Sweden-Number/dlls/d3d8/shader.c

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/*
* shaders implementation
*
* Copyright 2002 Raphael Junqueira
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include <math.h>
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
typedef void (*shader_fct0_t)(void);
typedef void (*shader_fct1_t)(SHADER8Vector*);
typedef void (*shader_fct2_t)(SHADER8Vector*,SHADER8Vector*);
typedef void (*shader_fct3_t)(SHADER8Vector*,SHADER8Vector*,SHADER8Vector*);
typedef void (*shader_fct4_t)(SHADER8Vector*,SHADER8Vector*,SHADER8Vector*,SHADER8Vector*);
/*
typedef union shader_fct {
shader_fct0_t fct0;
shader_fct1_t fct1;
shader_fct2_t fct2;
shader_fct3_t fct3;
shader_fct4_t fct4;
} shader_fct;
*/
typedef void (*shader_fct)();
typedef struct shader_opcode {
CONST BYTE opcode;
const char* name;
CONST UINT num_params;
shader_fct soft_fct;
/*
union {
shader_fct0_t fct0;
shader_fct1_t fct1;
shader_fct2_t fct2;
shader_fct3_t fct3;
shader_fct4_t fct4;
} shader_fct;
*/
} shader_opcode;
typedef struct vshader_input_data {
/*SHADER8Vector V[16];//0-15 */
SHADER8Vector V0;
SHADER8Vector V1;
SHADER8Vector V2;
SHADER8Vector V3;
SHADER8Vector V4;
SHADER8Vector V5;
SHADER8Vector V6;
SHADER8Vector V7;
SHADER8Vector V8;
SHADER8Vector V9;
SHADER8Vector V10;
SHADER8Vector V11;
SHADER8Vector V12;
SHADER8Vector V13;
SHADER8Vector V14;
SHADER8Vector V15;
} vshader_input_data;
typedef struct vshader_output_data {
SHADER8Vector oPos;
/*SHADER8Vector oD[2];//0-1 */
SHADER8Vector oD0;
SHADER8Vector oD1;
/*SHADER8Vector oT[4];//0-3 */
SHADER8Vector oT0;
SHADER8Vector oT1;
SHADER8Vector oT2;
SHADER8Vector oT3;
SHADER8Scalar oFog;
SHADER8Scalar oPts;
} vshader_output_data;
/*********************
* vshader software VM
*/
void vshader_add(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
d->x = s0->x + s1->x;
d->y = s0->y + s1->y;
d->z = s0->z + s1->z;
d->w = s0->w + s1->w;
}
void vshader_dp3(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
}
void vshader_dp4(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
}
void vshader_dst(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
d->x = 1;
d->y = s0->y * s1->y;
d->z = s0->z;
d->w = s1->w;
}
void vshader_expp(SHADER8Vector* d, SHADER8Vector* s0) {
float tmp_f = floorf(s0->w);
d->x = pow(2, tmp_f);
d->y = s0->w - tmp_f;
d->z = pow(2, s0->w);
d->w = 1;
}
void vshader_lit(SHADER8Vector* d, SHADER8Vector* s0) {
d->x = 1;
d->y = (0 < s0->x) ? s0->x : 0;
d->z = (0 < s0->x && 0 < s0->y) ? pow(s0->y, s0->w) : 0;
d->w = 1;
}
void vshader_logp(SHADER8Vector* d, SHADER8Vector* s0) {
d->x = d->y = d->z = d->w = (0 != s0->w) ? log(fabsf(s0->w))/log(2) : HUGE;
}
void vshader_mad(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1, SHADER8Vector* s2) {
d->x = s0->x * s1->x + s2->x;
d->y = s0->y * s1->y + s2->y;
d->z = s0->z * s1->z + s2->z;
d->w = s0->w * s1->w + s2->w;
}
void vshader_max(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
d->x = (s0->x >= s1->x) ? s0->x : s1->x;
d->y = (s0->y >= s1->y) ? s0->y : s1->y;
d->z = (s0->z >= s1->z) ? s0->z : s1->z;
d->w = (s0->w >= s1->w) ? s0->w : s1->w;
}
void vshader_min(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
d->x = (s0->x < s1->x) ? s0->x : s1->x;
d->y = (s0->y < s1->y) ? s0->y : s1->y;
d->z = (s0->z < s1->z) ? s0->z : s1->z;
d->w = (s0->w < s1->w) ? s0->w : s1->w;
}
void vshader_mov(SHADER8Vector* d, SHADER8Vector* s0) {
d->x = s0->x;
d->y = s0->y;
d->z = s0->z;
d->w = s0->w;
}
void vshader_mul(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
d->x = s0->x * s1->x;
d->y = s0->y * s1->y;
d->z = s0->z * s1->z;
d->w = s0->w * s1->w;
}
void vshader_nop(void) {
/* NOPPPP ahhh too easy ;) */
}
void vshader_rcp(SHADER8Vector* d, SHADER8Vector* s0) {
d->x = d->y = d->z = d->w = (0 == s0->w) ? HUGE : 1 / s0->w;
}
void vshader_rsq(SHADER8Vector* d, SHADER8Vector* s0) {
d->x = d->y = d->z = d->w = (0 == s0->w) ? HUGE : 1 / sqrt(fabsf(s0->w));
}
void vshader_sge(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
d->x = (s0->x >= s1->x) ? 1 : 0;
d->y = (s0->y >= s1->y) ? 1 : 0;
d->z = (s0->z >= s1->z) ? 1 : 0;
d->w = (s0->w >= s1->w) ? 1 : 0;
}
void vshader_slt(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
d->x = (s0->x < s1->x) ? 1 : 0;
d->y = (s0->y < s1->y) ? 1 : 0;
d->z = (s0->z < s1->z) ? 1 : 0;
d->w = (s0->w < s1->w) ? 1 : 0;
}
void vshader_sub(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
d->x = s0->x - s1->x;
d->y = s0->y - s1->y;
d->z = s0->z - s1->z;
d->w = s0->w - s1->w;
}
/**
* log, exp, frc, m*x* seems to be macros ins ... to see
*
* @TODO: find this fucking really opcodes values
*/
static CONST shader_opcode vshader_ins [] =
{
{0, "mov", 2, vshader_mov},
{0, "max", 3, vshader_max},
{0, "min", 3, vshader_min},
{0, "sge", 3, vshader_sge},
{0, "slt", 3, vshader_slt},
{0, "add", 3, vshader_add},
{0, "sub", 3, vshader_sub},
{0, "mul", 3, vshader_mul},
{0, "rcp", 2, vshader_rcp},
{0, "mad", 4, vshader_mad},
{0, "dp3", 3, vshader_dp3},
{0, "dp4", 3, vshader_dp4},
{0, "rsq", 2, vshader_rsq},
{0, "dst", 3, vshader_dst},
{0, "lit", 2, vshader_lit},
{0, "expp", 2, vshader_expp},
{0, "logp", 2, vshader_logp},
{0, "nop", 0, vshader_nop},
{0, NULL, 0, NULL}
};
shader_opcode* vshader_get_opcode(const DWORD code) {
return NULL;
}
/**
* Function parser ...
*/
BOOL vshader_parse_function(const DWORD* function) {
return TRUE;
}
BOOL vshader_hardware_execute_function(VERTEXSHADER8* vshader,
const vshader_input_data* input,
vshader_output_data* output) {
/**
* TODO: use the GL_NV_vertex_program
* and specifics vendors variants for it
*/
return TRUE;
}
BOOL vshader_software_execute_function(VERTEXSHADER8* vshader,
const vshader_input_data* input,
vshader_output_data* output) {
/** Vertex Shader Temporary Registers */
/*SHADER8Vector R[12];*/
/*SHADER8Scalar A0;*/
/** temporary Vector for modifier management */
/*SHADER8Vector d;*/
/** parser datas */
const DWORD* pToken = vshader->function;
shader_opcode* curOpcode = NULL;
/* the first dword is the version tag */
/* TODO: parse it */
++pToken;
while (0xFFFFFFFF != *pToken) {
curOpcode = vshader_get_opcode(*pToken);
++pToken;
if (NULL == curOpcode) {
/* unkown current opcode ... */
return FALSE;
}
if (curOpcode->num_params > 0) {
/* TODO */
}
}
return TRUE;
}
/**
* Declaration Parser First draft ...
*/
#if 0
static CONST char* vshader_decl [] =
{
"D3DVSDT_D3DCOLOR",
"D3DVSDT_FLOAT1",
"D3DVSDT_FLOAT2",
"D3DVSDT_FLOAT3",
"D3DVSDT_FLOAT4",
"D3DVSDT_UBYTE4",
NULL
};
#endif
/** Vertex Shader Declaration parser tokens */
enum D3DVSD_TOKENS {
D3DVSD_STREAM,
D3DVSD_END
};
BOOL vshader_parse_declaration(VERTEXSHADER8* vshader) {
/** parser data */
const DWORD* pToken = vshader->decl;
++pToken;
while (0xFFFFFFFF != *pToken) {
/** TODO */
++pToken;
}
return TRUE;
}
HRESULT WINAPI ValidatePixelShader(void) {
FIXME("(void): stub\n");
return 0;
}
HRESULT WINAPI ValidateVertexShader(void) {
FIXME("(void): stub\n");
return 0;
}