Add the wined3d dll for beginning a cleaner d3d architecture that will

contain the shared openGL code needed for all wine direct3d
implementations.
This commit is contained in:
Raphael Junqueira 2003-11-14 03:50:35 +00:00 committed by Alexandre Julliard
parent b0c2e54a03
commit 0196861349
13 changed files with 1288 additions and 2 deletions

3
configure vendored

File diff suppressed because one or more lines are too long

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@ -1459,6 +1459,7 @@ dlls/commdlg/Makefile
dlls/crtdll/Makefile
dlls/crypt32/Makefile
dlls/ctl3d/Makefile
dlls/wined3d/Makefile
dlls/d3d8/Makefile
dlls/d3d9/Makefile
dlls/d3dim/Makefile

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@ -8,7 +8,7 @@ VPATH = @srcdir@
# special configure-dependent targets
GLU32FILES = glu32
OPENGLFILES = d3d8 d3d9 d3dx8 opengl32
OPENGLFILES = d3d8 d3d9 d3dx8 opengl32 wined3d
XFILES = ddraw x11drv
EXTRADIRS = @GLU32FILES@ @OPENGLFILES@ @XFILES@
@ -139,6 +139,7 @@ SUBDIRS = \
ddraw \
glu32 \
opengl32 \
wined3d \
x11drv
BUILDSUBDIRS = $(BASEDIRS) $(EXTRADIRS)
@ -645,6 +646,9 @@ winearts.drv$(DLLEXT): winmm/winearts/winearts.drv$(DLLEXT)
wineaudioio.drv$(DLLEXT): winmm/wineaudioio/wineaudioio.drv$(DLLEXT)
$(RM) $@ && $(LN_S) winmm/wineaudioio/wineaudioio.drv$(DLLEXT) $@
wined3d.dll$(DLLEXT): wined3d/wined3d.dll$(DLLEXT)
$(RM) $@ && $(LN_S) wined3d/wined3d.dll$(DLLEXT) $@
winedos.dll$(DLLEXT) wprocs.dll$(DLLEXT): winedos/winedos.dll$(DLLEXT)
$(RM) $@ && $(LN_S) winedos/winedos.dll$(DLLEXT) $@
@ -790,6 +794,7 @@ IMPORT_LIBS = \
libuxtheme \
libversion \
libw32skrnl \
libwined3d \
libwinedos \
libwineps \
libwininet \
@ -1254,6 +1259,11 @@ libw32skrnl.def: win32s/w32skrnl.spec.def
libw32skrnl.a: win32s/w32skrnl.spec.def
$(DLLTOOL) -k -l $@ -d win32s/w32skrnl.spec.def
libwined3d.def: wined3d/wined3d.spec.def
$(RM) $@ && $(LN_S) wined3d/wined3d.spec.def $@
libwined3d.a: wined3d/wined3d.spec.def
$(DLLTOOL) -k -l $@ -d wined3d/wined3d.spec.def
libwinedos.def: winedos/winedos.spec.def
$(RM) $@ && $(LN_S) winedos/winedos.spec.def $@
libwinedos.a: winedos/winedos.spec.def
@ -1409,6 +1419,7 @@ user/user32.spec.def: $(WINEBUILD)
uxtheme/uxtheme.spec.def: $(WINEBUILD)
version/version.spec.def: $(WINEBUILD)
win32s/w32skrnl.spec.def: $(WINEBUILD)
wined3d/wined3d.spec.def: $(WINEBUILD)
winedos/winedos.spec.def: $(WINEBUILD)
wineps/wineps.spec.def: $(WINEBUILD)
wininet/wininet.spec.def: $(WINEBUILD)
@ -1534,6 +1545,7 @@ win32s/w32skrnl.dll$(DLLEXT): win32s
winmm/winealsa/winealsa.drv$(DLLEXT): winmm/winealsa
winmm/winearts/winearts.drv$(DLLEXT): winmm/winearts
winmm/wineaudioio/wineaudioio.drv$(DLLEXT): winmm/wineaudioio
wined3d/wined3d.dll$(DLLEXT): wined3d
winedos/winedos.dll$(DLLEXT): winedos
winmm/winejack/winejack.drv$(DLLEXT): winmm/winejack
msacm/winemp3/winemp3.acm$(DLLEXT): msacm/winemp3

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@ -37,6 +37,7 @@ my %special_dlls =
"d3d8" => "OPENGLFILES",
"d3d9" => "OPENGLFILES",
"d3dx8" => "OPENGLFILES",
"wined3d" => "OPENGLFILES",
"x11drv" => "XFILES"
);

4
dlls/wined3d/.cvsignore Normal file
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@ -0,0 +1,4 @@
Makefile
wined3d.dll.dbg.c
wined3d.spec.c
wined3d.spec.def

16
dlls/wined3d/Makefile.in Normal file
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@ -0,0 +1,16 @@
TOPSRCDIR = @top_srcdir@
TOPOBJDIR = ../..
SRCDIR = @srcdir@
VPATH = @srcdir@
MODULE = wined3d.dll
IMPORTS = user32 gdi32 kernel32
EXTRAINCL = @X_CFLAGS@
EXTRALIBS = $(LIBUUID) @X_LIBS@ @X_PRE_LIBS@ @XLIB@ @X_EXTRA_LIBS@ @OPENGL_LIBS@
C_SRCS = \
vertexshader.c \
wined3d_main.c
@MAKE_DLL_RULES@
### Dependencies:

844
dlls/wined3d/vertexshader.c Normal file
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@ -0,0 +1,844 @@
/*
* shaders implementation
*
* Copyright 2002-2003 Jason Edmeades
* 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 "config.h"
#include <math.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
/* Shader debugging - Change the following line to enable debugging of software
vertex shaders */
#if 0 /* Musxt not be 1 in cvs version */
# define VSTRACE(A) TRACE A
# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
#else
# define VSTRACE(A)
# define TRACE_VSVECTOR(name)
#endif
/**
* 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;
DWORD min_version;
DWORD max_version;
} SHADER_OPCODE;
/*******************************
* 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;
VSTRACE(("executing add: 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_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;
VSTRACE(("executing dp3: 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_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;
VSTRACE(("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;
VSTRACE(("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;
VSTRACE(("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;
VSTRACE(("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;
VSTRACE(("executing logp: 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_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;
VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%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, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->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;
VSTRACE(("executing max: 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_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;
VSTRACE(("executing min: 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_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->x = s0->x;
d->y = s0->y;
d->z = s0->z;
d->w = s0->w;
VSTRACE(("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;
VSTRACE(("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;
VSTRACE(("executing rcp: 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_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);
VSTRACE(("executing rsq: 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_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;
VSTRACE(("executing sge: 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_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;
VSTRACE(("executing slt: 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_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;
VSTRACE(("executing sub: 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));
}
/**
* Version 1.1 specific
*/
void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
VSTRACE(("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_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;
VSTRACE(("executing log: 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_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;
VSTRACE(("executing frc: 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));
}
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;
VSTRACE(("executing m4x4(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x));
VSTRACE(("executing m4x4(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y));
VSTRACE(("executing m4x4(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z));
VSTRACE(("executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], mat[3][3], s0->w, d->w));
}
void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
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;
VSTRACE(("executing m4x3(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x));
VSTRACE(("executing m4x3(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y));
VSTRACE(("executing m4x3(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z));
VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w));
}
void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
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;
VSTRACE(("executing m3x4(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x));
VSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
VSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z));
VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w));
}
void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
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;
VSTRACE(("executing m3x3(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x));
VSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
VSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z));
VSTRACE(("executing m3x3(4): (%f) \n", d->w));
}
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, 0, 0},
{D3DSIO_MOV, "mov", 2, vshader_mov, 0, 0},
{D3DSIO_ADD, "add", 3, vshader_add, 0, 0},
{D3DSIO_SUB, "sub", 3, vshader_sub, 0, 0},
{D3DSIO_MAD, "mad", 4, vshader_mad, 0, 0},
{D3DSIO_MUL, "mul", 3, vshader_mul, 0, 0},
{D3DSIO_RCP, "rcp", 2, vshader_rcp, 0, 0},
{D3DSIO_RSQ, "rsq", 2, vshader_rsq, 0, 0},
{D3DSIO_DP3, "dp3", 3, vshader_dp3, 0, 0},
{D3DSIO_DP4, "dp4", 3, vshader_dp4, 0, 0},
{D3DSIO_MIN, "min", 3, vshader_min, 0, 0},
{D3DSIO_MAX, "max", 3, vshader_max, 0, 0},
{D3DSIO_SLT, "slt", 3, vshader_slt, 0, 0},
{D3DSIO_SGE, "sge", 3, vshader_sge, 0, 0},
{D3DSIO_EXP, "exp", 2, vshader_exp, 0, 0},
{D3DSIO_LOG, "log", 2, vshader_log, 0, 0},
{D3DSIO_LIT, "lit", 2, vshader_lit, 0, 0},
{D3DSIO_DST, "dst", 3, vshader_dst, 0, 0},
{D3DSIO_LRP, "lrp", 5, vshader_lrp, 0, 0},
{D3DSIO_FRC, "frc", 2, vshader_frc, 0, 0},
{D3DSIO_M4x4, "m4x4", 3, vshader_m4x4, 0, 0},
{D3DSIO_M4x3, "m4x3", 3, vshader_m4x3, 0, 0},
{D3DSIO_M3x4, "m3x4", 3, vshader_m3x4, 0, 0},
{D3DSIO_M3x3, "m3x3", 3, vshader_m3x3, 0, 0},
{D3DSIO_M3x2, "m3x2", 3, vshader_m3x2, 0, 0},
/** FIXME: use direct access so add the others opcodes as stubs */
{D3DSIO_EXPP, "expp", 2, vshader_expp, 0, 0},
{D3DSIO_LOGP, "logp", 2, vshader_logp, 0, 0},
{0, NULL, 0, NULL, 0, 0}
};
inline static 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;
}
inline static 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) TRACE("-");
switch (regtype << D3DSP_REGTYPE_SHIFT) {
case D3DSPR_TEMP:
TRACE("R[%lu]", reg);
break;
case D3DSPR_INPUT:
TRACE("V[%lu]", reg);
break;
case D3DSPR_CONST:
TRACE("C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
break;
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
TRACE("a[%lu]", reg);
break;
case D3DSPR_RASTOUT:
TRACE("%s", rastout_reg_names[reg]);
break;
case D3DSPR_ATTROUT:
TRACE("oD[%lu]", reg);
break;
case D3DSPR_TEXCRDOUT:
TRACE("oT[%lu]", reg);
break;
default:
break;
}
if (!input) {
/** operand output */
if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
if (param & D3DSP_WRITEMASK_0) TRACE(".x");
if (param & D3DSP_WRITEMASK_1) TRACE(".y");
if (param & D3DSP_WRITEMASK_2) TRACE(".z");
if (param & D3DSP_WRITEMASK_3) TRACE(".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) {
TRACE(".%c", swizzle_reg_chars[swizzle_x]);
} else {
TRACE(".%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 ...
*/
HRESULT WINAPI IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) {
const DWORD* pToken = pFunction;
const SHADER_OPCODE* curOpcode = NULL;
DWORD len = 0;
DWORD i;
if (NULL != pToken) {
while (D3DVS_END() != *pToken) {
if (vshader_is_version_token(*pToken)) { /** version */
TRACE("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;
/*TRACE("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) {
TRACE("unrecognized opcode: %08lx\n", *pToken);
++pToken;
++len;
}
} else {
TRACE("%s ", curOpcode->name);
if (curOpcode->num_params > 0) {
vshader_program_dump_param(*pToken, 0);
++pToken;
++len;
for (i = 1; i < curOpcode->num_params; ++i) {
TRACE(", ");
vshader_program_dump_param(*pToken, 1);
++pToken;
++len;
}
}
TRACE("\n");
}
}
vshader->functionLength = (len + 1) * sizeof(DWORD);
} else {
vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
}
/* copy the function ... because it will certainly be released by application */
if (NULL != pFunction) {
vshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, vshader->functionLength);
memcpy(vshader->function, pFunction, vshader->functionLength);
} else {
vshader->function = NULL;
}
return D3D_OK;
}
BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA* input, VSHADEROUTPUTDATA* output) {
/**
* TODO: use the NV_vertex_program (or 1_1) extension
* and specifics vendors (ARB_vertex_program??) variants for it
*/
return TRUE;
}
HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA* input, VSHADEROUTPUTDATA* 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); */
#if 0 /* Must not be 1 in cvs */
TRACE("Input:\n");
TRACE_VSVECTOR(vshader->data->C[0]);
TRACE_VSVECTOR(vshader->data->C[1]);
TRACE_VSVECTOR(vshader->data->C[2]);
TRACE_VSVECTOR(vshader->data->C[3]);
TRACE_VSVECTOR(vshader->data->C[4]);
TRACE_VSVECTOR(vshader->data->C[5]);
TRACE_VSVECTOR(vshader->data->C[6]);
TRACE_VSVECTOR(vshader->data->C[7]);
TRACE_VSVECTOR(vshader->data->C[8]);
TRACE_VSVECTOR(vshader->data->C[64]);
TRACE_VSVECTOR(input->V[D3DVSDE_POSITION]);
TRACE_VSVECTOR(input->V[D3DVSDE_BLENDWEIGHT]);
TRACE_VSVECTOR(input->V[D3DVSDE_BLENDINDICES]);
TRACE_VSVECTOR(input->V[D3DVSDE_NORMAL]);
TRACE_VSVECTOR(input->V[D3DVSDE_PSIZE]);
TRACE_VSVECTOR(input->V[D3DVSDE_DIFFUSE]);
TRACE_VSVECTOR(input->V[D3DVSDE_SPECULAR]);
TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD0]);
TRACE_VSVECTOR(input->V[D3DVSDE_TEXCOORD1]);
#endif
TRACE_VSVECTOR(vshader->data->C[64]);
/* 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) {
TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
}
TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
vshader_program_dump_param(*pToken, i);
TRACE("\n");
++i;
++pToken;
}
/*return FALSE;*/
} else {
if (curOpcode->num_params > 0) {
/*TRACE(">> 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:
/*TRACE("p[%d]=R[%d]\n", i, reg);*/
p[i] = &R[reg];
break;
case D3DSPR_INPUT:
/*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
p[i] = &input->V[reg];
break;
case D3DSPR_CONST:
if (pToken[i] & 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;
}
/*TRACE("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:
/*TRACE("p[%d]=oD[%d]\n", i, reg);*/
p[i] = &output->oD[reg];
break;
case D3DSPR_TEXCRDOUT:
/*TRACE("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[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
/*TRACE("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;
/*TRACE("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;
}
#if 0
TRACE_VSVECTOR(output->oPos);
TRACE_VSVECTOR(output->oD[0]);
TRACE_VSVECTOR(output->oD[1]);
TRACE_VSVECTOR(output->oT[0]);
TRACE_VSVECTOR(output->oT[1]);
TRACE_VSVECTOR(R[0]);
TRACE_VSVECTOR(R[1]);
TRACE_VSVECTOR(R[2]);
TRACE_VSVECTOR(R[3]);
TRACE_VSVECTOR(R[4]);
TRACE_VSVECTOR(R[5]);
#endif
/* to next opcode token */
pToken += curOpcode->num_params;
}
#if 0
TRACE("End of current instruction:\n");
TRACE_VSVECTOR(output->oPos);
TRACE_VSVECTOR(output->oD[0]);
TRACE_VSVECTOR(output->oD[1]);
TRACE_VSVECTOR(output->oT[0]);
TRACE_VSVECTOR(output->oT[1]);
TRACE_VSVECTOR(R[0]);
TRACE_VSVECTOR(R[1]);
TRACE_VSVECTOR(R[2]);
TRACE_VSVECTOR(R[3]);
TRACE_VSVECTOR(R[4]);
TRACE_VSVECTOR(R[5]);
#endif
}
#if 0 /* Must not be 1 in cvs */
TRACE("Output:\n");
TRACE_VSVECTOR(output->oPos);
TRACE_VSVECTOR(output->oD[0]);
TRACE_VSVECTOR(output->oD[1]);
TRACE_VSVECTOR(output->oT[0]);
TRACE_VSVECTOR(output->oT[1]);
#endif
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl* This, VOID* pData, UINT* pSizeOfData) {
if (NULL == pData) {
*pSizeOfData = This->functionLength;
return D3D_OK;
}
if (*pSizeOfData < This->functionLength) {
*pSizeOfData = This->functionLength;
return D3DERR_MOREDATA;
}
if (NULL == This->function) { /* no function defined */
TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
(*(DWORD **) pData) = NULL;
} else {
TRACE("(%p) : GetFunction copying to %p\n", This, pData);
memcpy(pData, This->function, This->functionLength);
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount) {
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) {
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST int* pConstantData, UINT Vector4iCount) {
if (StartRegister + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) {
ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This, StartRegister);
return D3DERR_INVALIDCALL;
}
if (NULL == pConstantData) {
return D3DERR_INVALIDCALL;
}
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, int* pConstantData, UINT Vector4iCount) {
TRACE("(%p) : C[%u] count=%u\n", This, StartRegister, Vector4iCount);
if (StartRegister + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) {
return D3DERR_INVALIDCALL;
}
if (NULL == pConstantData) {
return D3DERR_INVALIDCALL;
}
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantB(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount) {
if (StartRegister + BoolCount > D3D_VSHADER_MAX_CONSTANTS) {
ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This, StartRegister);
return D3DERR_INVALIDCALL;
}
if (NULL == pConstantData) {
return D3DERR_INVALIDCALL;
}
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantB(IDirect3DVertexShaderImpl* This, UINT StartRegister, BOOL* pConstantData, UINT BoolCount) {
FIXME("(%p) : stub\n", This);
return D3D_OK;
}

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@ stdcall WineDirect3DCreate(long)

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/*
* Direct3D wine internal interface main
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 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 "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(wine_d3d);
IDirect3DImpl* WINAPI WineDirect3DCreate(UINT SDKVersion) {
FIXME("SDKVersion = %x, TODO\n", SDKVersion);
return NULL;
}
/* At process attach */
BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
{
TRACE("wined3d DLLMain Reason=%ld\n", fdwReason);
if (fdwReason == DLL_PROCESS_ATTACH) {
DisableThreadLibraryCalls(hInstDLL);
}
return TRUE;
}

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/*
* Direct3D wine internal private include file
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 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
*/
#ifndef __WINE_WINED3D_PRIVATE_H
#define __WINE_WINED3D_PRIVATE_H
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "winuser.h"
#include "wine/debug.h"
#include "d3d8.h"
#include "d3d8types.h"
#include "wine/wined3d_interface.h"
/*****************************************************************************
* IDirect3DVertexShaderDeclaration implementation structure
*/
struct IDirect3DVertexShaderDeclarationImpl {
/* The device */
/*IDirect3DDeviceImpl* device;*/
/** precomputed fvf if simple declaration */
DWORD fvf[MAX_STREAMS];
DWORD allFVF;
/** dx8 compatible Declaration fields */
DWORD* pDeclaration8;
DWORD declaration8Length;
};
/*****************************************************************************
* IDirect3DVertexShader implementation structure
*/
struct IDirect3DVertexShaderImpl {
/* The device */
/*IDirect3DDeviceImpl* device;*/
DWORD* function;
UINT functionLength;
DWORD usage;
DWORD version;
/* run time datas */
VSHADERDATA* data;
VSHADERINPUTDATA input;
VSHADEROUTPUTDATA output;
};
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
struct IDirect3DPixelShaderImpl {
/* The device */
/*IDirect3DDeviceImpl* device;*/
DWORD* function;
UINT functionLength;
DWORD version;
/* run time datas */
PSHADERDATA* data;
PSHADERINPUTDATA input;
PSHADEROUTPUTDATA output;
};
#endif

58
include/wine/wined3d_gl.h Normal file
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/*
* Direct3D wine OpenGL include file
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 Jason Edmeades
* 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
*/
#ifndef __WINE_WINED3D_GL_H
#define __WINE_WINED3D_GL_H
#ifndef __WINE_CONFIG_H
# error You must include config.h to use this header
#endif
#ifdef HAVE_OPENGL
#undef APIENTRY
#undef CALLBACK
#undef WINAPI
#define XMD_H /* This is to prevent the Xmd.h inclusion bug :-/ */
#include <GL/gl.h>
#include <GL/glx.h>
#ifdef HAVE_GL_GLEXT_H
# include <GL/glext.h>
#endif
#undef XMD_H
#undef APIENTRY
#undef CALLBACK
#undef WINAPI
/**
* file where we merge all d3d-opengl specific stuff
*/
/* Redefines the constants */
#define CALLBACK __stdcall
#define WINAPI __stdcall
#define APIENTRY WINAPI
#endif /* HAVE_OPENGL */
#endif /* __WINE_WINED3D_GL */

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/*
* Direct3D wine internal public interface file
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 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
*/
#ifndef __WINE_WINED3D_INTERFACE_H
#define __WINE_WINED3D_INTERFACE_H
#if !defined( __WINE_CONFIG_H )
# error You must include config.h to use this header
#endif
#if !defined( __WINE_D3D8_H ) && !defined( __WINE_D3D9_H )
# error You must include d3d8.h or d3d9.h header to use this header
#endif
/*****************************************************************
* THIS FILE MUST NOT CONTAIN X11 or MESA DEFINES
* PLEASE USE wine/wined3d_gl.h INSTEAD
*/
/*****************************************************************
* Some defines
*/
/* Device caps */
#define MAX_PALETTES 256
#define MAX_STREAMS 16
#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
#define MAX_LEVELS 256
/* Other useful values */
#define HIGHEST_RENDER_STATE 174
#define HIGHEST_TEXTURE_STATE 29
#define HIGHEST_TRANSFORMSTATE 512
#define D3DSBT_RECORDED 0xfffffffe
#define D3D_VSHADER_MAX_CONSTANTS 96
#define D3D_PSHADER_MAX_CONSTANTS 32
/*****************************************************************
* Some includes
*/
#include "wine/wined3d_gl.h"
#include "wine/wined3d_types.h"
#include <stdarg.h>
#include <windef.h>
#include <winbase.h>
/*****************************************************************
* Some defines
*/
typedef struct IDirect3DImpl IDirect3DImpl;
typedef struct IDirect3DBaseTextureImpl IDirect3DBaseTextureImpl;
typedef struct IDirect3DVolumeTextureImpl IDirect3DVolumeTextureImpl;
typedef struct IDirect3DDeviceImpl IDirect3DDeviceImpl;
typedef struct IDirect3DTextureImpl IDirect3DTextureImpl;
typedef struct IDirect3DCubeTextureImpl IDirect3DCubeTextureImpl;
typedef struct IDirect3DIndexBufferImpl IDirect3DIndexBufferImpl;
typedef struct IDirect3DSurfaceImpl IDirect3DSurfaceImpl;
typedef struct IDirect3DSwapChainImpl IDirect3DSwapChainImpl;
typedef struct IDirect3DResourceImpl IDirect3DResourceImpl;
typedef struct IDirect3DVolumeImpl IDirect3DVolumeImpl;
typedef struct IDirect3DVertexBufferImpl IDirect3DVertexBufferImpl;
typedef struct IDirect3DStateBlockImpl IDirect3DStateBlockImpl;
typedef struct IDirect3DVertexShaderImpl IDirect3DVertexShaderImpl;
typedef struct IDirect3DPixelShaderImpl IDirect3DPixelShaderImpl;
typedef struct IDirect3DVertexShaderDeclarationImpl IDirect3DVertexShaderDeclarationImpl;
/*************************************************************
* d3dcore interfaces defs
*/
/** Vertex Shader API */
extern HRESULT WINAPI IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* This, CONST DWORD* pFunction);
extern HRESULT WINAPI IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl* This, VOID* pData, UINT* pSizeOfData);
extern HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantB(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount);
extern HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST INT* pConstantData, UINT Vector4iCount);
extern HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount);
extern HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantB(IDirect3DVertexShaderImpl* This, UINT StartRegister, BOOL* pConstantData, UINT BoolCount);
extern HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, INT* pConstantData, UINT Vector4iCount);
extern HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount);
/* internal Interfaces */
extern DWORD WINAPI IDirect3DVertexShaderImpl_GetVersion(IDirect3DVertexShaderImpl* This);
extern HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* This, VSHADERINPUTDATA* input, VSHADEROUTPUTDATA* output);
#ifdef __cplusplus
extern "C" {
#endif /* defined(__cplusplus) */
/* Define the main entrypoint as well */
IDirect3DImpl* WINAPI WineDirect3DCreate(UINT SDKVersion);
#ifdef __cplusplus
} /* extern "C" */
#endif /* defined(__cplusplus) */
#endif

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/*
* Direct3D wine types include file
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 Jason Edmeades
* 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
*/
#ifndef __WINE_WINED3D_TYPES_H
#define __WINE_WINED3D_TYPES_H
typedef struct _D3DVECTOR_3 {
float x;
float y;
float z;
} D3DVECTOR_3;
typedef struct _D3DVECTOR_4 {
float x;
float y;
float z;
float w;
} D3DVECTOR_4;
typedef struct D3DSHADERVECTOR {
float x;
float y;
float z;
float w;
} D3DSHADERVECTOR;
typedef struct D3DSHADERSCALAR {
float x;
} D3DSHADERSCALAR;
typedef D3DSHADERVECTOR VSHADERCONSTANTS8[D3D_VSHADER_MAX_CONSTANTS];
typedef struct VSHADERDATA {
/** Run Time Shader Function Constants */
/*D3DXBUFFER* constants;*/
VSHADERCONSTANTS8 C;
/** Shader Code as char ... */
CONST DWORD* code;
UINT codeLength;
} VSHADERDATA;
/** temporary here waiting for buffer code */
typedef struct VSHADERINPUTDATA {
D3DSHADERVECTOR V[17];
} VSHADERINPUTDATA;
/** temporary here waiting for buffer code */
typedef struct VSHADEROUTPUTDATA {
D3DSHADERVECTOR oPos;
D3DSHADERVECTOR oD[2];
D3DSHADERVECTOR oT[8];
D3DSHADERVECTOR oFog;
D3DSHADERVECTOR oPts;
} VSHADEROUTPUTDATA;
typedef D3DSHADERVECTOR PSHADERCONSTANTS8[D3D_PSHADER_MAX_CONSTANTS];
typedef struct PSHADERDATA {
/** Run Time Shader Function Constants */
/*D3DXBUFFER* constants;*/
PSHADERCONSTANTS8 C;
/** Shader Code as char ... */
CONST DWORD* code;
UINT codeLength;
} PSHADERDATA;
/** temporary here waiting for buffer code */
typedef struct PSHADERINPUTDATA {
D3DSHADERVECTOR V[2];
D3DSHADERVECTOR T[8];
D3DSHADERVECTOR S[16];
/*D3DSHADERVECTOR R[12];*/
} PSHADERINPUTDATA;
/** temporary here waiting for buffer code */
typedef struct PSHADEROUTPUTDATA {
D3DSHADERVECTOR oC[4];
D3DSHADERVECTOR oDepth;
} PSHADEROUTPUTDATA;
#endif