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:
parent
b0c2e54a03
commit
0196861349
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@ -1459,6 +1459,7 @@ dlls/commdlg/Makefile
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dlls/crtdll/Makefile
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dlls/crypt32/Makefile
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dlls/ctl3d/Makefile
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dlls/wined3d/Makefile
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dlls/d3d8/Makefile
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dlls/d3d9/Makefile
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dlls/d3dim/Makefile
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@ -8,7 +8,7 @@ VPATH = @srcdir@
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# special configure-dependent targets
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GLU32FILES = glu32
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OPENGLFILES = d3d8 d3d9 d3dx8 opengl32
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OPENGLFILES = d3d8 d3d9 d3dx8 opengl32 wined3d
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XFILES = ddraw x11drv
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EXTRADIRS = @GLU32FILES@ @OPENGLFILES@ @XFILES@
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@ -139,6 +139,7 @@ SUBDIRS = \
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ddraw \
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glu32 \
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opengl32 \
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wined3d \
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x11drv
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BUILDSUBDIRS = $(BASEDIRS) $(EXTRADIRS)
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@ -645,6 +646,9 @@ winearts.drv$(DLLEXT): winmm/winearts/winearts.drv$(DLLEXT)
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wineaudioio.drv$(DLLEXT): winmm/wineaudioio/wineaudioio.drv$(DLLEXT)
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$(RM) $@ && $(LN_S) winmm/wineaudioio/wineaudioio.drv$(DLLEXT) $@
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wined3d.dll$(DLLEXT): wined3d/wined3d.dll$(DLLEXT)
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$(RM) $@ && $(LN_S) wined3d/wined3d.dll$(DLLEXT) $@
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winedos.dll$(DLLEXT) wprocs.dll$(DLLEXT): winedos/winedos.dll$(DLLEXT)
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$(RM) $@ && $(LN_S) winedos/winedos.dll$(DLLEXT) $@
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@ -790,6 +794,7 @@ IMPORT_LIBS = \
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libuxtheme \
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libversion \
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libw32skrnl \
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libwined3d \
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libwinedos \
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libwineps \
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libwininet \
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@ -1254,6 +1259,11 @@ libw32skrnl.def: win32s/w32skrnl.spec.def
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libw32skrnl.a: win32s/w32skrnl.spec.def
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$(DLLTOOL) -k -l $@ -d win32s/w32skrnl.spec.def
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libwined3d.def: wined3d/wined3d.spec.def
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$(RM) $@ && $(LN_S) wined3d/wined3d.spec.def $@
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libwined3d.a: wined3d/wined3d.spec.def
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$(DLLTOOL) -k -l $@ -d wined3d/wined3d.spec.def
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libwinedos.def: winedos/winedos.spec.def
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$(RM) $@ && $(LN_S) winedos/winedos.spec.def $@
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libwinedos.a: winedos/winedos.spec.def
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@ -1409,6 +1419,7 @@ user/user32.spec.def: $(WINEBUILD)
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uxtheme/uxtheme.spec.def: $(WINEBUILD)
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version/version.spec.def: $(WINEBUILD)
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win32s/w32skrnl.spec.def: $(WINEBUILD)
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wined3d/wined3d.spec.def: $(WINEBUILD)
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winedos/winedos.spec.def: $(WINEBUILD)
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wineps/wineps.spec.def: $(WINEBUILD)
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wininet/wininet.spec.def: $(WINEBUILD)
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@ -1534,6 +1545,7 @@ win32s/w32skrnl.dll$(DLLEXT): win32s
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winmm/winealsa/winealsa.drv$(DLLEXT): winmm/winealsa
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winmm/winearts/winearts.drv$(DLLEXT): winmm/winearts
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winmm/wineaudioio/wineaudioio.drv$(DLLEXT): winmm/wineaudioio
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wined3d/wined3d.dll$(DLLEXT): wined3d
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winedos/winedos.dll$(DLLEXT): winedos
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winmm/winejack/winejack.drv$(DLLEXT): winmm/winejack
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msacm/winemp3/winemp3.acm$(DLLEXT): msacm/winemp3
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@ -37,6 +37,7 @@ my %special_dlls =
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"d3d8" => "OPENGLFILES",
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"d3d9" => "OPENGLFILES",
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"d3dx8" => "OPENGLFILES",
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"wined3d" => "OPENGLFILES",
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"x11drv" => "XFILES"
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);
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@ -0,0 +1,4 @@
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Makefile
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wined3d.dll.dbg.c
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wined3d.spec.c
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wined3d.spec.def
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@ -0,0 +1,16 @@
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TOPSRCDIR = @top_srcdir@
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TOPOBJDIR = ../..
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SRCDIR = @srcdir@
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VPATH = @srcdir@
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MODULE = wined3d.dll
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IMPORTS = user32 gdi32 kernel32
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EXTRAINCL = @X_CFLAGS@
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EXTRALIBS = $(LIBUUID) @X_LIBS@ @X_PRE_LIBS@ @XLIB@ @X_EXTRA_LIBS@ @OPENGL_LIBS@
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C_SRCS = \
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vertexshader.c \
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wined3d_main.c
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@MAKE_DLL_RULES@
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### Dependencies:
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@ -0,0 +1,844 @@
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/*
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* shaders implementation
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*
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* Copyright 2002-2003 Jason Edmeades
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* Raphael Junqueira
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include <math.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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/* Shader debugging - Change the following line to enable debugging of software
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vertex shaders */
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#if 0 /* Musxt not be 1 in cvs version */
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# define VSTRACE(A) TRACE A
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# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
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#else
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# define VSTRACE(A)
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# define TRACE_VSVECTOR(name)
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#endif
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/**
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* DirectX9 SDK download
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* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
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*
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* Exploring D3DX
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
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*
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* Using Vertex Shaders
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
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*
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* Dx9 New
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
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*
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* Dx9 Shaders
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
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*
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* Dx9 D3DX
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
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*
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* FVF
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* http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
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*
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* NVIDIA: DX8 Vertex Shader to NV Vertex Program
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* http://developer.nvidia.com/view.asp?IO=vstovp
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*
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* NVIDIA: Memory Management with VAR
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* http://developer.nvidia.com/view.asp?IO=var_memory_management
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*/
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typedef void (*shader_fct_t)();
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typedef struct SHADER_OPCODE {
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CONST BYTE opcode;
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const char* name;
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CONST UINT num_params;
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shader_fct_t soft_fct;
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DWORD min_version;
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DWORD max_version;
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} SHADER_OPCODE;
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/*******************************
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* vshader functions software VM
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*/
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void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = s0->x + s1->x;
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d->y = s0->y + s1->y;
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d->z = s0->z + s1->z;
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d->w = s0->w + s1->w;
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VSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
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VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
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VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = 1.0f;
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d->y = s0->y * s1->y;
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d->z = s0->z;
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d->w = s1->w;
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VSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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float tmp_f = floorf(s0->w);
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DWORD tmp_d = 0;
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tmp_f = powf(2.0f, s0->w);
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tmp_d = *((DWORD*) &tmp_f) & 0xFFFFFF00;
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d->x = powf(2.0f, tmp_f);
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d->y = s0->w - tmp_f;
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d->z = *((float*) &tmp_d);
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d->w = 1.0f;
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VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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d->x = 1.0f;
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d->y = (0.0f < s0->x) ? s0->x : 0.0f;
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d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f;
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d->w = 1.0f;
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VSTRACE(("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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float tmp_f = fabsf(s0->w);
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d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
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VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
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d->x = s0->x * s1->x + s2->x;
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d->y = s0->y * s1->y + s2->y;
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d->z = s0->z * s1->z + s2->z;
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d->w = s0->w * s1->w + s2->w;
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VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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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));
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}
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void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = (s0->x >= s1->x) ? s0->x : s1->x;
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d->y = (s0->y >= s1->y) ? s0->y : s1->y;
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d->z = (s0->z >= s1->z) ? s0->z : s1->z;
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d->w = (s0->w >= s1->w) ? s0->w : s1->w;
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VSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = (s0->x < s1->x) ? s0->x : s1->x;
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d->y = (s0->y < s1->y) ? s0->y : s1->y;
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d->z = (s0->z < s1->z) ? s0->z : s1->z;
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d->w = (s0->w < s1->w) ? s0->w : s1->w;
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VSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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d->x = s0->x;
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d->y = s0->y;
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d->z = s0->z;
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d->w = s0->w;
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VSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = s0->x * s1->x;
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d->y = s0->y * s1->y;
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d->z = s0->z * s1->z;
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d->w = s0->w * s1->w;
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VSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_nop(void) {
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/* NOPPPP ahhh too easy ;) */
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}
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void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE : 1.0f / s0->w;
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VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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float tmp_f = fabsf(s0->w);
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d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f);
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VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = (s0->x >= s1->x) ? 1.0f : 0.0f;
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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;
|
||||
}
|
|
@ -0,0 +1 @@
|
|||
@ stdcall WineDirect3DCreate(long)
|
|
@ -0,0 +1,41 @@
|
|||
/*
|
||||
* 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;
|
||||
}
|
|
@ -0,0 +1,89 @@
|
|||
/*
|
||||
* 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
|
|
@ -0,0 +1,58 @@
|
|||
/*
|
||||
* 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 */
|
|
@ -0,0 +1,118 @@
|
|||
/*
|
||||
* 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
|
|
@ -0,0 +1,100 @@
|
|||
/*
|
||||
* 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
|
Loading…
Reference in New Issue