Sweden-Number/dlls/d3dx9_36/shader.c

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/*
* Copyright 2008 Luis Busquets
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wine/debug.h"
#include "wine/unicode.h"
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#include "windef.h"
#include "wingdi.h"
#include "d3dx9.h"
#include "d3dx9_36_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
LPCSTR WINAPI D3DXGetPixelShaderProfile(LPDIRECT3DDEVICE9 device)
{
D3DCAPS9 caps;
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TRACE("device %p\n", device);
if (!device) return NULL;
IDirect3DDevice9_GetDeviceCaps(device,&caps);
switch (caps.PixelShaderVersion)
{
case D3DPS_VERSION(1, 1):
return "ps_1_1";
case D3DPS_VERSION(1, 2):
return "ps_1_2";
case D3DPS_VERSION(1, 3):
return "ps_1_3";
case D3DPS_VERSION(1, 4):
return "ps_1_4";
case D3DPS_VERSION(2, 0):
if ((caps.PS20Caps.NumTemps>=22) &&
(caps.PS20Caps.Caps&D3DPS20CAPS_ARBITRARYSWIZZLE) &&
(caps.PS20Caps.Caps&D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
(caps.PS20Caps.Caps&D3DPS20CAPS_PREDICATION) &&
(caps.PS20Caps.Caps&D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
(caps.PS20Caps.Caps&D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT))
{
return "ps_2_a";
}
if ((caps.PS20Caps.NumTemps>=32) &&
(caps.PS20Caps.Caps&D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT))
{
return "ps_2_b";
}
return "ps_2_0";
case D3DPS_VERSION(3, 0):
return "ps_3_0";
}
return NULL;
}
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UINT WINAPI D3DXGetShaderSize(const DWORD *byte_code)
{
const DWORD *ptr = byte_code;
TRACE("byte_code %p\n", byte_code);
if (!ptr) return 0;
/* Look for the END token, skipping the VERSION token */
while (*++ptr != D3DSIO_END)
{
/* Skip comments */
if ((*ptr & D3DSI_OPCODE_MASK) == D3DSIO_COMMENT)
{
ptr += ((*ptr & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT);
}
}
++ptr;
/* Return the shader size in bytes */
return (ptr - byte_code) * sizeof(*ptr);
}
DWORD WINAPI D3DXGetShaderVersion(const DWORD *byte_code)
{
TRACE("byte_code %p\n", byte_code);
return byte_code ? *byte_code : 0;
}
LPCSTR WINAPI D3DXGetVertexShaderProfile(LPDIRECT3DDEVICE9 device)
{
D3DCAPS9 caps;
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TRACE("device %p\n", device);
if (!device) return NULL;
IDirect3DDevice9_GetDeviceCaps(device,&caps);
switch (caps.VertexShaderVersion)
{
case D3DVS_VERSION(1, 1):
return "vs_1_1";
case D3DVS_VERSION(2, 0):
if ((caps.VS20Caps.NumTemps>=13) &&
(caps.VS20Caps.DynamicFlowControlDepth==24) &&
(caps.VS20Caps.Caps&D3DPS20CAPS_PREDICATION))
{
return "vs_2_a";
}
return "vs_2_0";
case D3DVS_VERSION(3, 0):
return "vs_3_0";
}
return NULL;
}
HRESULT WINAPI D3DXAssembleShader(LPCSTR data,
UINT data_len,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages)
{
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FIXME("(%p, %d, %p, %p, %x, %p, %p): stub\n", data, data_len, defines, include, flags, shader, error_messages);
return D3DERR_INVALIDCALL;
}
HRESULT WINAPI D3DXAssembleShaderFromFileA(LPCSTR filename,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages)
{
LPWSTR filename_w = NULL;
DWORD len;
HRESULT ret;
if (!filename) return D3DXERR_INVALIDDATA;
len = MultiByteToWideChar(CP_ACP, 0, filename, -1, NULL, 0);
filename_w = HeapAlloc(GetProcessHeap(), 0, len * sizeof(WCHAR));
if (!filename_w) return E_OUTOFMEMORY;
MultiByteToWideChar(CP_ACP, 0, filename, -1, filename_w, len);
ret = D3DXAssembleShaderFromFileW(filename_w, defines, include, flags, shader, error_messages);
HeapFree(GetProcessHeap(), 0, filename_w);
return ret;
}
HRESULT WINAPI D3DXAssembleShaderFromFileW(LPCWSTR filename,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages)
{
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FIXME("(%s, %p, %p, %x, %p, %p): stub\n", debugstr_w(filename), defines, include, flags, shader, error_messages);
return D3DERR_INVALIDCALL;
}
HRESULT WINAPI D3DXAssembleShaderFromResourceA(HMODULE module,
LPCSTR resource,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages)
{
HRSRC res;
LPCSTR buffer;
DWORD len;
if (!(res = FindResourceA(module, resource, (LPCSTR)RT_RCDATA)))
return D3DXERR_INVALIDDATA;
if (FAILED(load_resource_into_memory(module, res, (LPVOID *)&buffer, &len)))
return D3DXERR_INVALIDDATA;
return D3DXAssembleShader(buffer, len, defines, include, flags,
shader, error_messages);
}
HRESULT WINAPI D3DXAssembleShaderFromResourceW(HMODULE module,
LPCWSTR resource,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages)
{
HRSRC res;
LPCSTR buffer;
DWORD len;
if (!(res = FindResourceW(module, resource, (LPCWSTR)RT_RCDATA)))
return D3DXERR_INVALIDDATA;
if (FAILED(load_resource_into_memory(module, res, (LPVOID *)&buffer, &len)))
return D3DXERR_INVALIDDATA;
return D3DXAssembleShader(buffer, len, defines, include, flags,
shader, error_messages);
}
HRESULT WINAPI D3DXCompileShader(LPCSTR pSrcData,
UINT srcDataLen,
CONST D3DXMACRO* pDefines,
LPD3DXINCLUDE pInclude,
LPCSTR pFunctionName,
LPCSTR pProfile,
DWORD Flags,
LPD3DXBUFFER* ppShader,
LPD3DXBUFFER* ppErrorMsgs,
LPD3DXCONSTANTTABLE * ppConstantTable)
{
FIXME("(%p, %d, %p, %p, %p, %p, %d, %p, %p, %p): stub\n",
pSrcData, srcDataLen, pDefines, pInclude, pFunctionName,
pProfile, Flags, ppShader, ppErrorMsgs, ppConstantTable);
return D3DERR_INVALIDCALL;
}
HRESULT WINAPI D3DXGetShaderConstantTableEx(CONST DWORD* pFunction,
DWORD flags,
LPD3DXCONSTANTTABLE* ppConstantTable)
{
FIXME("(%p, %x, %p): stub\n", pFunction, flags, ppConstantTable);
if (!pFunction || !ppConstantTable)
return D3DERR_INVALIDCALL;
return D3DXERR_INVALIDDATA;
}
HRESULT WINAPI D3DXGetShaderConstantTable(CONST DWORD* pFunction,
LPD3DXCONSTANTTABLE* ppConstantTable)
{
TRACE("(%p, %p): Forwarded to D3DXGetShaderConstantTableEx\n", pFunction, ppConstantTable);
return D3DXGetShaderConstantTableEx(pFunction, 0, ppConstantTable);
}