key->mtl_emissive == 2) vs->mtlE = vs->aCol[1];
} else {
if (!key->color0in_one) vs->aCol[0] = build_vs_add_input(vs, NINE_DECLUSAGE_i(COLOR, 0));
if (!key->color1in_one) vs->aCol[1] = build_vs_add_input(vs, NINE_DECLUSAGE_i(COLOR, 1));
}
if (key->vertexpointsize)
vs->aPsz = build_vs_add_input(vs, NINE_DECLUSAGE_PSIZE);
if (key->vertexblend_indexed)
vs->aInd = build_vs_add_input(vs, NINE_DECLUSAGE_BLENDINDICES);
if (key->vertexblend)
vs->aWgt = build_vs_add_input(vs, NINE_DECLUSAGE_BLENDWEIGHT);
if (key->vertextween) {
vs->aVtx1 = build_vs_add_input(vs, NINE_DECLUSAGE_i(POSITION,1));
vs->aNrm1 = build_vs_add_input(vs, NINE_DECLUSAGE_i(NORMAL,1));
}
/* Declare outputs:
*/
oPos = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0); /* HPOS */
oCol[0] = ureg_saturate(ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0));
oCol[1] = ureg_saturate(ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 1));
if (key->vertexpointsize || key->pointscale) {
oPsz = ureg_DECL_output_masked(ureg, TGSI_SEMANTIC_PSIZE, 0, TGSI_WRITEMASK_X);
oPsz = ureg_writemask(oPsz, TGSI_WRITEMASK_X);
}
if (key->fog_mode) {
/* We apply fog to the vertex colors, oFog is for programmable shaders only ?
*/
oFog = ureg_DECL_output_masked(ureg, TGSI_SEMANTIC_FOG, 0, TGSI_WRITEMASK_X);
oFog = ureg_writemask(oFog, TGSI_WRITEMASK_X);
}
/* Declare TEMPs:
*/
for (i = 0; i < num_r; ++i)
r[i] = ureg_DECL_local_temporary(ureg);
tmp = r[0];
tmp_x = ureg_writemask(tmp, TGSI_WRITEMASK_X);
tmp_z = ureg_writemask(tmp, TGSI_WRITEMASK_Z);
if (key->lighting || key->vertexblend)
AR = ureg_DECL_address(ureg);
if (key->fog_mode) {
rCol[0] = r[2];
rCol[1] = r[3];
} else {
rCol[0] = oCol[0];
rCol[1] = oCol[1];
}
rVtx = ureg_writemask(r[1], TGSI_WRITEMASK_XYZ);
rNrm = ureg_writemask(r[2], TGSI_WRITEMASK_XYZ);
/* === Vertex transformation / vertex blending:
*/
if (key->vertextween) {
ureg_LRP(ureg, r[2], _XXXX(_CONST(30)), vs->aVtx, vs->aVtx1);
if (need_rNrm)
ureg_LRP(ureg, r[3], _XXXX(_CONST(30)), vs->aNrm, vs->aNrm1);
vs->aVtx = ureg_src(r[2]);
vs->aNrm = ureg_src(r[3]);
}
if (key->vertexblend) {
struct ureg_src cWM[4];
for (i = 224; i <= 255; ++i)
ureg_DECL_constant(ureg, i);
/* translate world matrix index to constant file index */
if (key->vertexblend_indexed) {
ureg_MAD(ureg, tmp, vs->aInd, ureg_imm1f(ureg, 4.0f), ureg_imm1f(ureg, 224.0f));
ureg_ARL(ureg, AR, ureg_src(tmp));
}
for (i = 0; i < key->vertexblend; ++i) {
for (c = 0; c < 4; ++c) {
cWM[c] = ureg_src_register(TGSI_FILE_CONSTANT, (224 + i * 4) * !key->vertexblend_indexed + c);
if (key->vertexblend_indexed)
cWM[c] = ureg_src_indirect(cWM[c], ureg_scalar(ureg_src(AR), i));
}
/* multiply by WORLD(index) */
ureg_MUL(ureg, r[0], _XXXX(vs->aVtx), cWM[0]);
ureg_MAD(ureg, r[0], _YYYY(vs->aVtx), cWM[1], ureg_src(r[0]));
ureg_MAD(ureg, r[0], _ZZZZ(vs->aVtx), cWM[2], ureg_src(r[0]));
ureg_MAD(ureg, r[0], _WWWW(vs->aVtx), cWM[3], ureg_src(r[0]));
/* accumulate weighted position value */
if (i)
ureg_MAD(ureg, r[2], ureg_src(r[0]), ureg_scalar(vs->aWgt, i), ureg_src(r[2]));
else
ureg_MUL(ureg, r[2], ureg_src(r[0]), ureg_scalar(vs->aWgt, 0));
}
/* multiply by VIEW_PROJ */
ureg_MUL(ureg, r[0], _X(r[2]), _CONST(8));
ureg_MAD(ureg, r[0], _Y(r[2]), _CONST(9), ureg_src(r[0]));
ureg_MAD(ureg, r[0], _Z(r[2]), _CONST(10), ureg_src(r[0]));
ureg_MAD(ureg, oPos, _W(r[2]), _CONST(11), ureg_src(r[0]));
if (need_rVtx)
vs->aVtx = ureg_src(r[2]);
} else
if (key->position_t && device->driver_caps.window_space_position_support) {
ureg_MOV(ureg, oPos, vs->aVtx);
} else if (key->position_t) {
/* vs->aVtx contains the coordinates buffer wise.
* later in the pipeline, clipping, viewport and division
* by w (rhw = 1/w) are going to be applied, so do the reverse
* of these transformations (except clipping) to have the good
* position at the end.*/
ureg_MOV(ureg, tmp, vs->aVtx);
/* X from [X_min, X_min + width] to [-1, 1], same for Y. Z to [0, 1] */
ureg_SUB(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_XYZ), ureg_src(tmp), _CONST(101));
ureg_MUL(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_XYZ), ureg_src(tmp), _CONST(100));
ureg_SUB(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_XY), ureg_src(tmp), ureg_imm1f(ureg, 1.0f));
/* Y needs to be reversed */
ureg_MOV(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_Y), ureg_negate(ureg_src(tmp)));
/* inverse rhw */
ureg_RCP(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_W), _W(tmp));
/* multiply X, Y, Z by w */
ureg_MUL(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_XYZ), ureg_src(tmp), _W(tmp));
ureg_MOV(ureg, oPos, ureg_src(tmp));
} else {
/* position = vertex * WORLD_VIEW_PROJ */
ureg_MUL(ureg, r[0], _XXXX(vs->aVtx), _CONST(0));
ureg_MAD(ureg, r[0], _YYYY(vs->aVtx), _CONST(1), ureg_src(r[0]));
ureg_MAD(ureg, r[0], _ZZZZ(vs->aVtx), _CONST(2), ureg_src(r[0]));
ureg_MAD(ureg, oPos, _WWWW(vs->aVtx), _CONST(3), ureg_src(r[0]));
}
if (need_rVtx) {
ureg_MUL(ureg, rVtx, _XXXX(vs->aVtx), _CONST(4));
ureg_MAD(ureg, rVtx, _YYYY(vs->aVtx), _CONST(5), ureg_src(rVtx));
ureg_MAD(ureg, rVtx, _ZZZZ(vs->aVtx), _CONST(6), ureg_src(rVtx));
ureg_MAD(ureg, rVtx, _WWWW(vs->aVtx), _CONST(7), ureg_src(rVtx));
}
if (need_rNrm) {
ureg_MUL(ureg, rNrm, _XXXX(vs->aNrm), _CONST(16));
ureg_MAD(ureg, rNrm, _YYYY(vs->aNrm), _CONST(17), ureg_src(rNrm));
ureg_MAD(ureg, rNrm, _ZZZZ(vs->aNrm), _CONST(18), ureg_src(rNrm));
ureg_normalize3(ureg, rNrm, ureg_src(rNrm), tmp);
}
/* NOTE: don't use vs->aVtx, vs->aNrm after this line */
/* === Process point size:
*/
if (key->vertexpointsize) {
struct ureg_src cPsz1 = ureg_DECL_constant(ureg, 26);
#ifdef NINE_TGSI_LAZY_DEVS
struct ureg_dst tmp_clamp = ureg_DECL_temporary(ureg);
ureg_MAX(ureg, tmp_clamp, vs->aPsz, _XXXX(cPsz1));
ureg_MIN(ureg, oPsz, ureg_src(tmp_clamp), _YYYY(cPsz1));
ureg_release_temporary(ureg, tmp_clamp);
#else
ureg_CLAMP(ureg, oPsz, vs->aPsz, _XXXX(cPsz1), _YYYY(cPsz1));
#endif
} else if (key->pointscale) {
struct ureg_dst tmp_x = ureg_writemask(tmp, TGSI_WRITEMASK_X);
struct ureg_dst tmp_y = ureg_writemask(tmp, TGSI_WRITEMASK_Y);
struct ureg_src cPsz1 = ureg_DECL_constant(ureg, 26);
struct ureg_src cPsz2 = ureg_DECL_constant(ureg, 27);
ureg_DP3(ureg, tmp_x, ureg_src(r[1]), ureg_src(r[1]));
ureg_SQRT(ureg, tmp_y, _X(tmp));
ureg_MAD(ureg, tmp_x, _Y(tmp), _YYYY(cPsz2), _XXXX(cPsz2));
ureg_MAD(ureg, tmp_x, _Y(tmp), _X(tmp), _WWWW(cPsz1));
ureg_RCP(ureg, tmp_x, ureg_src(tmp));
ureg_MUL(ureg, tmp_x, ureg_src(tmp), _ZZZZ(cPsz1));
#ifdef NINE_TGSI_LAZY_DEVS
struct ureg_dst tmp_clamp = ureg_DECL_temporary(ureg);
ureg_MAX(ureg, tmp_clamp, _X(tmp), _XXXX(cPsz1));
ureg_MIN(ureg, oPsz, ureg_src(tmp_clamp), _YYYY(cPsz1));
ureg_release_temporary(ureg, tmp_clamp);
#else
ureg_CLAMP(ureg, oPsz, _X(tmp), _XXXX(cPsz1), _YYYY(cPsz1));
#endif
}
/* Texture coordinate generation:
* XXX: D3DTTFF_PROJECTED, transform matrix
*/
for (i = 0; i < 8; ++i) {
struct ureg_dst dst[5];
struct ureg_src src;
unsigned c;
const unsigned tci = (key->tc_gen >> (i * 3)) & 0x7;
const unsigned idx = (key->tc_idx >> (i * 3)) & 0x7;
const unsigned dim = (key->tc_dim >> (i * 3)) & 0x7;
if (tci == NINED3DTSS_TCI_DISABLE)
continue;
oTex[i] = ureg_DECL_output(ureg, texcoord_sn, i);
if (tci == NINED3DTSS_TCI_PASSTHRU)
vs->aTex[idx] = build_vs_add_input(vs, NINE_DECLUSAGE_i(TEXCOORD,idx));
if (!dim) {
dst[c = 4] = oTex[i];
} else {
dst[4] = r[5];
src = ureg_src(dst[4]);
for (c = 0; c < (dim - 1); ++c)
dst[c] = ureg_writemask(tmp, (1 << dim) - 1);
dst[c] = ureg_writemask(oTex[i], (1 << dim) - 1);
}
switch (tci) {
case NINED3DTSS_TCI_PASSTHRU:
ureg_MOV(ureg, dst[4], vs->aTex[idx]);
break;
case NINED3DTSS_TCI_CAMERASPACENORMAL:
ureg_MOV(ureg, ureg_writemask(dst[4], TGSI_WRITEMASK_XYZ), ureg_src(rNrm));
ureg_MOV(ureg, ureg_writemask(dst[4], TGSI_WRITEMASK_W), ureg_imm1f(ureg, 1.0f));
break;
case NINED3DTSS_TCI_CAMERASPACEPOSITION:
ureg_MOV(ureg, ureg_writemask(dst[4], TGSI_WRITEMASK_XYZ), ureg_src(rVtx));
ureg_MOV(ureg, ureg_writemask(dst[4], TGSI_WRITEMASK_W), ureg_imm1f(ureg, 1.0f));
break;
case NINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
tmp.WriteMask = TGSI_WRITEMASK_XYZ;
ureg_DP3(ureg, tmp_x, ureg_src(rVtx), ureg_src(rNrm));
ureg_MUL(ureg, tmp, ureg_src(rNrm), _X(tmp));
ureg_ADD(ureg, tmp, ureg_src(tmp), ureg_src(tmp));
ureg_SUB(ureg, ureg_writemask(dst[4], TGSI_WRITEMASK_XYZ), ureg_src(rVtx), ureg_src(tmp));
ureg_MOV(ureg, ureg_writemask(dst[4], TGSI_WRITEMASK_W), ureg_imm1f(ureg, 1.0f));
tmp.WriteMask = TGSI_WRITEMASK_XYZW;
break;
case NINED3DTSS_TCI_SPHEREMAP:
break;
default:
break;
}
if (!dim)
continue;
dst[c].WriteMask = ~dst[c].WriteMask;
if (dst[c].WriteMask)
ureg_MOV(ureg, dst[c], src); /* store untransformed components */
dst[c].WriteMask = ~dst[c].WriteMask;
if (dim > 0) ureg_MUL(ureg, dst[0], _XXXX(src), _CONST(128 + i * 4));
if (dim > 1) ureg_MAD(ureg, dst[1], _YYYY(src), _CONST(129 + i * 4), ureg_src(tmp));
if (dim > 2) ureg_MAD(ureg, dst[2], _ZZZZ(src), _CONST(130 + i * 4), ureg_src(tmp));
if (dim > 3) ureg_MAD(ureg, dst[3], _WWWW(src), _CONST(131 + i * 4), ureg_src(tmp));
}
/* === Lighting:
*
* DIRECTIONAL: Light at infinite distance, parallel rays, no attenuation.
* POINT: Finite distance to scene, divergent rays, isotropic, attenuation.
* SPOT: Finite distance, divergent rays, angular dependence, attenuation.
*
* vec3 normal = normalize(in.Normal * NormalMatrix);
* vec3 hitDir = light.direction;
* float atten = 1.0;
*
* if (light.type != DIRECTIONAL)
* {
* vec3 hitVec = light.position - eyeVertex;
* float d = length(hitVec);
* hitDir = hitVec / d;
* atten = 1 / ((light.atten2 * d + light.atten1) * d + light.atten0);
* }
*
* if (light.type == SPOTLIGHT)
* {
* float rho = dp3(-hitVec, light.direction);
* if (rho < cos(light.phi / 2))
* atten = 0;
* if (rho < cos(light.theta / 2))
* atten *= pow(some_func(rho), light.falloff);
* }
*
* float nDotHit = dp3_sat(normal, hitVec);
* float powFact = 0.0;
*
* if (nDotHit > 0.0)
* {
* vec3 midVec = normalize(hitDir + eye);
* float nDotMid = dp3_sat(normal, midVec);
* pFact = pow(nDotMid, material.power);
* }
*
* ambient += light.ambient * atten;
* diffuse += light.diffuse * atten * nDotHit;
* specular += light.specular * atten * powFact;
*/
if (key->lighting) {
struct ureg_dst tmp_y = ureg_writemask(tmp, TGSI_WRITEMASK_Y);
struct ureg_dst rAtt = ureg_writemask(r[1], TGSI_WRITEMASK_W);
struct ureg_dst rHit = ureg_writemask(r[3], TGSI_WRITEMASK_XYZ);
struct ureg_dst rMid = ureg_writemask(r[4], TGSI_WRITEMASK_XYZ);
struct ureg_dst rCtr = ureg_writemask(r[2], TGSI_WRITEMASK_W);
struct ureg_dst AL = ureg_writemask(AR, TGSI_WRITEMASK_X);
/* Light.*.Alpha is not used. */
struct ureg_dst rD = ureg_writemask(r[5], TGSI_WRITEMASK_XYZ);
struct ureg_dst rA = ureg_writemask(r[6], TGSI_WRITEMASK_XYZ);
struct ureg_dst rS = ureg_writemask(r[7], TGSI_WRITEMASK_XYZ);
struct ureg_src mtlP = _XXXX(MATERIAL_CONST(4));
struct ureg_src cLKind = _XXXX(LIGHT_CONST(0));
struct ureg_src cLAtt0 = _YYYY(LIGHT_CONST(0));
struct ureg_src cLAtt1 = _ZZZZ(LIGHT_CONST(0));
struct ureg_src cLAtt2 = _WWWW(LIGHT_CONST(0));
struct ureg_src cLColD = _XYZW(LIGHT_CONST(1));
struct ureg_src cLColS = _XYZW(LIGHT_CONST(2));
struct ureg_src cLColA = _XYZW(LIGHT_CONST(3));
struct ureg_src cLPos = _XYZW(LIGHT_CONST(4));
struct ureg_src cLRng = _WWWW(LIGHT_CONST(4));
struct ureg_src cLDir = _XYZW(LIGHT_CONST(5));
struct ureg_src cLFOff = _WWWW(LIGHT_CONST(5));
struct ureg_src cLTht = _XXXX(LIGHT_CONST(6));
struct ureg_src cLPhi = _YYYY(LIGHT_CONST(6));
struct ureg_src cLSDiv = _ZZZZ(LIGHT_CONST(6));
struct ureg_src cLLast = _WWWW(LIGHT_CONST(7));
const unsigned loop_label = l++;
ureg_MOV(ureg, rCtr, ureg_imm1f(ureg, 32.0f)); /* &lightconst(0) */
ureg_MOV(ureg, rD, ureg_imm1f(ureg, 0.0f));
ureg_MOV(ureg, rA, ureg_imm1f(ureg, 0.0f));
ureg_MOV(ureg, rS, ureg_imm1f(ureg, 0.0f));
rD = ureg_saturate(rD);
rA = ureg_saturate(rA);
rS = ureg_saturate(rS);
/* loop management */
ureg_BGNLOOP(ureg, &label[loop_label]);
ureg_ARL(ureg, AL, _W(rCtr));
/* if (not DIRECTIONAL light): */
ureg_SNE(ureg, tmp_x, cLKind, ureg_imm1f(ureg, D3DLIGHT_DIRECTIONAL));
ureg_MOV(ureg, rHit, ureg_negate(cLDir));
ureg_MOV(ureg, rAtt, ureg_imm1f(ureg, 1.0f));
ureg_IF(ureg, _X(tmp), &label[l++]);
{
/* hitDir = light.position - eyeVtx
* d = length(hitDir)
* hitDir /= d
*/
ureg_SUB(ureg, rHit, cLPos, ureg_src(rVtx));
ureg_DP3(ureg, tmp_x, ureg_src(rHit), ureg_src(rHit));
ureg_RSQ(ureg, tmp_y, _X(tmp));
ureg_MUL(ureg, rHit, ureg_src(rHit), _Y(tmp)); /* normalize */
ureg_MUL(ureg, tmp_x, _X(tmp), _Y(tmp)); /* length */
/* att = 1.0 / (light.att0 + (light.att1 + light.att2 * d) * d) */
ureg_MAD(ureg, rAtt, _X(tmp), cLAtt2, cLAtt1);
ureg_MAD(ureg, rAtt, _X(tmp), _W(rAtt), cLAtt0);
ureg_RCP(ureg, rAtt, _W(rAtt));
/* cut-off if distance exceeds Light.Range */
ureg_SLT(ureg, tmp_x, _X(tmp), cLRng);
ureg_MUL(ureg, rAtt, _W(rAtt), _X(tmp));
}
ureg_fixup_label(ureg, label[l-1], ureg_get_instruction_number(ureg));
ureg_ENDIF(ureg);
/* if (SPOT light) */
ureg_SEQ(ureg, tmp_x, cLKind, ureg_imm1f(ureg, D3DLIGHT_SPOT));
ureg_IF(ureg, _X(tmp), &label[l++]);
{
/* rho = dp3(-hitDir, light.spotDir)
*
* if (rho > light.ctht2) NOTE: 0 <= phi <= pi, 0 <= theta <= phi
* spotAtt = 1
* else
* if (rho <= light.cphi2)
* spotAtt = 0
* else
* spotAtt = (rho - light.cphi2) / (light.ctht2 - light.cphi2) ^ light.falloff
*/
ureg_DP3(ureg, tmp_y, ureg_negate(ureg_src(rHit)), cLDir); /* rho */
ureg_SUB(ureg, tmp_x, _Y(tmp), cLPhi);
ureg_MUL(ureg, tmp_x, _X(tmp), cLSDiv);
ureg_POW(ureg, tmp_x, _X(tmp), cLFOff); /* spotAtten */
ureg_SGE(ureg, tmp_z, _Y(tmp), cLTht); /* if inside theta && phi */
ureg_SGE(ureg, tmp_y, _Y(tmp), cLPhi); /* if inside phi */
ureg_MAD(ureg, ureg_saturate(tmp_x), _X(tmp), _Y(tmp), _Z(tmp));
ureg_MUL(ureg, rAtt, _W(rAtt), _X(tmp));
}
ureg_fixup_label(ureg, label[l-1], ureg_get_instruction_number(ureg));
ureg_ENDIF(ureg);
/* directional factors, let's not use LIT because of clarity */
ureg_DP3(ureg, ureg_saturate(tmp_x), ureg_src(rNrm), ureg_src(rHit));
ureg_MOV(ureg, tmp_y, ureg_imm1f(ureg, 0.0f));
ureg_IF(ureg, _X(tmp), &label[l++]);
{
/* midVec = normalize(hitDir + eyeDir) */
if (key->localviewer) {
ureg_normalize3(ureg, rMid, ureg_src(rVtx), tmp);
ureg_ADD(ureg, rMid, ureg_src(rHit), ureg_negate(ureg_src(rMid)));
} else {
ureg_ADD(ureg, rMid, ureg_src(rHit), ureg_imm3f(ureg, 0.0f, 0.0f, 1.0f));
}
ureg_normalize3(ureg, rMid, ureg_src(rMid), tmp);
ureg_DP3(ureg, ureg_saturate(tmp_y), ureg_src(rNrm), ureg_src(rMid));
ureg_POW(ureg, tmp_y, _Y(tmp), mtlP);
ureg_MUL(ureg, tmp_x, _W(rAtt), _X(tmp)); /* dp3(normal,hitDir) * att */
ureg_MUL(ureg, tmp_y, _W(rAtt), _Y(tmp)); /* power factor * att */
ureg_MAD(ureg, rD, cLColD, _X(tmp), ureg_src(rD)); /* accumulate diffuse */
ureg_MAD(ureg, rS, cLColS, _Y(tmp), ureg_src(rS)); /* accumulate specular */
}
ureg_fixup_label(ureg, label[l-1], ureg_get_instruction_number(ureg));
ureg_ENDIF(ureg);
ureg_MAD(ureg, rA, cLColA, _W(rAtt), ureg_src(rA)); /* accumulate ambient */
/* break if this was the last light */
ureg_IF(ureg, cLLast, &label[l++]);
ureg_BRK(ureg);
ureg_ENDIF(ureg);
ureg_fixup_label(ureg, label[l-1], ureg_get_instruction_number(ureg));
ureg_ADD(ureg, rCtr, _W(rCtr), ureg_imm1f(ureg, 8.0f));
ureg_fixup_label(ureg, label[loop_label], ureg_get_instruction_number(ureg));
ureg_ENDLOOP(ureg, &label[loop_label]);
/* Set alpha factors of illumination to 1.0 for the multiplications. */
rD.WriteMask = TGSI_WRITEMASK_W; rD.Saturate = 0;
rS.WriteMask = TGSI_WRITEMASK_W; rS.Saturate = 0;
rA.WriteMask = TGSI_WRITEMASK_W; rA.Saturate = 0;
ureg_MOV(ureg, rD, ureg_imm1f(ureg, 1.0f));
ureg_MOV(ureg, rS, ureg_imm1f(ureg, 1.0f));
/* Apply to material:
*
* oCol[0] = (material.emissive + material.ambient * rs.ambient) +
* material.ambient * ambient +
* material.diffuse * diffuse +
* oCol[1] = material.specular * specular;
*/
if (key->mtl_emissive == 0 && key->mtl_ambient == 0) {
ureg_MOV(ureg, rA, ureg_imm1f(ureg, 1.0f));
ureg_MAD(ureg, tmp, ureg_src(rA), vs->mtlA, _CONST(19));
} else {
ureg_ADD(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_XYZ), ureg_src(rA), _CONST(25));
ureg_MAD(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_XYZ), vs->mtlA, ureg_src(tmp), vs->mtlE);
ureg_ADD(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_W ), vs->mtlA, vs->mtlE);
}
ureg_MAD(ureg, rCol[0], ureg_src(rD), vs->mtlD, ureg_src(tmp));
ureg_MUL(ureg, rCol[1], ureg_src(rS), vs->mtlS);
} else
/* COLOR */
if (key->darkness) {
if (key->mtl_emissive == 0 && key->mtl_ambient == 0) {
ureg_MAD(ureg, rCol[0], vs->mtlD, ureg_imm4f(ureg, 0.0f, 0.0f, 0.0f, 1.0f), _CONST(19));
} else {
ureg_MAD(ureg, ureg_writemask(rCol[0], TGSI_WRITEMASK_XYZ), vs->mtlA, _CONST(25), vs->mtlE);
ureg_ADD(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_W), vs->mtlA, vs->mtlE);
ureg_ADD(ureg, ureg_writemask(rCol[0], TGSI_WRITEMASK_W), vs->mtlD, _W(tmp));
}
ureg_MUL(ureg, rCol[1], ureg_imm4f(ureg, 0.0f, 0.0f, 0.0f, 1.0f), vs->mtlS);
} else {
ureg_MOV(ureg, rCol[0], vs->aCol[0]);
ureg_MOV(ureg, rCol[1], vs->aCol[1]);
}
/* === Process fog.
*
* exp(x) = ex2(log2(e) * x)
*/
if (key->fog_mode) {
/* Fog doesn't affect alpha, TODO: combine with light code output */
ureg_MOV(ureg, ureg_writemask(oCol[0], TGSI_WRITEMASK_W), _W(rCol[0]));
ureg_MOV(ureg, ureg_writemask(oCol[1], TGSI_WRITEMASK_W), _W(rCol[1]));
if (key->position_t) {
ureg_MOV(ureg, ureg_saturate(tmp_x), ureg_scalar(vs->aCol[1], TGSI_SWIZZLE_W));
} else
if (key->fog_range) {
ureg_DP3(ureg, tmp_x, ureg_src(rVtx), ureg_src(rVtx));
ureg_RSQ(ureg, tmp_z, _X(tmp));
ureg_MUL(ureg, tmp_z, _Z(tmp), _X(tmp));
} else {
ureg_MOV(ureg, tmp_z, ureg_abs(_Z(rVtx)));
}
if (key->fog_mode == D3DFOG_EXP) {
ureg_MUL(ureg, tmp_x, _Z(tmp), _ZZZZ(_CONST(28)));
ureg_MUL(ureg, tmp_x, _X(tmp), ureg_imm1f(ureg, -1.442695f));
ureg_EX2(ureg, tmp_x, _X(tmp));
} else
if (key->fog_mode == D3DFOG_EXP2) {
ureg_MUL(ureg, tmp_x, _Z(tmp), _ZZZZ(_CONST(28)));
ureg_MUL(ureg, tmp_x, _X(tmp), _X(tmp));
ureg_MUL(ureg, tmp_x, _X(tmp), ureg_imm1f(ureg, -1.442695f));
ureg_EX2(ureg, tmp_x, _X(tmp));
} else
if (key->fog_mode == D3DFOG_LINEAR && !key->position_t) {
ureg_SUB(ureg, tmp_x, _XXXX(_CONST(28)), _Z(tmp));
ureg_MUL(ureg, ureg_saturate(tmp_x), _X(tmp), _YYYY(_CONST(28)));
}
ureg_MOV(ureg, oFog, _X(tmp));
ureg_LRP(ureg, ureg_writemask(oCol[0], TGSI_WRITEMASK_XYZ), _X(tmp), ureg_src(rCol[0]), _CONST(29));
ureg_LRP(ureg, ureg_writemask(oCol[1], TGSI_WRITEMASK_XYZ), _X(tmp), ureg_src(rCol[1]), _CONST(29));
}
if (key->position_t && device->driver_caps.window_space_position_support)
ureg_property(ureg, TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION, TRUE);
ureg_END(ureg);
nine_ureg_tgsi_dump(ureg, FALSE);
return ureg_create_shader_and_destroy(ureg, device->pipe);
}
/* PS FF constants layout:
*
* CONST[ 0.. 7] stage[i].D3DTSS_CONSTANT
* CONST[ 8..15].x___ stage[i].D3DTSS_BUMPENVMAT00
* CONST[ 8..15]._y__ stage[i].D3DTSS_BUMPENVMAT01
* CONST[ 8..15].__z_ stage[i].D3DTSS_BUMPENVMAT10
* CONST[ 8..15].___w stage[i].D3DTSS_BUMPENVMAT11
* CONST[16..19].x_z_ stage[i].D3DTSS_BUMPENVLSCALE
* CONST[17..19]._y_w stage[i].D3DTSS_BUMPENVLOFFSET
*
* CONST[20] D3DRS_TEXTUREFACTOR
* CONST[21] D3DRS_FOGCOLOR
* CONST[22].x___ RS.FogEnd
* CONST[22]._y__ 1.0f / (RS.FogEnd - RS.FogStart)
* CONST[22].__z_ RS.FogDensity
*/
struct ps_build_ctx
{
struct ureg_program *ureg;
struct ureg_src vC[2]; /* DIFFUSE, SPECULAR */
struct ureg_src vT[8]; /* TEXCOORD[i] */
struct ureg_dst r[6]; /* TEMPs */
struct ureg_dst rCur; /* D3DTA_CURRENT */
struct ureg_dst rMod;
struct ureg_src rCurSrc;
struct ureg_dst rTmp; /* D3DTA_TEMP */
struct ureg_src rTmpSrc;
struct ureg_dst rTex;
struct ureg_src rTexSrc;
struct ureg_src cBEM[8];
struct ureg_src s[8];
struct {
unsigned index;
unsigned index_pre_mod;
unsigned num_regs;
} stage;
};
static struct ureg_src
ps_get_ts_arg(struct ps_build_ctx *ps, unsigned ta)
{
struct ureg_src reg;
switch (ta & D3DTA_SELECTMASK) {
case D3DTA_CONSTANT:
reg = ureg_DECL_constant(ps->ureg, ps->stage.index);
break;
case D3DTA_CURRENT:
reg = (ps->stage.index == ps->stage.index_pre_mod) ? ureg_src(ps->rMod) : ps->rCurSrc;
break;
case D3DTA_DIFFUSE:
reg = ureg_DECL_fs_input(ps->ureg, TGSI_SEMANTIC_COLOR, 0, TGSI_INTERPOLATE_PERSPECTIVE);
break;
case D3DTA_SPECULAR:
reg = ureg_DECL_fs_input(ps->ureg, TGSI_SEMANTIC_COLOR, 1, TGSI_INTERPOLATE_PERSPECTIVE);
break;
case D3DTA_TEMP:
reg = ps->rTmpSrc;
break;
case D3DTA_TEXTURE:
reg = ps->rTexSrc;
break;
case D3DTA_TFACTOR:
reg = ureg_DECL_constant(ps->ureg, 20);
break;
default:
reg = ureg_src_undef();
break;
}
if (ta & D3DTA_COMPLEMENT) {
struct ureg_dst dst = ps->r[ps->stage.num_regs++];
ureg_SUB(ps->ureg, dst, ureg_imm1f(ps->ureg, 1.0f), reg);
reg = ureg_src(dst);
}
if (ta & D3DTA_ALPHAREPLICATE)
reg = _WWWW(reg);
return reg;
}
static struct ureg_dst
ps_get_ts_dst(struct ps_build_ctx *ps, unsigned ta)
{
assert(!(ta
& (D3DTA_COMPLEMENT
| D3DTA_ALPHAREPLICATE
)));
switch (ta & D3DTA_SELECTMASK) {
case D3DTA_CURRENT:
return ps->rCur;
case D3DTA_TEMP:
return ps->rTmp;
default:
return ureg_dst_undef();
}
}
static uint8_t ps_d3dtop_args_mask(D3DTEXTUREOP top)
{
switch (top) {
case D3DTOP_DISABLE:
return 0x0;
case D3DTOP_SELECTARG1:
case D3DTOP_PREMODULATE:
return 0x2;
case D3DTOP_SELECTARG2:
return 0x4;
case D3DTOP_MULTIPLYADD:
case D3DTOP_LERP:
return 0x7;
default:
return 0x6;
}
}
static INLINE boolean
is_MOV_no_op(struct ureg_dst dst, struct ureg_src src)
{
return !dst.WriteMask ||
(dst.File == src.File &&
dst.Index == src.Index &&
!dst.Indirect &&
!dst.Saturate &&
!src.Indirect &&
!src.Negate &&
!src.Absolute &&
(!(dst.WriteMask & TGSI_WRITEMASK_X) || (src.SwizzleX == TGSI_SWIZZLE_X)) &&
(!(dst.WriteMask & TGSI_WRITEMASK_Y) || (src.SwizzleY == TGSI_SWIZZLE_Y)) &&
(!(dst.WriteMask & TGSI_WRITEMASK_Z) || (src.SwizzleZ == TGSI_SWIZZLE_Z)) &&
(!(dst.WriteMask & TGSI_WRITEMASK_W) || (src.SwizzleW == TGSI_SWIZZLE_W)));
}
static void
ps_do_ts_op(struct ps_build_ctx *ps, unsigned top, struct ureg_dst dst, struct ureg_src *arg)
{
struct ureg_program *ureg = ps->ureg;
struct ureg_dst tmp = ps->r[ps->stage.num_regs];
struct ureg_dst tmp2 = ps->r[ps->stage.num_regs+1];
struct ureg_dst tmp_x = ureg_writemask(tmp, TGSI_WRITEMASK_X);
tmp.WriteMask = dst.WriteMask;
if (top != D3DTOP_SELECTARG1 && top != D3DTOP_SELECTARG2 &&
top != D3DTOP_MODULATE && top != D3DTOP_PREMODULATE &&
top != D3DTOP_BLENDDIFFUSEALPHA && top != D3DTOP_BLENDTEXTUREALPHA &&
top != D3DTOP_BLENDFACTORALPHA && top != D3DTOP_BLENDCURRENTALPHA &&
top != D3DTOP_BUMPENVMAP && top != D3DTOP_BUMPENVMAPLUMINANCE &&
top != D3DTOP_LERP)
dst = ureg_saturate(dst);
switch (top) {
case D3DTOP_SELECTARG1:
if (!is_MOV_no_op(dst, arg[1]))
ureg_MOV(ureg, dst, arg[1]);
break;
case D3DTOP_SELECTARG2:
if (!is_MOV_no_op(dst, arg[2]))
ureg_MOV(ureg, dst, arg[2]);
break;
case D3DTOP_MODULATE:
ureg_MUL(ureg, dst, arg[1], arg[2]);
break;
case D3DTOP_MODULATE2X:
ureg_MUL(ureg, tmp, arg[1], arg[2]);
ureg_ADD(ureg, dst, ureg_src(tmp), ureg_src(tmp));
break;
case D3DTOP_MODULATE4X:
ureg_MUL(ureg, tmp, arg[1], arg[2]);
ureg_MUL(ureg, dst, ureg_src(tmp), ureg_imm1f(ureg, 4.0f));
break;
case D3DTOP_ADD:
ureg_ADD(ureg, dst, arg[1], arg[2]);
break;
case D3DTOP_ADDSIGNED:
ureg_ADD(ureg, tmp, arg[1], arg[2]);
ureg_SUB(ureg, dst, ureg_src(tmp), ureg_imm1f(ureg, 0.5f));
break;
case D3DTOP_ADDSIGNED2X:
ureg_ADD(ureg, tmp, arg[1], arg[2]);
ureg_MAD(ureg, dst, ureg_src(tmp), ureg_imm1f(ureg, 2.0f), ureg_imm1f(ureg, -1.0f));
break;
case D3DTOP_SUBTRACT:
ureg_SUB(ureg, dst, arg[1], arg[2]);
break;
case D3DTOP_ADDSMOOTH:
ureg_SUB(ureg, tmp, ureg_imm1f(ureg, 1.0f), arg[1]);
ureg_MAD(ureg, dst, ureg_src(tmp), arg[2], arg[1]);
break;
case D3DTOP_BLENDDIFFUSEALPHA:
ureg_LRP(ureg, dst, _WWWW(ps->vC[0]), arg[1], arg[2]);
break;
case D3DTOP_BLENDTEXTUREALPHA:
/* XXX: alpha taken from previous stage, texture or result ? */
ureg_LRP(ureg, dst, _W(ps->rTex), arg[1], arg[2]);
break;
case D3DTOP_BLENDFACTORALPHA:
ureg_LRP(ureg, dst, _WWWW(_CONST(20)), arg[1], arg[2]);
break;
case D3DTOP_BLENDTEXTUREALPHAPM:
ureg_SUB(ureg, tmp_x, ureg_imm1f(ureg, 1.0f), _W(ps->rTex));
ureg_MAD(ureg, dst, arg[2], _X(tmp), arg[1]);
break;
case D3DTOP_BLENDCURRENTALPHA:
ureg_LRP(ureg, dst, _WWWW(ps->rCurSrc), arg[1], arg[2]);
break;
case D3DTOP_PREMODULATE:
ureg_MOV(ureg, dst, arg[1]);
ps->stage.index_pre_mod = ps->stage.index + 1;
break;
case D3DTOP_MODULATEALPHA_ADDCOLOR:
ureg_MAD(ureg, dst, _WWWW(arg[1]), arg[2], arg[1]);
break;
case D3DTOP_MODULATECOLOR_ADDALPHA:
ureg_MAD(ureg, dst, arg[1], arg[2], _WWWW(arg[1]));
break;
case D3DTOP_MODULATEINVALPHA_ADDCOLOR:
ureg_SUB(ureg, tmp_x, ureg_imm1f(ureg, 1.0f), _WWWW(arg[1]));
ureg_MAD(ureg, dst, _X(tmp), arg[2], arg[1]);
break;
case D3DTOP_MODULATEINVCOLOR_ADDALPHA:
ureg_SUB(ureg, tmp, ureg_imm1f(ureg, 1.0f), arg[1]);
ureg_MAD(ureg, dst, ureg_src(tmp), arg[2], _WWWW(arg[1]));
break;
case D3DTOP_BUMPENVMAP:
break;
case D3DTOP_BUMPENVMAPLUMINANCE:
break;
case D3DTOP_DOTPRODUCT3:
ureg_SUB(ureg, tmp, arg[1], ureg_imm4f(ureg,0.5,0.5,0.5,0.5));
ureg_SUB(ureg, tmp2, arg[2] , ureg_imm4f(ureg,0.5,0.5,0.5,0.5));
ureg_DP3(ureg, tmp, ureg_src(tmp), ureg_src(tmp2));
ureg_MUL(ureg, ureg_saturate(dst), ureg_src(tmp), ureg_imm4f(ureg,4.0,4.0,4.0,4.0));
break;
case D3DTOP_MULTIPLYADD:
ureg_MAD(ureg, dst, arg[1], arg[2], arg[0]);
break;
case D3DTOP_LERP:
ureg_LRP(ureg, dst, arg[0], arg[1], arg[2]);
break;
case D3DTOP_DISABLE:
/* no-op ? */
break;
default:
break;
}
}
static void *
nine_ff_build_ps(struct NineDevice9 *device, struct nine_ff_ps_key *key)
{
struct ps_build_ctx ps;
struct ureg_program *ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
struct ureg_dst oCol;
unsigned i, s;
const unsigned texcoord_sn = get_texcoord_sn(device->screen);
ps.ureg = ureg;
ps.stage.index_pre_mod = -1;
ps.vC[0] = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_COLOR, 0, TGSI_INTERPOLATE_PERSPECTIVE);
/* Declare all TEMPs we might need, serious drivers have a register allocator. */
for (i = 0; i < Elements(ps.r); ++i)
ps.r[i] = ureg_DECL_local_temporary(ureg);
ps.rCur = ps.r[0];
ps.rTmp = ps.r[1];
ps.rTex = ps.r[2];
ps.rCurSrc = ureg_src(ps.rCur);
ps.rTmpSrc = ureg_src(ps.rTmp);
ps.rTexSrc = ureg_src(ps.rTex);
for (s = 0; s < 8; ++s) {
ps.s[s] = ureg_src_undef();
if (key->ts[s].colorop != D3DTOP_DISABLE) {
if (key->ts[s].colorarg0 == D3DTA_SPECULAR ||
key->ts[s].colorarg1 == D3DTA_SPECULAR ||
key->ts[s].colorarg2 == D3DTA_SPECULAR)
ps.vC[1] = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_COLOR, 1, TGSI_INTERPOLATE_PERSPECTIVE);
if (key->ts[s].colorarg0 == D3DTA_TEXTURE ||
key->ts[s].colorarg1 == D3DTA_TEXTURE ||
key->ts[s].colorarg2 == D3DTA_TEXTURE) {
ps.s[s] = ureg_DECL_sampler(ureg, s);
ps.vT[s] = ureg_DECL_fs_input(ureg, texcoord_sn, s, TGSI_INTERPOLATE_PERSPECTIVE);
}
if (s && (key->ts[s - 1].colorop == D3DTOP_PREMODULATE ||
key->ts[s - 1].alphaop == D3DTOP_PREMODULATE))
ps.s[s] = ureg_DECL_sampler(ureg, s);
}
if (key->ts[s].alphaop != D3DTOP_DISABLE) {
if (key->ts[s].alphaarg0 == D3DTA_SPECULAR ||
key->ts[s].alphaarg1 == D3DTA_SPECULAR ||
key->ts[s].alphaarg2 == D3DTA_SPECULAR)
ps.vC[1] = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_COLOR, 1, TGSI_INTERPOLATE_PERSPECTIVE);
if (key->ts[s].alphaarg0 == D3DTA_TEXTURE ||
key->ts[s].alphaarg1 == D3DTA_TEXTURE ||
key->ts[s].alphaarg2 == D3DTA_TEXTURE) {
ps.s[s] = ureg_DECL_sampler(ureg, s);
ps.vT[s] = ureg_DECL_fs_input(ureg, texcoord_sn, s, TGSI_INTERPOLATE_PERSPECTIVE);
}
}
}
if (key->specular)
ps.vC[1] = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_COLOR, 1, TGSI_INTERPOLATE_PERSPECTIVE);
oCol = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
if (key->ts[0].colorop == D3DTOP_DISABLE &&
key->ts[0].alphaop == D3DTOP_DISABLE)
ureg_MOV(ureg, ps.rCur, ps.vC[0]);
/* Or is it undefined then ? */
/* Run stages.
*/
for (s = 0; s < 8; ++s) {
unsigned colorarg[3];
unsigned alphaarg[3];
const uint8_t used_c = ps_d3dtop_args_mask(key->ts[s].colorop);
const uint8_t used_a = ps_d3dtop_args_mask(key->ts[s].alphaop);
struct ureg_dst dst;
struct ureg_src arg[3];
if (key->ts[s].colorop == D3DTOP_DISABLE &&
key->ts[s].alphaop == D3DTOP_DISABLE)
continue;
ps.stage.index = s;
ps.stage.num_regs = 3;
DBG("STAGE[%u]: colorop=%s alphaop=%s\n", s,
nine_D3DTOP_to_str(key->ts[s].colorop),
nine_D3DTOP_to_str(key->ts[s].alphaop));
if (!ureg_src_is_undef(ps.s[s])) {
unsigned target;
switch (key->ts[s].textarget) {
case 0: target = TGSI_TEXTURE_1D; break;
case 1: target = TGSI_TEXTURE_2D; break;
case 2: target = TGSI_TEXTURE_3D; break;
case 3: target = TGSI_TEXTURE_CUBE; break;
/* this is a 2 bit bitfield, do I really need a default case ? */
}
/* sample the texture */
if (key->ts[s].colorop == D3DTOP_BUMPENVMAP ||
key->ts[s].colorop == D3DTOP_BUMPENVMAPLUMINANCE) {
}
if (key->ts[s].projected)
ureg_TXP(ureg, ps.rTex, target, ps.vT[s], ps.s[s]);
else
ureg_TEX(ureg, ps.rTex, target, ps.vT[s], ps.s[s]);
}
if (s == 0 &&
(key->ts[0].resultarg != 0 /* not current */ ||
key->ts[0].colorop == D3DTOP_DISABLE ||
key->ts[0].alphaop == D3DTOP_DISABLE ||
key->ts[0].colorop == D3DTOP_BLENDCURRENTALPHA ||
key->ts[0].alphaop == D3DTOP_BLENDCURRENTALPHA ||
key->ts[0].colorarg0 == D3DTA_CURRENT ||
key->ts[0].colorarg1 == D3DTA_CURRENT ||
key->ts[0].colorarg2 == D3DTA_CURRENT ||
key->ts[0].alphaarg0 == D3DTA_CURRENT ||
key->ts[0].alphaarg1 == D3DTA_CURRENT ||
key->ts[0].alphaarg2 == D3DTA_CURRENT)
) {
/* Initialize D3DTA_CURRENT.
* (Yes we can do this before the loop but not until
* NVE4 has an instruction scheduling pass.)
*/
ureg_MOV(ureg, ps.rCur, ps.vC[0]);
}
dst = ps_get_ts_dst(&ps, key->ts[s].resultarg ? D3DTA_TEMP : D3DTA_CURRENT);
if (ps.stage.index_pre_mod == ps.stage.index) {
ps.rMod = ps.r[ps.stage.num_regs++];
ureg_MUL(ureg, ps.rMod, ps.rCurSrc, ps.rTexSrc);
}
colorarg[0] = (key->ts[s].colorarg0 | ((key->colorarg_b4[0] >> s) << 4) | ((key->colorarg_b5[0] >> s) << 5)) & 0x3f;
colorarg[1] = (key->ts[s].colorarg1 | ((key->colorarg_b4[1] >> s) << 4) | ((key->colorarg_b5[1] >> s) << 5)) & 0x3f;
colorarg[2] = (key->ts[s].colorarg2 | ((key->colorarg_b4[2] >> s) << 4) | ((key->colorarg_b5[2] >> s) << 5)) & 0x3f;
alphaarg[0] = (key->ts[s].alphaarg0 | ((key->alphaarg_b4[0] >> s) << 4)) & 0x1f;
alphaarg[1] = (key->ts[s].alphaarg1 | ((key->alphaarg_b4[1] >> s) << 4)) & 0x1f;
alphaarg[2] = (key->ts[s].alphaarg2 | ((key->alphaarg_b4[2] >> s) << 4)) & 0x1f;
if (key->ts[s].colorop != key->ts[s].alphaop ||
colorarg[0] != alphaarg[0] ||
colorarg[1] != alphaarg[1] ||
colorarg[2] != alphaarg[2])
dst.WriteMask = TGSI_WRITEMASK_XYZ;
if (used_c & 0x1) arg[0] = ps_get_ts_arg(&ps, colorarg[0]);
if (used_c & 0x2) arg[1] = ps_get_ts_arg(&ps, colorarg[1]);
if (used_c & 0x4) arg[2] = ps_get_ts_arg(&ps, colorarg[2]);
ps_do_ts_op(&ps, key->ts[s].colorop, dst, arg);
if (dst.WriteMask != TGSI_WRITEMASK_XYZW) {
dst.WriteMask = TGSI_WRITEMASK_W;
if (used_a & 0x1) arg[0] = ps_get_ts_arg(&ps, alphaarg[0]);
if (used_a & 0x2) arg[1] = ps_get_ts_arg(&ps, alphaarg[1]);
if (used_a & 0x4) arg[2] = ps_get_ts_arg(&ps, alphaarg[2]);
ps_do_ts_op(&ps, key->ts[s].alphaop, dst, arg);
}
}
if (key->specular)
ureg_ADD(ureg, ps.rCur, ps.rCurSrc, ps.vC[1]);
/* Fog.
*/
if (key->fog_mode) {
struct ureg_src vPos = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_POSITION, 0, TGSI_INTERPOLATE_LINEAR);
struct ureg_dst rFog = ureg_writemask(ps.rTmp, TGSI_WRITEMASK_X);
if (key->fog_mode == D3DFOG_EXP) {
ureg_MUL(ureg, rFog, _ZZZZ(vPos), _ZZZZ(_CONST(22)));
ureg_MUL(ureg, rFog, _X(rFog), ureg_imm1f(ureg, -1.442695f));
ureg_EX2(ureg, rFog, _X(rFog));
} else
if (key->fog_mode == D3DFOG_EXP2) {
ureg_MUL(ureg, rFog, _ZZZZ(vPos), _ZZZZ(_CONST(22)));
ureg_MUL(ureg, rFog, _X(rFog), _X(rFog));
ureg_MUL(ureg, rFog, _X(rFog), ureg_imm1f(ureg, -1.442695f));
ureg_EX2(ureg, rFog, _X(rFog));
} else
if (key->fog_mode == D3DFOG_LINEAR) {
ureg_SUB(ureg, rFog, _XXXX(_CONST(22)), _ZZZZ(vPos));
ureg_MUL(ureg, ureg_saturate(rFog), _X(rFog), _YYYY(_CONST(22)));
}
ureg_LRP(ureg, ureg_writemask(oCol, TGSI_WRITEMASK_XYZ), _X(rFog), ps.rCurSrc, _CONST(21));
ureg_MOV(ureg, ureg_writemask(oCol, TGSI_WRITEMASK_W), ps.rCurSrc);
} else
if (key->fog) {
struct ureg_src vFog = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_FOG, 0, TGSI_INTERPOLATE_PERSPECTIVE);
ureg_LRP(ureg, ureg_writemask(oCol, TGSI_WRITEMASK_XYZ), _XXXX(vFog), ps.rCurSrc, _CONST(21));
ureg_MOV(ureg, ureg_writemask(oCol, TGSI_WRITEMASK_W), ps.rCurSrc);
} else {
ureg_MOV(ureg, oCol, ps.rCurSrc);
}
ureg_END(ureg);
nine_ureg_tgsi_dump(ureg, FALSE);
return ureg_create_shader_and_destroy(ureg, device->pipe);
}
static struct NineVertexShader9 *
nine_ff_get_vs(struct NineDevice9 *device)
{
const struct nine_state *state = &device->state;
struct NineVertexShader9 *vs;
enum pipe_error err;
struct vs_build_ctx bld;
struct nine_ff_vs_key key;
unsigned s, i;
char input_texture_coord[8];
assert(sizeof(key
) <= sizeof(key.
value32));
memset(&input_texture_coord
, 0, sizeof(input_texture_coord
));
bld.key = &key;
/* FIXME: this shouldn't be NULL, but it is on init */
if (state->vdecl) {
key.color0in_one = 1;
key.color1in_one = 1;
for (i = 0; i < state->vdecl->nelems; i++) {
uint16_t usage = state->vdecl->usage_map[i];
if (usage == NINE_DECLUSAGE_POSITIONT)
key.position_t = 1;
else if (usage == NINE_DECLUSAGE_i(COLOR, 0))
key.color0in_one = 0;
else if (usage == NINE_DECLUSAGE_i(COLOR, 1))
key.color1in_one = 0;
else if (usage == NINE_DECLUSAGE_PSIZE)
key.vertexpointsize = 1;
else if (usage % NINE_DECLUSAGE_COUNT == NINE_DECLUSAGE_TEXCOORD) {
s = usage / NINE_DECLUSAGE_COUNT;
if (s < 8)
input_texture_coord[s] = 1;
else
DBG("FF given texture coordinate >= 8. Ignoring\n");
}
}
}
if (!key.vertexpointsize)
key.pointscale = !!state->rs[D3DRS_POINTSCALEENABLE];
key.lighting = !!state->rs[D3DRS_LIGHTING] && state->ff.num_lights_active;
key.darkness = !!state->rs[D3DRS_LIGHTING] && !state->ff.num_lights_active;
if (key.position_t) {
key.darkness = 0; /* |= key.lighting; */ /* XXX ? */
key.lighting = 0;
}
if ((key.lighting | key.darkness) && state->rs[D3DRS_COLORVERTEX]) {
key.mtl_diffuse = state->rs[D3DRS_DIFFUSEMATERIALSOURCE];
key.mtl_ambient = state->rs[D3DRS_AMBIENTMATERIALSOURCE];
key.mtl_specular = state->rs[D3DRS_SPECULARMATERIALSOURCE];
key.mtl_emissive = state->rs[D3DRS_EMISSIVEMATERIALSOURCE];
}
key.fog_mode = state->rs[D3DRS_FOGENABLE] ? state->rs[D3DRS_FOGVERTEXMODE] : 0;
if (key.fog_mode)
key.fog_range = !key.position_t && state->rs[D3DRS_RANGEFOGENABLE];
if (state->rs[D3DRS_VERTEXBLEND] != D3DVBF_DISABLE) {
key.vertexblend_indexed = !!state->rs[D3DRS_INDEXEDVERTEXBLENDENABLE];
switch (state->rs[D3DRS_VERTEXBLEND]) {
case D3DVBF_0WEIGHTS: key.vertexblend = key.vertexblend_indexed; break;
case D3DVBF_1WEIGHTS: key.vertexblend = 2; break;
case D3DVBF_2WEIGHTS: key.vertexblend = 3; break;
case D3DVBF_3WEIGHTS: key.vertexblend = 4; break;
case D3DVBF_TWEENING: key.vertextween = 1; break;
default:
break;
}
}
for (s = 0; s < 8; ++s) {
unsigned gen = (state->ff.tex_stage[s][D3DTSS_TEXCOORDINDEX] >> 16) + 1;
unsigned dim = MIN2(state->ff.tex_stage[s][D3DTSS_TEXTURETRANSFORMFLAGS] & 0x7, 4);
if (key.position_t && gen > NINED3DTSS_TCI_PASSTHRU)
gen = NINED3DTSS_TCI_PASSTHRU;
if (!input_texture_coord[s] && gen == NINED3DTSS_TCI_PASSTHRU)
gen = NINED3DTSS_TCI_DISABLE;
key.tc_gen |= gen << (s * 3);
key.tc_idx |= (state->ff.tex_stage[s][D3DTSS_TEXCOORDINDEX] & 7) << (s * 3);
key.tc_dim |= dim << (s * 3);
}
vs = util_hash_table_get(device->ff.ht_vs, &key);
if (vs)
return vs;
NineVertexShader9_new(device, &vs, NULL, nine_ff_build_vs(device, &bld));
nine_ff_prune_vs(device);
if (vs) {
unsigned n;
memcpy(&vs
->ff_key
, &key
, sizeof(vs
->ff_key
));
err = util_hash_table_set(device->ff.ht_vs, &vs->ff_key, vs);
device->ff.num_vs++;
NineUnknown_ConvertRefToBind(NineUnknown(vs));
vs->num_inputs = bld.num_inputs;
for (n = 0; n < bld.num_inputs; ++n)
vs->input_map[n].ndecl = bld.input[n];
vs->position_t = key.position_t;
vs->point_size = key.vertexpointsize | key.pointscale;
}
return vs;
}
static struct NinePixelShader9 *
nine_ff_get_ps(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
struct NinePixelShader9 *ps;
enum pipe_error err;
struct nine_ff_ps_key key;
unsigned s;
uint8_t sampler_mask = 0;
assert(sizeof(key
) <= sizeof(key.
value32));
for (s = 0; s < 8; ++s) {
key.ts[s].colorop = state->ff.tex_stage[s][D3DTSS_COLOROP];
key.ts[s].alphaop = state->ff.tex_stage[s][D3DTSS_ALPHAOP];
/* MSDN says D3DTOP_DISABLE disables this and all subsequent stages. */
/* ALPHAOP cannot be disabled if COLOROP is enabled. */
if (key.ts[s].colorop == D3DTOP_DISABLE) {
key.ts[s].alphaop = D3DTOP_DISABLE; /* DISABLE == 1, avoid degenerate keys */
break;
}
if (!state->texture[s] &&
state->ff.tex_stage[s][D3DTSS_COLORARG1] == D3DTA_TEXTURE) {
/* This should also disable the stage. */
key.ts[s].colorop = key.ts[s].alphaop = D3DTOP_DISABLE;
break;
}
if (state->ff.tex_stage[s][D3DTSS_COLORARG1] == D3DTA_TEXTURE)
sampler_mask |= (1 << s);
if (key.ts[s].colorop != D3DTOP_DISABLE) {
uint8_t used_c = ps_d3dtop_args_mask(key.ts[s].colorop);
if (used_c & 0x1) key.ts[s].colorarg0 = state->ff.tex_stage[s][D3DTSS_COLORARG0];
if (used_c & 0x2) key.ts[s].colorarg1 = state->ff.tex_stage[s][D3DTSS_COLORARG1];
if (used_c & 0x4) key.ts[s].colorarg2 = state->ff.tex_stage[s][D3DTSS_COLORARG2];
if (used_c & 0x1) key.colorarg_b4[0] |= (state->ff.tex_stage[s][D3DTSS_COLORARG0] >> 4) << s;
if (used_c & 0x1) key.colorarg_b5[0] |= (state->ff.tex_stage[s][D3DTSS_COLORARG0] >> 5) << s;
if (used_c & 0x2) key.colorarg_b4[1] |= (state->ff.tex_stage[s][D3DTSS_COLORARG1] >> 4) << s;
if (used_c & 0x2) key.colorarg_b5[1] |= (state->ff.tex_stage[s][D3DTSS_COLORARG1] >> 5) << s;
if (used_c & 0x4) key.colorarg_b4[2] |= (state->ff.tex_stage[s][D3DTSS_COLORARG2] >> 4) << s;
if (used_c & 0x4) key.colorarg_b5[2] |= (state->ff.tex_stage[s][D3DTSS_COLORARG2] >> 5) << s;
}
if (key.ts[s].alphaop != D3DTOP_DISABLE) {
uint8_t used_a = ps_d3dtop_args_mask(key.ts[s].alphaop);
if (used_a & 0x1) key.ts[s].alphaarg0 = state->ff.tex_stage[s][D3DTSS_ALPHAARG0];
if (used_a & 0x2) key.ts[s].alphaarg1 = state->ff.tex_stage[s][D3DTSS_ALPHAARG1];
if (used_a & 0x4) key.ts[s].alphaarg2 = state->ff.tex_stage[s][D3DTSS_ALPHAARG2];
if (used_a & 0x1) key.alphaarg_b4[0] |= (state->ff.tex_stage[s][D3DTSS_ALPHAARG0] >> 4) << s;
if (used_a & 0x2) key.alphaarg_b4[1] |= (state->ff.tex_stage[s][D3DTSS_ALPHAARG1] >> 4) << s;
if (used_a & 0x4) key.alphaarg_b4[2] |= (state->ff.tex_stage[s][D3DTSS_ALPHAARG2] >> 4) << s;
}
key.ts[s].resultarg = state->ff.tex_stage[s][D3DTSS_RESULTARG] == D3DTA_TEMP;
key.ts[s].projected = !!(state->ff.tex_stage[s][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED);
if (state->texture[s]) {
switch (state->texture[s]->base.type) {
case D3DRTYPE_TEXTURE: key.ts[s].textarget = 1; break;
case D3DRTYPE_VOLUMETEXTURE: key.ts[s].textarget = 2; break;
case D3DRTYPE_CUBETEXTURE: key.ts[s].textarget = 3; break;
default:
assert(!"unexpected texture type");
break;
}
} else {
key.ts[s].textarget = 1;
}
}
for (; s < 8; ++s)
key.ts[s].colorop = key.ts[s].alphaop = D3DTOP_DISABLE;
if (state->rs[D3DRS_FOGENABLE])
key.fog_mode = state->rs[D3DRS_FOGTABLEMODE];
ps = util_hash_table_get(device->ff.ht_ps, &key);
if (ps)
return ps;
NinePixelShader9_new(device, &ps, NULL, nine_ff_build_ps(device, &key));
nine_ff_prune_ps(device);
if (ps) {
memcpy(&ps
->ff_key
, &key
, sizeof(ps
->ff_key
));
err = util_hash_table_set(device->ff.ht_ps, &ps->ff_key, ps);
device->ff.num_ps++;
NineUnknown_ConvertRefToBind(NineUnknown(ps));
ps->rt_mask = 0x1;
ps->sampler_mask = sampler_mask;
}
return ps;
}
#define GET_D3DTS(n) nine_state_access_transform(state, D3DTS_##n, FALSE)
#define IS_D3DTS_DIRTY(s,n) ((s)->ff.changed.transform[(D3DTS_##n) / 32] & (1 << ((D3DTS_##n) % 32)))
static void
nine_ff_load_vs_transforms(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
D3DMATRIX T;
D3DMATRIX *M = (D3DMATRIX *)device->ff.vs_const;
unsigned i;
/* TODO: make this nicer, and only upload the ones we need */
/* TODO: use ff.vs_const as storage of W, V, P matrices */
if (IS_D3DTS_DIRTY(state, WORLD) ||
IS_D3DTS_DIRTY(state, VIEW) ||
IS_D3DTS_DIRTY(state, PROJECTION)) {
/* WVP, WV matrices */
nine_d3d_matrix_matrix_mul(&M[1], GET_D3DTS(WORLD), GET_D3DTS(VIEW));
nine_d3d_matrix_matrix_mul(&M[0], &M[1], GET_D3DTS(PROJECTION));
/* normal matrix == transpose(inverse(WV)) */
nine_d3d_matrix_inverse_3x3(&T, &M[1]);
nine_d3d_matrix_transpose(&M[4], &T);
/* VP matrix */
nine_d3d_matrix_matrix_mul(&M[2], GET_D3DTS(VIEW), GET_D3DTS(PROJECTION));
/* V and W matrix */
M[3] = *GET_D3DTS(VIEW);
M[56] = *GET_D3DTS(WORLD);
}
if (state->rs[D3DRS_VERTEXBLEND] != D3DVBF_DISABLE) {
/* load other world matrices */
for (i = 1; i <= 7; ++i)
M[56 + i] = *GET_D3DTS(WORLDMATRIX(i));
}
device->ff.vs_const[30 * 4] = asfloat(state->rs[D3DRS_TWEENFACTOR]);
}
static void
nine_ff_load_lights(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
struct fvec4 *dst = (struct fvec4 *)device->ff.vs_const;
unsigned l;
if (state->changed.group & NINE_STATE_FF_MATERIAL) {
const D3DMATERIAL9 *mtl = &state->ff.material;
memcpy(&dst
[20], &mtl
->Diffuse
, 4 * sizeof(float));
memcpy(&dst
[21], &mtl
->Ambient
, 4 * sizeof(float));
memcpy(&dst
[22], &mtl
->Specular
, 4 * sizeof(float));
dst[23].x = mtl->Power;
memcpy(&dst
[24], &mtl
->Emissive
, 4 * sizeof(float));
d3dcolor_to_rgba(&dst[25].x, state->rs[D3DRS_AMBIENT]);
dst[19].x = dst[25].x * mtl->Ambient.r + mtl->Emissive.r;
dst[19].y = dst[25].y * mtl->Ambient.g + mtl->Emissive.g;
dst[19].z = dst[25].z * mtl->Ambient.b + mtl->Emissive.b;
dst[19].w = mtl->Ambient.a + mtl->Emissive.a;
}
if (!(state->changed.group & NINE_STATE_FF_LIGHTING))
return;
for (l = 0; l < state->ff.num_lights_active; ++l) {
const D3DLIGHT9 *light = &state->ff.light[state->ff.active_light[l]];
dst[32 + l * 8].x = light->Type;
dst[32 + l * 8].y = light->Attenuation0;
dst[32 + l * 8].z = light->Attenuation1;
dst[32 + l * 8].w = light->Attenuation2;
memcpy(&dst
[33 + l
* 8].
x, &light
->Diffuse
, sizeof(light
->Diffuse
));
memcpy(&dst
[34 + l
* 8].
x, &light
->Specular
, sizeof(light
->Specular
));
memcpy(&dst
[35 + l
* 8].
x, &light
->Ambient
, sizeof(light
->Ambient
));
nine_d3d_vector4_matrix_mul((D3DVECTOR *)&dst[36 + l * 8].x, &light->Position, GET_D3DTS(VIEW));
nine_d3d_vector3_matrix_mul((D3DVECTOR *)&dst[37 + l * 8].x, &light->Direction, GET_D3DTS(VIEW));
dst[36 + l * 8].w = light->Type == D3DLIGHT_DIRECTIONAL ? 1e9f : light->Range;
dst[37 + l * 8].w = light->Falloff;
dst[38 + l * 8].x = cosf(light->Theta * 0.5f);
dst[38 + l * 8].y = cosf(light->Phi * 0.5f);
dst[38 + l * 8].z = 1.0f / (dst[38 + l * 8].x - dst[38 + l * 8].y);
dst[39 + l * 8].w = (l + 1) == state->ff.num_lights_active;
}
}
static void
nine_ff_load_point_and_fog_params(struct NineDevice9 *device)
{
const struct nine_state *state = &device->state;
struct fvec4 *dst = (struct fvec4 *)device->ff.vs_const;
if (!(state->changed.group & NINE_STATE_FF_OTHER))
return;
dst[26].x = asfloat(state->rs[D3DRS_POINTSIZE_MIN]);
dst[26].y = asfloat(state->rs[D3DRS_POINTSIZE_MAX]);
dst[26].z = asfloat(state->rs[D3DRS_POINTSIZE]);
dst[26].w = asfloat(state->rs[D3DRS_POINTSCALE_A]);
dst[27].x = asfloat(state->rs[D3DRS_POINTSCALE_B]);
dst[27].y = asfloat(state->rs[D3DRS_POINTSCALE_C]);
dst[28].x = asfloat(state->rs[D3DRS_FOGEND]);
dst[28].y = 1.0f / (asfloat(state->rs[D3DRS_FOGEND]) - asfloat(state->rs[D3DRS_FOGSTART]));
if (isinf(dst[28].y))
dst[28].y = 0.0f;
dst[28].z = asfloat(state->rs[D3DRS_FOGDENSITY]);
d3dcolor_to_rgba(&dst[29].x, state->rs[D3DRS_FOGCOLOR]);
}
static void
nine_ff_load_tex_matrices(struct NineDevice9 *device)
{
struct nine_state *state = &device->state;
D3DMATRIX *M = (D3DMATRIX *)device->ff.vs_const;
unsigned s;
if (!(state->ff.changed.transform[0] & 0xff0000))
return;
for (s = 0; s < 8; ++s) {
if (IS_D3DTS_DIRTY(state, TEXTURE0 + s))
M[32 + s] = *nine_state_access_transform(state, D3DTS_TEXTURE0 + s, FALSE);
}
}
static void
nine_ff_load_ps_params(struct NineDevice9 *device)
{
const struct nine_state *state = &device->state;
struct fvec4 *dst = (struct fvec4 *)device->ff.ps_const;
unsigned s;
if (!(state->changed.group & (NINE_STATE_FF_PSSTAGES | NINE_STATE_FF_OTHER)))
return;
for (s = 0; s < 8; ++s)
d3dcolor_to_rgba(&dst[s].x, state->ff.tex_stage[s][D3DTSS_CONSTANT]);
for (s = 0; s < 8; ++s) {
dst[8 + s].x = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVMAT00]);
dst[8 + s].y = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVMAT01]);
dst[8 + s].z = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVMAT10]);
dst[8 + s].w = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVMAT11]);
if (s & 1) {
dst[8 + s / 2].z = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLSCALE]);
dst[8 + s / 2].w = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLOFFSET]);
} else {
dst[8 + s / 2].x = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLSCALE]);
dst[8 + s / 2].y = asfloat(state->ff.tex_stage[s][D3DTSS_BUMPENVLOFFSET]);
}
}
d3dcolor_to_rgba(&dst[20].x, state->rs[D3DRS_TEXTUREFACTOR]);
d3dcolor_to_rgba(&dst[21].x, state->rs[D3DRS_FOGCOLOR]);
dst[22].x = asfloat(state->rs[D3DRS_FOGEND]);
dst[22].y = 1.0f / (asfloat(state->rs[D3DRS_FOGEND]) - asfloat(state->rs[D3DRS_FOGSTART]));
dst[22].z = asfloat(state->rs[D3DRS_FOGDENSITY]);
}
static void
nine_ff_load_viewport_info(struct NineDevice9 *device)
{
D3DVIEWPORT9 *viewport = &device->state.viewport;
struct fvec4 *dst = (struct fvec4 *)device->ff.vs_const;
float diffZ = viewport->MaxZ - viewport->MinZ;
/* Note: the other functions avoids to fill the const again if nothing changed.
* But we don't have much to fill, and adding code to allow that may be complex
* so just fill it always */
dst[100].x = 2.0f / (float)(viewport->Width);
dst[100].y = 2.0f / (float)(viewport->Height);
dst[100].z = (diffZ == 0.0f) ? 0.0f : (1.0f / diffZ);
dst[101].x = (float)(viewport->X);
dst[101].y = (float)(viewport->Y);
dst[101].z = (float)(viewport->MinZ);
}
void
nine_ff_update(struct NineDevice9 *device)
{
struct pipe_context *pipe = device->pipe;
struct nine_state *state = &device->state;
DBG("vs=%p ps=%p\n", device->state.vs, device->state.ps);
/* NOTE: the only reference belongs to the hash table */
if (!device->state.vs)
device->ff.vs = nine_ff_get_vs(device);
if (!device->state.ps)
device->ff.ps = nine_ff_get_ps(device);
if (!device->state.vs) {
if (device->state.ff.clobber.vs_const) {
device->state.ff.clobber.vs_const = FALSE;
device->state.changed.group |=
NINE_STATE_FF_VSTRANSF |
NINE_STATE_FF_MATERIAL |
NINE_STATE_FF_LIGHTING |
NINE_STATE_FF_OTHER;
device->state.ff.changed.transform[0] |= 0xff000c;
device->state.ff.changed.transform[8] |= 0xff;
}
nine_ff_load_vs_transforms(device);
nine_ff_load_tex_matrices(device);
nine_ff_load_lights(device);
nine_ff_load_point_and_fog_params(device);
nine_ff_load_viewport_info(device);
memset(state
->ff.
changed.
transform, 0, sizeof(state
->ff.
changed.
transform));
device->state.changed.group |= NINE_STATE_VS;
device->state.changed.group |= NINE_STATE_VS_CONST;
if (device->prefer_user_constbuf) {
struct pipe_context *pipe = device->pipe;
struct pipe_constant_buffer cb;
cb.buffer_offset = 0;
cb.buffer = NULL;
cb.user_buffer = device->ff.vs_const;
cb.buffer_size = NINE_FF_NUM_VS_CONST * 4 * sizeof(float);
pipe->set_constant_buffer(pipe, PIPE_SHADER_VERTEX, 0, &cb);
} else {
struct pipe_box box;
u_box_1d(0, NINE_FF_NUM_VS_CONST * 4 * sizeof(float), &box);
pipe->transfer_inline_write(pipe, device->constbuf_vs, 0,
0, &box,
device->ff.vs_const, 0, 0);
nine_ranges_insert(&device->state.changed.vs_const_f, 0, NINE_FF_NUM_VS_CONST,
&device->range_pool);
}
}
if (!device->state.ps) {
if (device->state.ff.clobber.ps_const) {
device->state.ff.clobber.ps_const = FALSE;
device->state.changed.group |=
NINE_STATE_FF_PSSTAGES |
NINE_STATE_FF_OTHER;
}
nine_ff_load_ps_params(device);
device->state.changed.group |= NINE_STATE_PS;
device->state.changed.group |= NINE_STATE_PS_CONST;
if (device->prefer_user_constbuf) {
struct pipe_context *pipe = device->pipe;
struct pipe_constant_buffer cb;
cb.buffer_offset = 0;
cb.buffer = NULL;
cb.user_buffer = device->ff.ps_const;
cb.buffer_size = NINE_FF_NUM_PS_CONST * 4 * sizeof(float);
pipe->set_constant_buffer(pipe, PIPE_SHADER_FRAGMENT, 0, &cb);
} else {
struct pipe_box box;
u_box_1d(0, NINE_FF_NUM_PS_CONST * 4 * sizeof(float), &box);
pipe->transfer_inline_write(pipe, device->constbuf_ps, 0,
0, &box,
device->ff.ps_const, 0, 0);
nine_ranges_insert(&device->state.changed.ps_const_f, 0, NINE_FF_NUM_PS_CONST,
&device->range_pool);
}
}
device->state.changed.group &= ~NINE_STATE_FF;
}
boolean
nine_ff_init(struct NineDevice9 *device)
{
device->ff.ht_vs = util_hash_table_create(nine_ff_vs_key_hash,
nine_ff_vs_key_comp);
device->ff.ht_ps = util_hash_table_create(nine_ff_ps_key_hash,
nine_ff_ps_key_comp);
device->ff.ht_fvf = util_hash_table_create(nine_ff_fvf_key_hash,
nine_ff_fvf_key_comp);
device->ff.vs_const = CALLOC(NINE_FF_NUM_VS_CONST, 4 * sizeof(float));
device->ff.ps_const = CALLOC(NINE_FF_NUM_PS_CONST, 4 * sizeof(float));
return device->ff.ht_vs && device->ff.ht_ps &&
device->ff.ht_fvf &&
device->ff.vs_const && device->ff.ps_const;
}
static enum pipe_error nine_ff_ht_delete_cb(void *key, void *value, void *data)
{
NineUnknown_Unbind(NineUnknown(value));
return PIPE_OK;
}
void
nine_ff_fini(struct NineDevice9 *device)
{
if (device->ff.ht_vs) {
util_hash_table_foreach(device->ff.ht_vs, nine_ff_ht_delete_cb, NULL);
util_hash_table_destroy(device->ff.ht_vs);
}
if (device->ff.ht_ps) {
util_hash_table_foreach(device->ff.ht_ps, nine_ff_ht_delete_cb, NULL);
util_hash_table_destroy(device->ff.ht_ps);
}
if (device->ff.ht_fvf) {
util_hash_table_foreach(device->ff.ht_fvf, nine_ff_ht_delete_cb, NULL);
util_hash_table_destroy(device->ff.ht_fvf);
}
device->ff.vs = NULL; /* destroyed by unbinding from hash table */
device->ff.ps = NULL;
FREE(device->ff.vs_const);
FREE(device->ff.ps_const);
}
static void
nine_ff_prune_vs(struct NineDevice9 *device)
{
if (device->ff.num_vs > 100) {
/* could destroy the bound one here, so unbind */
device->pipe->bind_vs_state(device->pipe, NULL);
util_hash_table_foreach(device->ff.ht_vs, nine_ff_ht_delete_cb, NULL);
util_hash_table_clear(device->ff.ht_vs);
device->ff.num_vs = 0;
device->state.changed.group |= NINE_STATE_VS;
}
}
static void
nine_ff_prune_ps(struct NineDevice9 *device)
{
if (device->ff.num_ps > 100) {
/* could destroy the bound one here, so unbind */
device->pipe->bind_fs_state(device->pipe, NULL);
util_hash_table_foreach(device->ff.ht_ps, nine_ff_ht_delete_cb, NULL);
util_hash_table_clear(device->ff.ht_ps);
device->ff.num_ps = 0;
device->state.changed.group |= NINE_STATE_PS;
}
}
/* ========================================================================== */
/* Matrix multiplication:
*
* in memory: 0 1 2 3 (row major)
* 4 5 6 7
* 8 9 a b
* c d e f
*
* cA cB cC cD
* r0 = (r0 * cA) (r0 * cB) . .
* r1 = (r1 * cA) (r1 * cB)
* r2 = (r2 * cA) .
* r3 = (r3 * cA) .
*
* r: (11) (12) (13) (14)
* (21) (22) (23) (24)
* (31) (32) (33) (34)
* (41) (42) (43) (44)
* l: (11 12 13 14)
* (21 22 23 24)
* (31 32 33 34)
* (41 42 43 44)
*
* v: (x y z 1 )
*
* t.xyzw = MUL(v.xxxx, r[0]);
* t.xyzw = MAD(v.yyyy, r[1], t.xyzw);
* t.xyzw = MAD(v.zzzz, r[2], t.xyzw);
* v.xyzw = MAD(v.wwww, r[3], t.xyzw);
*
* v.x = DP4(v, c[0]);
* v.y = DP4(v, c[1]);
* v.z = DP4(v, c[2]);
* v.w = DP4(v, c[3]) = 1
*/
/*
static void
nine_D3DMATRIX_print(const D3DMATRIX *M)
{
DBG("\n(%f %f %f %f)\n"
"(%f %f %f %f)\n"
"(%f %f %f %f)\n"
"(%f %f %f %f)\n",
M->m[0][0], M->m[0][1], M->m[0][2], M->m[0][3],
M->m[1][0], M->m[1][1], M->m[1][2], M->m[1][3],
M->m[2][0], M->m[2][1], M->m[2][2], M->m[2][3],
M->m[3][0], M->m[3][1], M->m[3][2], M->m[3][3]);
}
*/
static INLINE float
nine_DP4_row_col(const D3DMATRIX *A, int r, const D3DMATRIX *B, int c)
{
return A->m[r][0] * B->m[0][c] +
A->m[r][1] * B->m[1][c] +
A->m[r][2] * B->m[2][c] +
A->m[r][3] * B->m[3][c];
}
static INLINE float
nine_DP4_vec_col(const D3DVECTOR *v, const D3DMATRIX *M, int c)
{
return v->x * M->m[0][c] +
v->y * M->m[1][c] +
v->z * M->m[2][c] +
1.0f * M->m[3][c];
}
static INLINE float
nine_DP3_vec_col(const D3DVECTOR *v, const D3DMATRIX *M, int c)
{
return v->x * M->m[0][c] +
v->y * M->m[1][c] +
v->z * M->m[2][c];
}
void
nine_d3d_matrix_matrix_mul(D3DMATRIX *D, const D3DMATRIX *L, const D3DMATRIX *R)
{
D->_11 = nine_DP4_row_col(L, 0, R, 0);
D->_12 = nine_DP4_row_col(L, 0, R, 1);
D->_13 = nine_DP4_row_col(L, 0, R, 2);
D->_14 = nine_DP4_row_col(L, 0, R, 3);
D->_21 = nine_DP4_row_col(L, 1, R, 0);
D->_22 = nine_DP4_row_col(L, 1, R, 1);
D->_23 = nine_DP4_row_col(L, 1, R, 2);
D->_24 = nine_DP4_row_col(L, 1, R, 3);
D->_31 = nine_DP4_row_col(L, 2, R, 0);
D->_32 = nine_DP4_row_col(L, 2, R, 1);
D->_33 = nine_DP4_row_col(L, 2, R, 2);
D->_34 = nine_DP4_row_col(L, 2, R, 3);
D->_41 = nine_DP4_row_col(L, 3, R, 0);
D->_42 = nine_DP4_row_col(L, 3, R, 1);
D->_43 = nine_DP4_row_col(L, 3, R, 2);
D->_44 = nine_DP4_row_col(L, 3, R, 3);
}
void
nine_d3d_vector4_matrix_mul(D3DVECTOR *d, const D3DVECTOR *v, const D3DMATRIX *M)
{
d->x = nine_DP4_vec_col(v, M, 0);
d->y = nine_DP4_vec_col(v, M, 1);
d->z = nine_DP4_vec_col(v, M, 2);
}
void
nine_d3d_vector3_matrix_mul(D3DVECTOR *d, const D3DVECTOR *v, const D3DMATRIX *M)
{
d->x = nine_DP3_vec_col(v, M, 0);
d->y = nine_DP3_vec_col(v, M, 1);
d->z = nine_DP3_vec_col(v, M, 2);
}
void
nine_d3d_matrix_transpose(D3DMATRIX *D, const D3DMATRIX *M)
{
unsigned i, j;
for (i = 0; i < 4; ++i)
for (j = 0; j < 4; ++j)
D->m[i][j] = M->m[j][i];
}
#define _M_ADD_PROD_1i_2j_3k_4l(i,j,k,l) do { \
float t = M->_1##i * M->_2##j * M->_3##k * M->_4##l; \
if (t > 0.0f) pos += t; else neg += t; } while(0)
#define _M_SUB_PROD_1i_2j_3k_4l(i,j,k,l) do { \
float t = M->_1##i * M->_2##j * M->_3##k * M->_4##l; \
if (t > 0.0f) neg -= t; else pos -= t; } while(0)
float
nine_d3d_matrix_det(const D3DMATRIX *M)
{
float pos = 0.0f;
float neg = 0.0f;
_M_ADD_PROD_1i_2j_3k_4l(1, 2, 3, 4);
_M_ADD_PROD_1i_2j_3k_4l(1, 3, 4, 2);
_M_ADD_PROD_1i_2j_3k_4l(1, 4, 2, 3);
_M_ADD_PROD_1i_2j_3k_4l(2, 1, 4, 3);
_M_ADD_PROD_1i_2j_3k_4l(2, 3, 1, 4);
_M_ADD_PROD_1i_2j_3k_4l(2, 4, 3, 1);
_M_ADD_PROD_1i_2j_3k_4l(3, 1, 2, 4);
_M_ADD_PROD_1i_2j_3k_4l(3, 2, 4, 1);
_M_ADD_PROD_1i_2j_3k_4l(3, 4, 1, 2);
_M_ADD_PROD_1i_2j_3k_4l(4, 1, 3, 2);
_M_ADD_PROD_1i_2j_3k_4l(4, 2, 1, 3);
_M_ADD_PROD_1i_2j_3k_4l(4, 3, 2, 1);
_M_SUB_PROD_1i_2j_3k_4l(1, 2, 4, 3);
_M_SUB_PROD_1i_2j_3k_4l(1, 3, 2, 4);
_M_SUB_PROD_1i_2j_3k_4l(1, 4, 3, 2);
_M_SUB_PROD_1i_2j_3k_4l(2, 1, 3, 4);
_M_SUB_PROD_1i_2j_3k_4l(2, 3, 4, 1);
_M_SUB_PROD_1i_2j_3k_4l(2, 4, 1, 3);
_M_SUB_PROD_1i_2j_3k_4l(3, 1, 4, 2);
_M_SUB_PROD_1i_2j_3k_4l(3, 2, 1, 4);
_M_SUB_PROD_1i_2j_3k_4l(3, 4, 2, 1);
_M_SUB_PROD_1i_2j_3k_4l(4, 1, 2, 3);
_M_SUB_PROD_1i_2j_3k_4l(4, 2, 3, 1);
_M_SUB_PROD_1i_2j_3k_4l(4, 3, 1, 2);
return pos + neg;
}
/* XXX: Probably better to just use src/mesa/math/m_matrix.c because
* I have no idea where this code came from.
*/
void
nine_d3d_matrix_inverse(D3DMATRIX *D, const D3DMATRIX *M)
{
int i, k;
float det;
D->m[0][0] =
M->m[1][1] * M->m[2][2] * M->m[3][3] -
M->m[1][1] * M->m[3][2] * M->m[2][3] -
M->m[1][2] * M->m[2][1] * M->m[3][3] +
M->m[1][2] * M->m[3][1] * M->m[2][3] +
M->m[1][3] * M->m[2][1] * M->m[3][2] -
M->m[1][3] * M->m[3][1] * M->m[2][2];
D->m[0][1] =
-M->m[0][1] * M->m[2][2] * M->m[3][3] +
M->m[0][1] * M->m[3][2] * M->m[2][3] +
M->m[0][2] * M->m[2][1] * M->m[3][3] -
M->m[0][2] * M->m[3][1] * M->m[2][3] -
M->m[0][3] * M->m[2][1] * M->m[3][2] +
M->m[0][3] * M->m[3][1] * M->m[2][2];
D->m[0][2] =
M->m[0][1] * M->m[1][2] * M->m[3][3] -
M->m[0][1] * M->m[3][2] * M->m[1][3] -
M->m[0][2] * M->m[1][1] * M->m[3][3] +
M->m[0][2] * M->m[3][1] * M->m[1][3] +
M->m[0][3] * M->m[1][1] * M->m[3][2] -
M->m[0][3] * M->m[3][1] * M->m[1][2];
D->m[0][3] =
-M->m[0][1] * M->m[1][2] * M->m[2][3] +
M->m[0][1] * M->m[2][2] * M->m[1][3] +
M->m[0][2] * M->m[1][1] * M->m[2][3] -
M->m[0][2] * M->m[2][1] * M->m[1][3] -
M->m[0][3] * M->m[1][1] * M->m[2][2] +
M->m[0][3] * M->m[2][1] * M->m[1][2];
D->m[1][0] =
-M->m[1][0] * M->m[2][2] * M->m[3][3] +
M->m[1][0] * M->m[3][2] * M->m[2][3] +
M->m[1][2] * M->m[2][0] * M->m[3][3] -
M->m[1][2] * M->m[3][0] * M->m[2][3] -
M->m[1][3] * M->m[2][0] * M->m[3][2] +
M->m[1][3] * M->m[3][0] * M->m[2][2];
D->m[1][1] =
M->m[0][0] * M->m[2][2] * M->m[3][3] -
M->m[0][0] * M->m[3][2] * M->m[2][3] -
M->m[0][2] * M->m[2][0] * M->m[3][3] +
M->m[0][2] * M->m[3][0] * M->m[2][3] +
M->m[0][3] * M->m[2][0] * M->m[3][2] -
M->m[0][3] * M->m[3][0] * M->m[2][2];
D->m[1][2] =
-M->m[0][0] * M->m[1][2] * M->m[3][3] +
M->m[0][0] * M->m[3][2] * M->m[1][3] +
M->m[0][2] * M->m[1][0] * M->m[3][3] -
M->m[0][2] * M->m[3][0] * M->m[1][3] -
M->m[0][3] * M->m[1][0] * M->m[3][2] +
M->m[0][3] * M->m[3][0] * M->m[1][2];
D->m[1][3] =
M->m[0][0] * M->m[1][2] * M->m[2][3] -
M->m[0][0] * M->m[2][2] * M->m[1][3] -
M->m[0][2] * M->m[1][0] * M->m[2][3] +
M->m[0][2] * M->m[2][0] * M->m[1][3] +
M->m[0][3] * M->m[1][0] * M->m[2][2] -
M->m[0][3] * M->m[2][0] * M->m[1][2];
D->m[2][0] =
M->m[1][0] * M->m[2][1] * M->m[3][3] -
M->m[1][0] * M->m[3][1] * M->m[2][3] -
M->m[1][1] * M->m[2][0] * M->m[3][3] +
M->m[1][1] * M->m[3][0] * M->m[2][3] +
M->m[1][3] * M->m[2][0] * M->m[3][1] -
M->m[1][3] * M->m[3][0] * M->m[2][1];
D->m[2][1] =
-M->m[0][0] * M->m[2][1] * M->m[3][3] +
M->m[0][0] * M->m[3][1] * M->m[2][3] +
M->m[0][1] * M->m[2][0] * M->m[3][3] -
M->m[0][1] * M->m[3][0] * M->m[2][3] -
M->m[0][3] * M->m[2][0] * M->m[3][1] +
M->m[0][3] * M->m[3][0] * M->m[2][1];
D->m[2][2] =
M->m[0][0] * M->m[1][1] * M->m[3][3] -
M->m[0][0] * M->m[3][1] * M->m[1][3] -
M->m[0][1] * M->m[1][0] * M->m[3][3] +
M->m[0][1] * M->m[3][0] * M->m[1][3] +
M->m[0][3] * M->m[1][0] * M->m[3][1] -
M->m[0][3] * M->m[3][0] * M->m[1][1];
D->m[2][3] =
-M->m[0][0] * M->m[1][1] * M->m[2][3] +
M->m[0][0] * M->m[2][1] * M->m[1][3] +
M->m[0][1] * M->m[1][0] * M->m[2][3] -
M->m[0][1] * M->m[2][0] * M->m[1][3] -
M->m[0][3] * M->m[1][0] * M->m[2][1] +
M->m[0][3] * M->m[2][0] * M->m[1][1];
D->m[3][0] =
-M->m[1][0] * M->m[2][1] * M->m[3][2] +
M->m[1][0] * M->m[3][1] * M->m[2][2] +
M->m[1][1] * M->m[2][0] * M->m[3][2] -
M->m[1][1] * M->m[3][0] * M->m[2][2] -
M->m[1][2] * M->m[2][0] * M->m[3][1] +
M->m[1][2] * M->m[3][0] * M->m[2][1];
D->m[3][1] =
M->m[0][0] * M->m[2][1] * M->m[3][2] -
M->m[0][0] * M->m[3][1] * M->m[2][2] -
M->m[0][1] * M->m[2][0] * M->m[3][2] +
M->m[0][1] * M->m[3][0] * M->m[2][2] +
M->m[0][2] * M->m[2][0] * M->m[3][1] -
M->m[0][2] * M->m[3][0] * M->m[2][1];
D->m[3][2] =
-M->m[0][0] * M->m[1][1] * M->m[3][2] +
M->m[0][0] * M->m[3][1] * M->m[1][2] +
M->m[0][1] * M->m[1][0] * M->m[3][2] -
M->m[0][1] * M->m[3][0] * M->m[1][2] -
M->m[0][2] * M->m[1][0] * M->m[3][1] +
M->m[0][2] * M->m[3][0] * M->m[1][1];
D->m[3][3] =
M->m[0][0] * M->m[1][1] * M->m[2][2] -
M->m[0][0] * M->m[2][1] * M->m[1][2] -
M->m[0][1] * M->m[1][0] * M->m[2][2] +
M->m[0][1] * M->m[2][0] * M->m[1][2] +
M->m[0][2] * M->m[1][0] * M->m[2][1] -
M->m[0][2] * M->m[2][0] * M->m[1][1];
det =
M->m[0][0] * D->m[0][0] +
M->m[1][0] * D->m[0][1] +
M->m[2][0] * D->m[0][2] +
M->m[3][0] * D->m[0][3];
det = 1.0 / det;
for (i = 0; i < 4; i++)
for (k = 0; k < 4; k++)
D->m[i][k] *= det;
#ifdef DEBUG
{
D3DMATRIX I;
nine_d3d_matrix_matrix_mul(&I, D, M);
for (i = 0; i < 4; ++i)
for (k = 0; k < 4; ++k)
if (fabsf(I.m[i][k] - (float)(i == k)) > 1e-3)
DBG("Matrix inversion check FAILED !\n");
}
#endif
}
/* TODO: don't use 4x4 inverse, unless this gets all nicely inlined ? */
void
nine_d3d_matrix_inverse_3x3(D3DMATRIX *D, const D3DMATRIX *M)
{
D3DMATRIX T;
unsigned i, j;
for (i = 0; i < 3; ++i)
for (j = 0; j < 3; ++j)
T.m[i][j] = M->m[i][j];
for (i = 0; i < 3; ++i) {
T.m[i][3] = 0.0f;
T.m[3][i] = 0.0f;
}
T.m[3][3] = 1.0f;
nine_d3d_matrix_inverse(D, &T);
}