/* 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++; assert(i < PIPE_MAX_ATTRIBS); 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) { assert(!key->vertexblend); 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: assert(dim <= 3); 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: assert(!"TODO"); 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: assert(0); 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: assert(0); 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: assert(!"invalid D3DTOP"); 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); memset(&ps, 0, sizeof(ps)); 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(&key, 0, sizeof(key)); memset(&bld, 0, sizeof(bld)); 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: assert(!"invalid D3DVBF"); 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); assert(err == PIPE_OK); 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)); memset(&key, 0, sizeof(key)); 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); assert(err == PIPE_OK); 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); }