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);
/**
* DirectX9 SDK download
* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
*
* Exploring D3DX
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
*
* Using Vertex Shaders
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
*
* Dx9 New
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
*
* Dx9 Shaders
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
*
* Dx9 D3DX
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
*
* FVF
* http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
*
* NVIDIA: DX8 Vertex Shader to NV Vertex Program
* http://developer.nvidia.com/view.asp?IO=vstovp
*
* NVIDIA: Memory Management with VAR
* http://developer.nvidia.com/view.asp?IO=var_memory_management
*/
typedef void (*shader_fct_t)();
typedef struct SHADER_OPCODE {
CONST BYTE opcode;
const char* name;
CONST UINT num_params;
shader_fct_t soft_fct;
} SHADER_OPCODE;
/** Vertex Shader Declaration data types tokens */
static CONST char* VertexShaderDeclDataTypes [] = {
"D3DVSDT_FLOAT1",
"D3DVSDT_FLOAT2",
"D3DVSDT_FLOAT3",
"D3DVSDT_FLOAT4",
"D3DVSDT_D3DCOLOR",
"D3DVSDT_UBYTE4",
"D3DVSDT_SHORT2",
"D3DVSDT_SHORT4",
NULL
};
static CONST char* VertexShaderDeclRegister [] = {
"D3DVSDE_POSITION",
"D3DVSDE_BLENDWEIGHT",
"D3DVSDE_BLENDINDICES",
"D3DVSDE_NORMAL",
"D3DVSDE_PSIZE",
"D3DVSDE_DIFFUSE",
"D3DVSDE_SPECULAR",
"D3DVSDE_TEXCOORD0",
"D3DVSDE_TEXCOORD1",
"D3DVSDE_TEXCOORD2",
"D3DVSDE_TEXCOORD3",
"D3DVSDE_TEXCOORD4",
"D3DVSDE_TEXCOORD5",
"D3DVSDE_TEXCOORD6",
"D3DVSDE_TEXCOORD7",
"D3DVSDE_POSITION2",
"D3DVSDE_NORMAL2",
NULL
};
/*******************************
* vshader functions software VM
*/
void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* 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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
}
void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* 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;
/*
DPRINTF("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w);
*/
}
void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->x = 1.0f;
d->y = s0->y * s1->y;
d->z = s0->z;
d->w = s1->w;
/*
DPRINTF("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w);
*/
}
void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
float tmp_f = floorf(s0->w);
DWORD tmp_d = 0;
tmp_f = powf(2.0f, s0->w);
tmp_d = *((DWORD*) &tmp_f) & 0xFFFFFF00;
d->x = powf(2.0f, tmp_f);
d->y = s0->w - tmp_f;
d->z = *((float*) &tmp_d);
d->w = 1.0f;
/*
DPRINTF("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w);
*/
}
void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->x = 1.0f;
d->y = (0.0f < s0->x) ? s0->x : 0.0f;
d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f;
d->w = 1.0f;
/*
DPRINTF("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w);
*/
}
void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
float tmp_f = fabsf(s0->w);
d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
}
void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* 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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* 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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* 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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->x = s0->x;
d->y = s0->y;
d->z = s0->z;
d->w = s0->w;
/*
DPRINTF("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w);
*/
}
void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* 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;
/*
DPRINTF("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w);
*/
}
void vshader_nop(void) {
/* NOPPPP ahhh too easy ;) */
}
void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE : 1.0f / s0->w;
}
void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
float tmp_f = fabsf(s0->w);
d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f);
}
void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->x = (s0->x >= s1->x) ? 1.0f : 0.0f;
d->y = (s0->y >= s1->y) ? 1.0f : 0.0f;
d->z = (s0->z >= s1->z) ? 1.0f : 0.0f;
d->w = (s0->w >= s1->w) ? 1.0f : 0.0f;
}
void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->x = (s0->x < s1->x) ? 1.0f : 0.0f;
d->y = (s0->y < s1->y) ? 1.0f : 0.0f;
d->z = (s0->z < s1->z) ? 1.0f : 0.0f;
d->w = (s0->w < s1->w) ? 1.0f : 0.0f;
}
void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* 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;
}
/**
* Version 1.1 specific
*/
void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
}
void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
float tmp_f = fabsf(s0->w);
d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
}
void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->x = s0->x - floorf(s0->x);
d->y = s0->y - floorf(s0->y);
d->z = 0.0f;
d->w = 1.0f;
}
typedef FLOAT D3DMATRIX44[4][4];
typedef FLOAT D3DMATRIX43[4][3];
typedef FLOAT D3DMATRIX34[4][4];
typedef FLOAT D3DMATRIX33[4][3];
typedef FLOAT D3DMATRIX32[4][2];
void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) {
/*
* BuGGY CODE: here only if cast not work for copy/paste
D3DSHADERVECTOR* mat2 = mat1 + 1;
D3DSHADERVECTOR* mat3 = mat1 + 2;
D3DSHADERVECTOR* mat4 = mat1 + 3;
d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
*/
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w;
}
void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
FIXME("check\n");
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
d->w = 1.0f;
}
void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
FIXME("check\n");
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
d->y = mat[2][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z;
}
void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
FIXME("check\n");
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[2][2] * s0->z;
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[2][2] * s0->z;
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
d->w = 1.0f;
}
void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
FIXME("check\n");
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
d->z = 0.0f;
d->w = 1.0f;
}
/**
* Version 2.0 specific
*/
void vshader_lrp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) {
d->x = s0->x * (s1->x - s2->x) + s2->x;
d->y = s0->y * (s1->y - s2->y) + s2->y;
d->z = s0->z * (s1->z - s2->z) + s2->z;
d->w = s0->w * (s1->w - s2->w) + s2->x;
}
/**
* log, exp, frc, m*x* seems to be macros ins ... to see
*/
static CONST SHADER_OPCODE vshader_ins [] = {
{D3DSIO_NOP, "nop", 0, vshader_nop},
{D3DSIO_MOV, "mov", 2, vshader_mov},
{D3DSIO_ADD, "add", 3, vshader_add},
{D3DSIO_SUB, "sub", 3, vshader_sub},
{D3DSIO_MAD, "mad", 4, vshader_mad},
{D3DSIO_MUL, "mul", 3, vshader_mul},
{D3DSIO_RCP, "rcp", 2, vshader_rcp},
{D3DSIO_RSQ, "rsq", 2, vshader_rsq},
{D3DSIO_DP3, "dp3", 3, vshader_dp3},
{D3DSIO_DP4, "dp4", 3, vshader_dp4},
{D3DSIO_MIN, "min", 3, vshader_min},
{D3DSIO_MAX, "max", 3, vshader_max},
{D3DSIO_SLT, "slt", 3, vshader_slt},
{D3DSIO_SGE, "sge", 3, vshader_sge},
{D3DSIO_EXP, "exp", 2, vshader_exp},
{D3DSIO_LOG, "log", 2, vshader_log},
{D3DSIO_LIT, "lit", 2, vshader_lit},
{D3DSIO_DST, "dst", 3, vshader_dst},
{D3DSIO_LRP, "lrp", 5, vshader_lrp},
{D3DSIO_FRC, "frc", 2, vshader_frc},
{D3DSIO_M4x4, "m4x4", 3, vshader_m4x4},
{D3DSIO_M4x3, "m4x3", 3, vshader_m4x3},
{D3DSIO_M3x4, "m3x4", 3, vshader_m3x4},
{D3DSIO_M3x3, "m3x3", 3, vshader_m3x3},
{D3DSIO_M3x2, "m3x2", 3, vshader_m3x2},
/** FIXME: use direct acces so add the others opcodes as stubs */
{D3DSIO_EXPP, "expp", 2, vshader_expp},
{D3DSIO_LOGP, "logp", 2, vshader_logp},
{0, NULL, 0, NULL}
};
const SHADER_OPCODE* vshader_program_get_opcode(const DWORD code) {
DWORD i = 0;
/** TODO: use dichotomic search */
while (NULL != vshader_ins[i].name) {
if ((code & D3DSI_OPCODE_MASK) == vshader_ins[i].opcode) {
return &vshader_ins[i];
}
++i;
}
return NULL;
}
void vshader_program_dump_param(const DWORD param, int input) {
static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
static const char swizzle_reg_chars[] = "xyzw";
DWORD reg = param & 0x00001FFF;
DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) DPRINTF("-");
switch (regtype << D3DSP_REGTYPE_SHIFT) {
case D3DSPR_TEMP:
DPRINTF("R[%lu]", reg);
break;
case D3DSPR_INPUT:
DPRINTF("V[%lu]", reg);
break;
case D3DSPR_CONST:
DPRINTF("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
break;
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
DPRINTF("a[%lu]", reg);
break;
case D3DSPR_RASTOUT:
DPRINTF("%s", rastout_reg_names[reg]);
break;
case D3DSPR_ATTROUT:
DPRINTF("oD[%lu]", reg);
break;
case D3DSPR_TEXCRDOUT:
DPRINTF("oT[%lu]", reg);
break;
default:
break;
}
if (!input) {
/** operand output */
if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
if (param & D3DSP_WRITEMASK_0) DPRINTF(".x");
if (param & D3DSP_WRITEMASK_1) DPRINTF(".y");
if (param & D3DSP_WRITEMASK_2) DPRINTF(".z");
if (param & D3DSP_WRITEMASK_3) DPRINTF(".w");
}
} else {
/** operand input */
DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
DWORD swizzle_x = swizzle & 0x03;
DWORD swizzle_y = (swizzle >> 2) & 0x03;
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD swizzle_w = (swizzle >> 6) & 0x03;
/**
* swizzle bits fields:
* WWZZYYXX
*/
if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
if (swizzle_x == swizzle_y &&
swizzle_x == swizzle_z &&
swizzle_x == swizzle_w) {
DPRINTF(".%c", swizzle_reg_chars[swizzle_x]);
} else {
DPRINTF(".%c%c%c%c",
swizzle_reg_chars[swizzle_x],
swizzle_reg_chars[swizzle_y],
swizzle_reg_chars[swizzle_z],
swizzle_reg_chars[swizzle_w]);
}
}
}
}
inline static BOOL vshader_is_version_token(DWORD token) {
return 0xFFFE0000 == (token & 0xFFFE0000);
}
inline static BOOL vshader_is_comment_token(DWORD token) {
return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
}
/**
* Function parser ...
*/
DWORD vshader_program_parse(VERTEXSHADER8* vshader) {
const DWORD* pToken = vshader->function;
const SHADER_OPCODE* curOpcode = NULL;
DWORD len = 0;
DWORD i;
if (NULL != pToken) {
while (D3DVS_END() != *pToken) {
if (vshader_is_version_token(*pToken)) { /** version */
DPRINTF("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
++pToken;
++len;
continue;
}
if (vshader_is_comment_token(*pToken)) { /** comment */
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
++pToken;
/*DPRINTF("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
pToken += comment_len;
len += comment_len + 1;
continue;
}
curOpcode = vshader_program_get_opcode(*pToken);
++pToken;
++len;
if (NULL == curOpcode) {
/* unkown current opcode ... */
while (*pToken & 0x80000000) {
DPRINTF("unrecognized opcode: %08lx\n", *pToken);
++pToken;
++len;
}
} else {
DPRINTF("%s ", curOpcode->name);
if (curOpcode->num_params > 0) {
vshader_program_dump_param(*pToken, 0);
++pToken;
++len;
for (i = 1; i < curOpcode->num_params; ++i) {
DPRINTF(", ");
vshader_program_dump_param(*pToken, 1);
++pToken;
++len;
}
}
DPRINTF("\n");
}
}
vshader->functionLength = (len + 1) * sizeof(DWORD);
} else {
vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
}
return len * sizeof(DWORD);
}
BOOL vshader_program_execute_HAL(VERTEXSHADER8* vshader,
VSHADERINPUTDATA8* input,
VSHADEROUTPUTDATA8* output) {
/**
* TODO: use the NV_vertex_program (or 1_1) extension
* and specifics vendors (ARB_vertex_program??) variants for it
*/
return TRUE;
}
#define TRACE_VECTOR(name) DPRINTF( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader,
VSHADERINPUTDATA8* input,
VSHADEROUTPUTDATA8* output) {
/** Vertex Shader Temporary Registers */
D3DSHADERVECTOR R[12];
/*D3DSHADERSCALAR A0;*/
D3DSHADERVECTOR A[1];
/** temporary Vector for modifier management */
D3DSHADERVECTOR d;
D3DSHADERVECTOR s[3];
/** parser datas */
const DWORD* pToken = vshader->function;
const SHADER_OPCODE* curOpcode = NULL;
/** functions parameters */
D3DSHADERVECTOR* p[4];
D3DSHADERVECTOR* p_send[4];
DWORD i;
/** init temporary register */
memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
/* vshader_program_parse(vshader); */
/*
TRACE_VECTOR(vshader->data->C[0]);
TRACE_VECTOR(vshader->data->C[1]);
TRACE_VECTOR(vshader->data->C[2]);
TRACE_VECTOR(vshader->data->C[3]);
TRACE_VECTOR(vshader->data->C[4]);
TRACE_VECTOR(vshader->data->C[5]);
TRACE_VECTOR(input->V[D3DVSDE_POSITION]);
TRACE_VECTOR(input->V[D3DVSDE_BLENDWEIGHT]);
TRACE_VECTOR(input->V[D3DVSDE_BLENDINDICES]);
TRACE_VECTOR(input->V[D3DVSDE_NORMAL]);
TRACE_VECTOR(input->V[D3DVSDE_PSIZE]);
TRACE_VECTOR(input->V[D3DVSDE_DIFFUSE]);
TRACE_VECTOR(input->V[D3DVSDE_SPECULAR]);
TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD0]);
TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD1]);
*/
/* the first dword is the version tag */
/* TODO: parse it */
if (vshader_is_version_token(*pToken)) { /** version */
++pToken;
}
while (D3DVS_END() != *pToken) {
if (vshader_is_comment_token(*pToken)) { /** comment */
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
++pToken;
pToken += comment_len;
continue ;
}
curOpcode = vshader_program_get_opcode(*pToken);
++pToken;
if (NULL == curOpcode) {
i = 0;
/* unkown current opcode ... */
while (*pToken & 0x80000000) {
if (i == 0) {
DPRINTF("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
}
DPRINTF("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
vshader_program_dump_param(*pToken, i);
DPRINTF("\n");
++i;
++pToken;
}
/*return FALSE;*/
} else {
if (curOpcode->num_params > 0) {
/*DPRINTF(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
for (i = 0; i < curOpcode->num_params; ++i) {
DWORD reg = pToken[i] & 0x00001FFF;
DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
switch (regtype << D3DSP_REGTYPE_SHIFT) {
case D3DSPR_TEMP:
/*DPRINTF("p[%d]=R[%d]\n", i, reg);*/
p[i] = &R[reg];
break;
case D3DSPR_INPUT:
/*DPRINTF("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
p[i] = &input->V[reg];
break;
case D3DSPR_CONST:
if (reg & D3DVS_ADDRMODE_RELATIVE) {
p[i] = &vshader->data->C[(DWORD) A[0].x + reg];
} else {
p[i] = &vshader->data->C[reg];
}
break;
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
if (0 != reg) {
ERR("cannot handle address registers != a0, forcing use of a0\n");
reg = 0;
}
/*DPRINTF("p[%d]=A[%d]\n", i, reg);*/
p[i] = &A[reg];
break;
case D3DSPR_RASTOUT:
switch (reg) {
case D3DSRO_POSITION:
p[i] = &output->oPos;
break;
case D3DSRO_FOG:
p[i] = &output->oFog;
break;
case D3DSRO_POINT_SIZE:
p[i] = &output->oPts;
break;
}
break;
case D3DSPR_ATTROUT:
/*DPRINTF("p[%d]=oD[%d]\n", i, reg);*/
p[i] = &output->oD[reg];
break;
case D3DSPR_TEXCRDOUT:
/*DPRINTF("p[%d]=oT[%d]\n", i, reg);*/
p[i] = &output->oT[reg];
break;
default:
break;
}
if (i > 0) { /* input reg */
DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
UINT isNegative = ((*pToken & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
/*DPRINTF("p[%d] not swizzled\n", i);*/
p_send[i] = p[i];
} else {
DWORD swizzle_x = swizzle & 0x03;
DWORD swizzle_y = (swizzle >> 2) & 0x03;
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD swizzle_w = (swizzle >> 6) & 0x03;
/*DPRINTF("p[%d] swizzled\n", i);*/
float* tt = (float*) p[i];
s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x];
s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y];
s[i].z = (isNegative) ? -tt[swizzle_z] : tt[swizzle_z];
s[i].w = (isNegative) ? -tt[swizzle_w] : tt[swizzle_w];
p_send[i] = &s[i];
}
} else { /* output reg */
if ((pToken[i] & D3DSP_WRITEMASK_ALL) == D3DSP_WRITEMASK_ALL) {
p_send[i] = p[i];
} else {
p_send[i] = &d; /* to be post-processed for modifiers management */
}
}
}
}
switch (curOpcode->num_params) {
case 0:
curOpcode->soft_fct();
break;
case 1:
curOpcode->soft_fct(p_send[0]);
break;
case 2:
curOpcode->soft_fct(p_send[0], p_send[1]);
break;
case 3:
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2]);
break;
case 4:
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3]);
break;
case 5:
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3], p_send[4]);
break;
default:
ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params);
}
/* check if output reg modifier post-process */
if (curOpcode->num_params > 0 && (pToken[0] & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
if (pToken[0] & D3DSP_WRITEMASK_0) p[0]->x = d.x;
if (pToken[0] & D3DSP_WRITEMASK_1) p[0]->y = d.y;
if (pToken[0] & D3DSP_WRITEMASK_2) p[0]->z = d.z;
if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
}
/*
TRACE_VECTOR(output->oPos);
TRACE_VECTOR(output->oD[0]);
TRACE_VECTOR(output->oD[1]);
TRACE_VECTOR(output->oT[0]);
TRACE_VECTOR(output->oT[1]);
TRACE_VECTOR(R[0]);
TRACE_VECTOR(R[1]);
TRACE_VECTOR(R[2]);
TRACE_VECTOR(R[3]);
TRACE_VECTOR(R[4]);
*/
/* to next opcode token */
pToken += curOpcode->num_params;
}
}
return TRUE;
}
/************************************
* Vertex Shader Declaration Parser First draft ...
*/
/** todo check decl validity */
DWORD vshader_decl_parse_token(const DWORD* pToken) {
const DWORD token = *pToken;
DWORD tokenlen = 1;
switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
case D3DVSD_TOKEN_NOP:
TRACE(" 0x%08lx NOP()\n", token);
break;
case D3DVSD_TOKEN_STREAM:
if (token & D3DVSD_STREAMTESSMASK) {
TRACE(" 0x%08lx STREAM_TESS()\n", token);
} else {
TRACE(" 0x%08lx STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
}
break;
case D3DVSD_TOKEN_STREAMDATA:
if (token & 0x10000000) {
TRACE(" 0x%08lx SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
} else {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
TRACE(" 0x%08lx REG(%s, %s)\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSD_TOKEN_TESSELLATOR:
if (token & 0x10000000) {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
TRACE(" 0x%08lx TESSUV(%s) as %s\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
} else {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
TRACE(" 0x%08lx TESSNORMAL(%s, %s) as %s\n", token, VertexShaderDeclRegister[regin], VertexShaderDeclRegister[regout], VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSD_TOKEN_CONSTMEM:
{
DWORD i;
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
TRACE(" 0x%08lx CONST(%lu, %lu)\n", token, constaddress, count);
++pToken;
for (i = 0; i < count; ++i) {
TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
constaddress,
*pToken,
*(pToken + 1),
*(pToken + 2),
*(pToken + 3));
pToken += 4;
++constaddress;
}
tokenlen = count + 1;
}
break;
case D3DVSD_TOKEN_EXT:
{
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
TRACE(" 0x%08lx EXT(%lu, %lu)\n", token, count, extinfo);
/* todo ... print extension */
tokenlen = count + 1;
}
break;
case D3DVSD_TOKEN_END:
TRACE(" 0x%08lx END()\n", token);
break;
default:
TRACE(" 0x%08lx UNKNOWN\n", token);
/* argg error */
}
return tokenlen;
}
DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
/** parser data */
const DWORD* pToken = vshader->decl;
DWORD fvf = 0;
DWORD len = 0;
DWORD stream = 0;
DWORD token;
DWORD tokenlen;
DWORD tokentype;
DWORD tex = D3DFVF_TEX0;
while (D3DVSD_END() != *pToken) {
token = *pToken;
tokenlen = vshader_decl_parse_token(pToken);
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
/** FVF generation block */
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
/**
* how really works streams,
* in DolphinVS dx8 dsk sample they seems to decal reg numbers !!!
*/
stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT) - stream;
switch (reg) {
case D3DVSDE_POSITION:
switch (type) {
case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZ; break;
case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZRHW; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_BLENDWEIGHT:
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break;
case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break;
case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZB3; break;
case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZB4; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_BLENDINDICES: /* seem to be B5 as said in MSDN Dx9SDK ?? */
switch (type) {
case D3DVSDT_UBYTE4: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_NORMAL: /* TODO: only FLOAT3 supported ... another choice possible ? */
switch (type) {
case D3DVSDT_FLOAT3: fvf |= D3DFVF_NORMAL; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_PSIZE: /* TODO: only FLOAT1 supported ... another choice possible ? */
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_PSIZE; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_DIFFUSE: /* TODO: only D3DCOLOR supported */
switch (type) {
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_DIFFUSE; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_SPECULAR: /* TODO: only D3DCOLOR supported */
switch (type) {
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_SPECULAR; break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
/**
* TODO: for TEX* only FLOAT2 supported
* by default using texture type info
*/
case D3DVSDE_TEXCOORD0: tex = max(tex, D3DFVF_TEX1); break;
case D3DVSDE_TEXCOORD1: tex = max(tex, D3DFVF_TEX2); break;
case D3DVSDE_TEXCOORD2: tex = max(tex, D3DFVF_TEX3); break;
case D3DVSDE_TEXCOORD3: tex = max(tex, D3DFVF_TEX4); break;
case D3DVSDE_TEXCOORD4: tex = max(tex, D3DFVF_TEX5); break;
case D3DVSDE_TEXCOORD5: tex = max(tex, D3DFVF_TEX6); break;
case D3DVSDE_TEXCOORD6: tex = max(tex, D3DFVF_TEX7); break;
case D3DVSDE_TEXCOORD7: tex = max(tex, D3DFVF_TEX8); break;
case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */
case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
FIXME("[%lu] registers in VertexShader declaration not supported yet (token:0x%08lx)\n", reg, token);
break;
}
/*TRACE("VertexShader declaration define %x as current FVF\n", fvf);*/
}
len += tokenlen;
pToken += tokenlen;
}
if (tex > 0) {
/*TRACE("VertexShader declaration define %x as texture level\n", tex);*/
fvf |= tex;
}
/* here D3DVSD_END() */
len += vshader_decl_parse_token(pToken);
vshader->fvf = fvf;
vshader->declLength = len * sizeof(DWORD);
return len * sizeof(DWORD);
}
void vshader_fill_input(VERTEXSHADER8* vshader,
IDirect3DDevice8Impl* device,
const void* vertexFirstStream,
DWORD StartVertexIndex,
DWORD idxDecal) {
/** parser data */
const DWORD* pToken = vshader->decl;
DWORD stream = 0;
DWORD token;
/*DWORD tokenlen;*/
DWORD tokentype;
/** for input readers */
const void* curPos = NULL;
FLOAT x, y, z, w;
SHORT u, v, r, t;
DWORD dw;
/*TRACE("(%p) - device:%p - stream:%p, startIdx=%lu, idxDecal=%lu\n", vshader, device, vertexFirstStream, StartVertexIndex, idxDecal);*/
while (D3DVSD_END() != *pToken) {
token = *pToken;
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
/** FVF generation block */
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
IDirect3DVertexBuffer8* pVB;
const void* startVtx = NULL;
int skip = 0;
++pToken;
/**
* how really works streams,
* in DolphinVS dx8 dsk sample use it !!!
*/
stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
if (0 == stream) {
skip = device->StateBlock.stream_stride[0];
startVtx = vertexFirstStream + (StartVertexIndex * skip);
curPos = startVtx + idxDecal;
/*TRACE(" using stream[%lu] with %lu decal => curPos %p\n", stream, idxDecal, curPos);*/
} else {
skip = device->StateBlock.stream_stride[stream];
pVB = device->StateBlock.stream_source[stream];
if (NULL == pVB) {
ERR("using unitialised stream[%lu]\n", stream);
return ;
} else {
startVtx = ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory + (StartVertexIndex * skip);
/** do we need to decal if we use idxBuffer */
curPos = startVtx + idxDecal;
/*TRACE(" using stream[%lu] with %lu decal\n", stream, idxDecal);*/
}
}
} else if (D3DVSD_TOKEN_CONSTMEM == tokentype) {
/** Const decl */
DWORD i;
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
++pToken;
for (i = 0; i < count; ++i) {
vshader->data->C[constaddress + i].x = *(float*)pToken;
vshader->data->C[constaddress + i].y = *(float*)(pToken + 1);
vshader->data->C[constaddress + i].z = *(float*)(pToken + 2);
vshader->data->C[constaddress + i].w = *(float*)(pToken + 3);
pToken += 4;
}
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 != (0x10000000 & tokentype)) {
/** skip datas */
DWORD skipCount = ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
curPos = curPos + skipCount * sizeof(DWORD);
++pToken;
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
++pToken;
switch (type) {
case D3DVSDT_FLOAT1:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = 0.0f;
vshader->input.V[reg].z = 0.0f;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_FLOAT2:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
y = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = y;
vshader->input.V[reg].z = 0.0f;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_FLOAT3:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
y = *(float*) curPos;
curPos = curPos + sizeof(float);
z = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = y;
vshader->input.V[reg].z = z;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_FLOAT4:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
y = *(float*) curPos;
curPos = curPos + sizeof(float);
z = *(float*) curPos;
curPos = curPos + sizeof(float);
w = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = y;
vshader->input.V[reg].z = z;
vshader->input.V[reg].w = w;
break;
case D3DVSDT_D3DCOLOR:
dw = *(DWORD*) curPos;
curPos = curPos + sizeof(DWORD);
/**/
vshader->input.V[reg].x = (float) (((dw >> 16) & 0xFF) / 255.0f);
vshader->input.V[reg].y = (float) (((dw >> 8) & 0xFF) / 255.0f);
vshader->input.V[reg].z = (float) (((dw >> 0) & 0xFF) / 255.0f);
vshader->input.V[reg].w = (float) (((dw >> 24) & 0xFF) / 255.0f);
break;
case D3DVSDT_SHORT2:
u = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
v = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
/**/
vshader->input.V[reg].x = (float) u;
vshader->input.V[reg].y = (float) v;
vshader->input.V[reg].z = 0.0f;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_SHORT4:
u = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
v = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
r = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
t = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
/**/
vshader->input.V[reg].x = (float) u;
vshader->input.V[reg].y = (float) v;
vshader->input.V[reg].z = (float) r;
vshader->input.V[reg].w = (float) t;
break;
case D3DVSDT_UBYTE4:
dw = *(DWORD*) curPos;
curPos = curPos + sizeof(DWORD);
/**/
vshader->input.V[reg].x = (float) ((dw & 0x000F) >> 0);
vshader->input.V[reg].y = (float) ((dw & 0x00F0) >> 8);
vshader->input.V[reg].z = (float) ((dw & 0x0F00) >> 16);
vshader->input.V[reg].w = (float) ((dw & 0xF000) >> 24);
break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of %s register: unsupported type %s\n", VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
}
}
}
/* here D3DVSD_END() */
}
/***********************************************************************
* ValidateVertexShader (D3D8.@)
*/
BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
FIXME("(void): stub: %p %p\n", what, toto);
return TRUE;
}
/***********************************************************************
* ValidatePixelShader (D3D8.@)
*/
BOOL WINAPI ValidatePixelShader(LPVOID what) {
FIXME("(void): stub: %p\n", what);
return TRUE;
}