- some fixes in CreateDevice init
- vertex shader declaration parser (with output dump) and interpretation (generate the FVF descriptor for program input) - vertex shader program parser (with output dump) - software vertex shader program emulation
This commit is contained in:
parent
9fcfd2c3b5
commit
1df8f18e46
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@ -170,8 +170,8 @@ typedef SHADER8Vector SHADER8Constants[SHADER_MAX_CONSTANTS];
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typedef struct SHADER8Data {
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/** Run Time Shader Function Constants */
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/*D3DXBUFFER* constants; */
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SHADER8Constants constants;
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/*D3DXBUFFER* constants;*/
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SHADER8Constants C;
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/** Shader Code as char ... */
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CONST DWORD* code;
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UINT codeLength;
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@ -183,6 +183,8 @@ typedef struct VERTEXSHADER8 { /* TODO: Vertex Shader */
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DWORD usage; /* 0 || D3DUSAGE_SOFTWAREPROCESSING */
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UINT declLength;
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UINT functionLength;
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DWORD fvf;
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/* run time datas */
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SHADER8Data* data;
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@ -905,4 +907,11 @@ extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_LockBox(LPDIRECT3DVOLU
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extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_UnlockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level);
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extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_AddDirtyBox(LPDIRECT3DVOLUMETEXTURE8 iface, CONST D3DBOX* pDirtyBox);
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/*******************
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* private functions
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*/
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DWORD vshader_decl_parse(VERTEXSHADER8* vshader);
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DWORD vshader_program_parse(VERTEXSHADER8* vshader);
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#endif /* __WINE_D3DX8_PRIVATE_H */
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@ -177,7 +177,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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} else {
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode");
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checkGLcall("glMatrixMode");
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glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_PROJECTION].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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@ -2153,6 +2153,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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case D3DRS_INDEXEDVERTEXBLENDENABLE :
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case D3DRS_COLORWRITEENABLE :
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case D3DRS_TWEENFACTOR :
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case D3DRS_POSITIONORDER :
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case D3DRS_NORMALORDER :
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/*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
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TRACE("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
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break;
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@ -3128,7 +3130,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface
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VERTEXSHADER8* object;
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UINT i;
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FIXME("(%p) : VertexShader not fully supported yet\n", This);
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FIXME("(%p) : VertexShader not fully supported yet : Decl=%p, Func=%p\n", This, pDeclaration, pFunction);
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if (NULL == pDeclaration || NULL == pHandle) { /* pFunction can be NULL see MSDN */
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return D3DERR_INVALIDCALL;
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}
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@ -3142,21 +3144,26 @@ HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface
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}
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object->usage = Usage;
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object->data = NULL; /* TODO */
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object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SHADER8Data));
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VertexShaders[i] = object;
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*pHandle = VS_HIGHESTFIXEDFXF + i;
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object->decl = pDeclaration;
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object->function = pFunction;
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/*
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for (i = 0; 0xFFFFFFFF != pDeclaration[i]; ++i) ;
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object->declLength = i + 1;
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object->function = pFunction;
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if (NULL != pFunction) {
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for (i = 0; 0xFFFFFFFF != pFunction[i]; ++i) ;
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object->functionLength = i + 1;
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} else {
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object->functionLength = 1; /* no Function defined use fixed function vertex processing */
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object->functionLength = 1; // no Function defined use fixed function vertex processing
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}
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*/
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vshader_decl_parse(object);
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vshader_program_parse(object);
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return D3D_OK;
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}
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@ -3172,7 +3179,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, D
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TRACE("Recording... not performing anything\n");
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return D3D_OK;
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}
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if (Handle <= VS_HIGHESTFIXEDFXF) {
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TRACE("(%p) : FVF Shader, Handle=%lx\n", This, Handle);
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return D3D_OK;
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@ -3196,10 +3202,14 @@ HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface
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return D3DERR_INVALIDCALL;
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}
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object = VertexShaders[Handle - VS_HIGHESTFIXEDFXF];
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if (NULL == object) {
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return D3DERR_INVALIDCALL;
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}
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TRACE("(%p) : freing VertexShader %p\n", This, object);
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/* TODO: check validity of object */
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if (NULL != object->data) HeapFree(GetProcessHeap(), 0, (void *)object->data);
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HeapFree(GetProcessHeap(), 0, (void *)object);
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VertexShaders[Handle - VS_HIGHESTFIXEDFXF] = 0;
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VertexShaders[Handle - VS_HIGHESTFIXEDFXF] = NULL;
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return D3D_OK;
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}
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@ -3210,8 +3220,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8
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VERTEXSHADER8* object;
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DWORD Handle = This->UpdateStateBlock->VertexShader;
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FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
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/* FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This); */
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if (Register + ConstantCount > VSHADER_MAX_CONSTANTS) {
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return D3DERR_INVALIDCALL;
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}
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@ -3219,7 +3228,11 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8
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if (NULL == object || NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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memcpy(object->data->constants + Register, pConstantData, ConstantCount * sizeof(SHADER8Vector));
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if (NULL == object->data) { /* temporary while datas not supported */
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FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This);
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return D3DERR_INVALIDCALL;
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}
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memcpy(object->data->C + Register, pConstantData, ConstantCount * sizeof(SHADER8Vector));
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return D3D_OK;
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}
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@ -3237,7 +3250,10 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8
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if (NULL == object || NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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memcpy(pConstantData, object->data->constants + Register, ConstantCount * sizeof(SHADER8Vector));
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if (NULL == object->data) { /* temporary while datas not supported */
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return D3DERR_INVALIDCALL;
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}
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memcpy(pConstantData, object->data->C + Register, ConstantCount * sizeof(SHADER8Vector));
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return D3D_OK;
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}
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@ -3288,10 +3304,9 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8
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}
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HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData,UINT BaseVertexIndex) {
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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IDirect3DIndexBuffer8 *oldIdxs;
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
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oldIdxs = This->StateBlock.pIndexData;
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@ -382,7 +382,10 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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IDirect3DDevice8** ppReturnedDeviceInterface) {
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IDirect3DDevice8Impl *object;
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HWND whichHWND;
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int num;
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XVisualInfo template;
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const char *GL_Extensions = NULL;
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const char *GLX_Extensions = NULL;
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ICOM_THIS(IDirect3D8Impl,iface);
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TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
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@ -390,6 +393,9 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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/* Allocate the storage for the device */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDevice8Impl));
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if (NULL == object) {
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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object->lpVtbl = &Direct3DDevice8_Vtbl;
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object->ref = 1;
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object->direct3d8 = This;
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@ -417,6 +423,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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HDC hDc;
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int dblBuf[]={GLX_STENCIL_SIZE,8,GLX_RGBA,GLX_DEPTH_SIZE,16,GLX_DOUBLEBUFFER,None};
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/* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */
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/*int dblBuf[]={GLX_RGBA,GLX_RED_SIZE,4,GLX_GREEN_SIZE,4,GLX_BLUE_SIZE,4,GLX_DOUBLEBUFFER,None}; */
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/* Which hwnd are we using? */
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/* if (pPresentationParameters->Windowed) { */
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@ -437,12 +444,32 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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object->display = get_display(hDc);
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ENTER_GL();
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object->visInfo = glXChooseVisual(object->display, DefaultScreen(object->display), dblBuf);
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object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
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object->visInfo = glXChooseVisual(object->display, DefaultScreen(object->display), dblBuf);
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if (NULL == object->visInfo) {
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FIXME("cannot choose needed glxVisual with Stencil Buffer\n");
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/**
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* second try using wine initialized visual ...
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* must be fixed reworking wine-glx init
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*/
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template.visualid = (VisualID)GetPropA( GetDesktopWindow(), "__wine_x11_visual_id" );
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object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
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if (NULL == object->visInfo) {
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ERR("cannot really get XVisual\n");
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LEAVE_GL();
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return D3DERR_NOTAVAILABLE;
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}
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}
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object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
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if (NULL == object->visInfo) {
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ERR("cannot create glxContext\n");
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LEAVE_GL();
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return D3DERR_NOTAVAILABLE;
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}
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LEAVE_GL();
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ReleaseDC(whichHWND, hDc);
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ReleaseDC(whichHWND, hDc);
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}
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if (object->glCtx == NULL) {
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@ -492,8 +519,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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ENTER_GL();
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if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
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ERR("Error in setting current context (context %p drawable %ld)!\n",
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object->glCtx, object->win);
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ERR("Error in setting current context (context %p drawable %ld)!\n", object->glCtx, object->win);
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}
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checkGLcall("glXMakeCurrent");
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@ -509,7 +535,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
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glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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checkGLcall("glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
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/* Setup all the devices defaults */
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@ -518,22 +544,52 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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/* Parse the gl supported features, in theory enabling parts of our code appropriately */
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GL_Extensions = glGetString(GL_EXTENSIONS);
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TRACE("GL_Extensions reported:\n");
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while (*GL_Extensions!=0x00) {
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if (NULL == GL_Extensions) {
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ERR(" GL_Extensions returns NULL\n");
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} else {
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while (*GL_Extensions!=0x00) {
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const char *Start = GL_Extensions;
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char ThisExtn[256];
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memset(ThisExtn, 0x00, sizeof(ThisExtn));
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while (*GL_Extensions!=' ' && *GL_Extensions!=0x00) {
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GL_Extensions++;
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GL_Extensions++;
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}
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memcpy(ThisExtn, Start, (GL_Extensions-Start));
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TRACE (" %s\n", ThisExtn);
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if (*GL_Extensions==' ') GL_Extensions++;
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}
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}
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GLX_Extensions = glXQueryExtensionsString(object->display, DefaultScreen(object->display));
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TRACE("GLX_Extensions reported:\n");
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if (NULL == GLX_Extensions) {
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ERR(" GLX_Extensions returns NULL\n");
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} else {
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while (*GLX_Extensions!=0x00) {
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const char *Start = GLX_Extensions;
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char ThisExtn[256];
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memset(ThisExtn, 0x00, sizeof(ThisExtn));
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while (*GLX_Extensions!=' ' && *GLX_Extensions!=0x00) {
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GLX_Extensions++;
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}
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memcpy(ThisExtn, Start, (GLX_Extensions-Start));
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TRACE (" %s\n", ThisExtn);
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if (*GLX_Extensions==' ') GLX_Extensions++;
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}
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}
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LEAVE_GL();
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{
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GLint gl_max_texture_units_arb;
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glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max_texture_units_arb);
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TRACE("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%d\n", gl_max_texture_units_arb);
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}
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{ /* Set a default viewport */
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D3DVIEWPORT8 vp;
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vp.X = 0;
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@ -64,41 +64,24 @@ typedef struct shader_opcode {
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} shader_opcode;
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typedef struct vshader_input_data {
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/*SHADER8Vector V[16];//0-15 */
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SHADER8Vector V0;
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SHADER8Vector V1;
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SHADER8Vector V2;
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SHADER8Vector V3;
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SHADER8Vector V4;
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SHADER8Vector V5;
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SHADER8Vector V6;
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SHADER8Vector V7;
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SHADER8Vector V8;
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SHADER8Vector V9;
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SHADER8Vector V10;
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SHADER8Vector V11;
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SHADER8Vector V12;
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SHADER8Vector V13;
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SHADER8Vector V14;
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SHADER8Vector V15;
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/*SHADER8Vector V[16];//0-15*/
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SHADER8Vector V[16];
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} vshader_input_data;
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typedef struct vshader_output_data {
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SHADER8Vector oPos;
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/*SHADER8Vector oD[2];//0-1 */
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SHADER8Vector oD0;
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SHADER8Vector oD1;
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/*SHADER8Vector oT[4];//0-3 */
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SHADER8Vector oT0;
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SHADER8Vector oT1;
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SHADER8Vector oT2;
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SHADER8Vector oT3;
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SHADER8Scalar oFog;
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SHADER8Scalar oPts;
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/*SHADER8Vector oD[2];//0-1*/
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SHADER8Vector oD[2];
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/*SHADER8Vector oT[4];//0-3*/
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SHADER8Vector oT[4];
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/*SHADER8Scalar oFog;*/
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/*SHADER8Scalar oPts;*/
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SHADER8Vector oFog;
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SHADER8Vector oPts;
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} vshader_output_data;
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/*********************
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* vshader software VM
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/*******************************
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* vshader functions software VM
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*/
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void vshader_add(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
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@ -215,123 +198,489 @@ void vshader_sub(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
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*
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* @TODO: find this fucking really opcodes values
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*/
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static CONST shader_opcode vshader_ins [] =
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{
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{0, "mov", 2, vshader_mov},
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{0, "max", 3, vshader_max},
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{0, "min", 3, vshader_min},
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{0, "sge", 3, vshader_sge},
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{0, "slt", 3, vshader_slt},
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{0, "add", 3, vshader_add},
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{0, "sub", 3, vshader_sub},
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{0, "mul", 3, vshader_mul},
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{0, "rcp", 2, vshader_rcp},
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{0, "mad", 4, vshader_mad},
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{0, "dp3", 3, vshader_dp3},
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{0, "dp4", 3, vshader_dp4},
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{0, "rsq", 2, vshader_rsq},
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{0, "dst", 3, vshader_dst},
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{0, "lit", 2, vshader_lit},
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{0, "expp", 2, vshader_expp},
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{0, "logp", 2, vshader_logp},
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{0, "nop", 0, vshader_nop},
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{0, NULL, 0, NULL}
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};
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static CONST shader_opcode vshader_ins [] = {
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{D3DSIO_MOV, "mov", 2, vshader_mov},
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{D3DSIO_MAX, "max", 3, vshader_max},
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{D3DSIO_MIN, "min", 3, vshader_min},
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{D3DSIO_SGE, "sge", 3, vshader_sge},
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{D3DSIO_SLT, "slt", 3, vshader_slt},
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{D3DSIO_ADD, "add", 3, vshader_add},
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{D3DSIO_SUB, "sub", 3, vshader_sub},
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{D3DSIO_MUL, "mul", 3, vshader_mul},
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{D3DSIO_RCP, "rcp", 2, vshader_rcp},
|
||||
{D3DSIO_MAD, "mad", 4, vshader_mad},
|
||||
{D3DSIO_DP3, "dp3", 3, vshader_dp3},
|
||||
{D3DSIO_DP4, "dp4", 3, vshader_dp4},
|
||||
{D3DSIO_RSQ, "rsq", 2, vshader_rsq},
|
||||
{D3DSIO_DST, "dst", 3, vshader_dst},
|
||||
{D3DSIO_LIT, "lit", 2, vshader_lit},
|
||||
{D3DSIO_EXPP, "expp", 2, vshader_expp},
|
||||
{D3DSIO_LOGP, "logp", 2, vshader_logp},
|
||||
{D3DSIO_NOP, "nop", 0, vshader_nop},
|
||||
{0, NULL, 0, NULL}
|
||||
};
|
||||
|
||||
|
||||
shader_opcode* vshader_get_opcode(const DWORD code) {
|
||||
const shader_opcode* vshader_program_get_opcode(const DWORD code) {
|
||||
DWORD i = 0;
|
||||
while (NULL != vshader_ins[i].name) {
|
||||
if ((code & D3DSI_OPCODE_MASK) == vshader_ins[i].opcode) {
|
||||
return &vshader_ins[i];
|
||||
}
|
||||
++i;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void vshader_program_dump_param(const DWORD param, int input) {
|
||||
static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
|
||||
static const char swizzle_reg_chars[] = "xyzw";
|
||||
|
||||
DWORD reg = param & 0x00001FFF;
|
||||
DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
|
||||
|
||||
if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) DPRINTF("-");
|
||||
|
||||
switch (regtype << D3DSP_REGTYPE_SHIFT) {
|
||||
case D3DSPR_TEMP:
|
||||
DPRINTF("R[%lu]", reg);
|
||||
break;
|
||||
case D3DSPR_INPUT:
|
||||
DPRINTF("V[%lu]", reg);
|
||||
break;
|
||||
case D3DSPR_CONST:
|
||||
DPRINTF("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
|
||||
break;
|
||||
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
|
||||
DPRINTF("a[%lu]", reg);
|
||||
break;
|
||||
case D3DSPR_RASTOUT:
|
||||
DPRINTF("%s", rastout_reg_names[reg]);
|
||||
break;
|
||||
case D3DSPR_ATTROUT:
|
||||
DPRINTF("oD[%lu]", reg);
|
||||
break;
|
||||
case D3DSPR_TEXCRDOUT:
|
||||
DPRINTF("oT[%lu]", reg);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (!input) {
|
||||
/** operand output */
|
||||
if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
|
||||
if (param & D3DSP_WRITEMASK_0) DPRINTF(".x");
|
||||
if (param & D3DSP_WRITEMASK_1) DPRINTF(".y");
|
||||
if (param & D3DSP_WRITEMASK_2) DPRINTF(".z");
|
||||
if (param & D3DSP_WRITEMASK_3) DPRINTF(".w");
|
||||
}
|
||||
} else {
|
||||
/** operand input */
|
||||
DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
|
||||
DWORD swizzle_x = swizzle & 0x03;
|
||||
DWORD swizzle_y = (swizzle >> 2) & 0x03;
|
||||
DWORD swizzle_z = (swizzle >> 4) & 0x03;
|
||||
DWORD swizzle_w = (swizzle >> 6) & 0x03;
|
||||
/**
|
||||
* swizzle bits fields:
|
||||
* WWZZYYXX
|
||||
*/
|
||||
if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
|
||||
if (swizzle_x == swizzle_y &&
|
||||
swizzle_x == swizzle_z &&
|
||||
swizzle_x == swizzle_w) {
|
||||
DPRINTF(".%c", swizzle_reg_chars[swizzle_x]);
|
||||
} else {
|
||||
DPRINTF(".%c%c%c%c",
|
||||
swizzle_reg_chars[swizzle_x],
|
||||
swizzle_reg_chars[swizzle_y],
|
||||
swizzle_reg_chars[swizzle_z],
|
||||
swizzle_reg_chars[swizzle_w]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Function parser ...
|
||||
*/
|
||||
BOOL vshader_parse_function(const DWORD* function) {
|
||||
return TRUE;
|
||||
DWORD vshader_program_parse(VERTEXSHADER8* vshader) {
|
||||
const DWORD* pToken = vshader->function;
|
||||
const shader_opcode* curOpcode = NULL;
|
||||
DWORD len = 0;
|
||||
DWORD i;
|
||||
|
||||
if (NULL != pToken) {
|
||||
while (D3DVS_END() != *pToken) {
|
||||
curOpcode = vshader_program_get_opcode(*pToken);
|
||||
++pToken;
|
||||
++len;
|
||||
if (NULL == curOpcode) {
|
||||
/* unkown current opcode ... */
|
||||
while (*pToken & 0x80000000) {
|
||||
DPRINTF("unrecognized opcode: %08lX\n", *pToken);
|
||||
++pToken;
|
||||
++len;
|
||||
}
|
||||
} else {
|
||||
DPRINTF("%s ", curOpcode->name);
|
||||
if (curOpcode->num_params > 0) {
|
||||
vshader_program_dump_param(*pToken, 0);
|
||||
++pToken;
|
||||
++len;
|
||||
for (i = 1; i < curOpcode->num_params; ++i) {
|
||||
DPRINTF(", ");
|
||||
vshader_program_dump_param(*pToken, 1);
|
||||
++pToken;
|
||||
++len;
|
||||
}
|
||||
}
|
||||
DPRINTF("\n");
|
||||
}
|
||||
}
|
||||
vshader->functionLength = len * sizeof(DWORD);
|
||||
} else {
|
||||
vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
|
||||
}
|
||||
return len * sizeof(DWORD);
|
||||
}
|
||||
|
||||
BOOL vshader_hardware_execute_function(VERTEXSHADER8* vshader,
|
||||
const vshader_input_data* input,
|
||||
vshader_output_data* output) {
|
||||
BOOL vshader_program_execute_HAL(VERTEXSHADER8* vshader,
|
||||
const vshader_input_data* input,
|
||||
vshader_output_data* output) {
|
||||
/**
|
||||
* TODO: use the GL_NV_vertex_program
|
||||
* and specifics vendors variants for it
|
||||
* TODO: use the NV_vertex_program (or 1_1) extension
|
||||
* and specifics vendors (ARB_vertex_program??) variants for it
|
||||
*/
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
BOOL vshader_software_execute_function(VERTEXSHADER8* vshader,
|
||||
const vshader_input_data* input,
|
||||
vshader_output_data* output) {
|
||||
BOOL vshader_program_execute_SW(VERTEXSHADER8* vshader,
|
||||
vshader_input_data* input,
|
||||
vshader_output_data* output) {
|
||||
/** Vertex Shader Temporary Registers */
|
||||
/*SHADER8Vector R[12];*/
|
||||
SHADER8Vector R[12];
|
||||
/*SHADER8Scalar A0;*/
|
||||
SHADER8Vector A[1];
|
||||
/** temporary Vector for modifier management */
|
||||
/*SHADER8Vector d;*/
|
||||
SHADER8Vector d;
|
||||
SHADER8Vector s[3];
|
||||
/** parser datas */
|
||||
const DWORD* pToken = vshader->function;
|
||||
shader_opcode* curOpcode = NULL;
|
||||
|
||||
const shader_opcode* curOpcode = NULL;
|
||||
/** functions parameters */
|
||||
SHADER8Vector* p[4];
|
||||
SHADER8Vector* p_send[4];
|
||||
|
||||
DWORD i;
|
||||
|
||||
/* the first dword is the version tag */
|
||||
/* TODO: parse it */
|
||||
|
||||
++pToken;
|
||||
while (0xFFFFFFFF != *pToken) {
|
||||
curOpcode = vshader_get_opcode(*pToken);
|
||||
while (D3DVS_END() != *pToken) {
|
||||
curOpcode = vshader_program_get_opcode(*pToken);
|
||||
++pToken;
|
||||
if (NULL == curOpcode) {
|
||||
/* unkown current opcode ... */
|
||||
return FALSE;
|
||||
}
|
||||
if (curOpcode->num_params > 0) {
|
||||
/* TODO */
|
||||
while (*pToken & 0x80000000) {
|
||||
DPRINTF("unrecognized opcode: %08lX\n", *pToken);
|
||||
++pToken;
|
||||
}
|
||||
/*return FALSE;*/
|
||||
} else {
|
||||
if (curOpcode->num_params > 0) {
|
||||
|
||||
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:
|
||||
p[i] = &R[reg];
|
||||
break;
|
||||
case D3DSPR_INPUT:
|
||||
p[i] = &input->V[reg];
|
||||
break;
|
||||
case D3DSPR_CONST:
|
||||
if (reg & D3DVS_ADDRMODE_RELATIVE) {
|
||||
p[i] = &vshader->data->C[(DWORD) A[0].x + reg];
|
||||
} else {
|
||||
p[i] = &vshader->data->C[reg];
|
||||
}
|
||||
break;
|
||||
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
|
||||
if (0 != reg)
|
||||
ERR("cannot handle address registers != a0");
|
||||
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:
|
||||
p[i] = &output->oD[reg];
|
||||
break;
|
||||
case D3DSPR_TEXCRDOUT:
|
||||
p[i] = &output->oT[reg];
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (i > 1) { /* input reg */
|
||||
DWORD swizzle = (pToken[i] & 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;
|
||||
if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
|
||||
p_send[i] = p[i];
|
||||
} else {
|
||||
float* tt = (float*) p[i];
|
||||
s[i].x = tt[swizzle_x];
|
||||
s[i].y = tt[swizzle_y];
|
||||
s[i].z = tt[swizzle_z];
|
||||
s[i].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;
|
||||
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;
|
||||
}
|
||||
|
||||
/* to next opcode token */
|
||||
pToken += curOpcode->num_params;
|
||||
}
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
/**
|
||||
* Declaration Parser First draft ...
|
||||
/************************************
|
||||
* Vertex Shader Declaration Parser First draft ...
|
||||
*/
|
||||
|
||||
#if 0
|
||||
static CONST char* vshader_decl [] =
|
||||
{
|
||||
"D3DVSDT_D3DCOLOR",
|
||||
"D3DVSDT_FLOAT1",
|
||||
"D3DVSDT_FLOAT2",
|
||||
"D3DVSDT_FLOAT3",
|
||||
"D3DVSDT_FLOAT4",
|
||||
"D3DVSDT_UBYTE4",
|
||||
NULL
|
||||
};
|
||||
#endif
|
||||
|
||||
/** Vertex Shader Declaration parser tokens */
|
||||
enum D3DVSD_TOKENS {
|
||||
D3DVSD_STREAM,
|
||||
|
||||
D3DVSD_END
|
||||
/** Vertex Shader Declaration data types tokens */
|
||||
static CONST char* VertexShaderDeclDataTypes [] = {
|
||||
"D3DVSDT_FLOAT1",
|
||||
"D3DVSDT_FLOAT2",
|
||||
"D3DVSDT_FLOAT3",
|
||||
"D3DVSDT_FLOAT4",
|
||||
"D3DVSDT_D3DCOLOR",
|
||||
"D3DVSDT_UBYTE4",
|
||||
"D3DVSDT_SHORT2",
|
||||
"D3DVSDT_SHORT4",
|
||||
NULL
|
||||
};
|
||||
|
||||
BOOL vshader_parse_declaration(VERTEXSHADER8* vshader) {
|
||||
/** parser data */
|
||||
const DWORD* pToken = vshader->decl;
|
||||
static CONST char* VertexShaderDeclRegister [] = {
|
||||
"D3DVSDE_POSITION",
|
||||
"D3DVSDE_BLENDWEIGHT",
|
||||
"D3DVSDE_BLENDINDICES",
|
||||
"D3DVSDE_NORMAL",
|
||||
"D3DVSDE_PSIZE",
|
||||
"D3DVSDE_DIFFUSE",
|
||||
"D3DVSDE_SPECULAR",
|
||||
"D3DVSDE_TEXCOORD0",
|
||||
"D3DVSDE_TEXCOORD1",
|
||||
"D3DVSDE_TEXCOORD2",
|
||||
"D3DVSDE_TEXCOORD3",
|
||||
"D3DVSDE_TEXCOORD4",
|
||||
"D3DVSDE_TEXCOORD5",
|
||||
"D3DVSDE_TEXCOORD6",
|
||||
"D3DVSDE_TEXCOORD7",
|
||||
"D3DVSDE_POSITION2",
|
||||
"D3DVSDE_NORMAL2",
|
||||
NULL
|
||||
};
|
||||
|
||||
++pToken;
|
||||
while (0xFFFFFFFF != *pToken) {
|
||||
/** TODO */
|
||||
++pToken;
|
||||
|
||||
/** todo check decl validity */
|
||||
DWORD vshader_decl_parse_token(const DWORD* pToken) {
|
||||
const DWORD token = *pToken;
|
||||
DWORD tokenlen = 1;
|
||||
|
||||
switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
|
||||
case D3DVSD_TOKEN_NOP:
|
||||
TRACE(" 0x%08lx NOP()\n", token);
|
||||
break;
|
||||
case D3DVSD_TOKEN_STREAM:
|
||||
if (token & D3DVSD_STREAMTESSMASK) {
|
||||
TRACE(" 0x%08lx STREAM_TESS()\n", token);
|
||||
} else {
|
||||
TRACE(" 0x%08lx STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
|
||||
}
|
||||
break;
|
||||
case D3DVSD_TOKEN_STREAMDATA:
|
||||
if (token & 0x10000000) {
|
||||
TRACE(" 0x%08lx SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
|
||||
} else {
|
||||
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
|
||||
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
|
||||
TRACE(" 0x%08lx REG(%s, %s)\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
|
||||
}
|
||||
break;
|
||||
case D3DVSD_TOKEN_TESSELLATOR:
|
||||
if (token & 0x10000000) {
|
||||
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
|
||||
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
|
||||
TRACE(" 0x%08lx TESSUV(%s) as %s\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
|
||||
} else {
|
||||
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
|
||||
DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
|
||||
DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
|
||||
TRACE(" 0x%08lx TESSNORMAL(%s, %s) as %s\n", token, VertexShaderDeclRegister[regin], VertexShaderDeclRegister[regout], VertexShaderDeclDataTypes[type]);
|
||||
}
|
||||
break;
|
||||
case D3DVSD_TOKEN_CONSTMEM:
|
||||
{
|
||||
DWORD i;
|
||||
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
|
||||
DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
|
||||
TRACE(" 0x%08lx CONST(%lu, %lu)\n", token, constaddress, count);
|
||||
++pToken;
|
||||
for (i = 0; i < count; ++i) {
|
||||
TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
|
||||
constaddress,
|
||||
*pToken,
|
||||
*(pToken + 1),
|
||||
*(pToken + 2),
|
||||
*(pToken + 3));
|
||||
pToken += 4;
|
||||
++constaddress;
|
||||
}
|
||||
tokenlen = count + 1;
|
||||
}
|
||||
break;
|
||||
case D3DVSD_TOKEN_EXT:
|
||||
{
|
||||
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
|
||||
DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
|
||||
TRACE(" 0x%08lx EXT(%lu, %lu)\n", token, count, extinfo);
|
||||
/* todo ... print extension */
|
||||
tokenlen = count + 1;
|
||||
}
|
||||
break;
|
||||
case D3DVSD_TOKEN_END:
|
||||
TRACE(" 0x%08lx END()\n", token);
|
||||
break;
|
||||
default:
|
||||
TRACE(" 0x%08lx UNKNOWN\n", token);
|
||||
/* argg error */
|
||||
}
|
||||
return TRUE;
|
||||
return tokenlen;
|
||||
}
|
||||
|
||||
HRESULT WINAPI ValidatePixelShader(void) {
|
||||
FIXME("(void): stub\n");
|
||||
return 0;
|
||||
DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
|
||||
/** parser data */
|
||||
const DWORD* pToken = vshader->decl;
|
||||
DWORD fvf = 0;
|
||||
DWORD len = 0;
|
||||
DWORD token;
|
||||
DWORD tokenlen;
|
||||
DWORD tokentype;
|
||||
|
||||
while (D3DVSD_END() != *pToken) {
|
||||
token = *pToken;
|
||||
tokenlen = vshader_decl_parse_token(pToken);
|
||||
tokentype = ((*pToken & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
|
||||
|
||||
/** FVF generation block */
|
||||
if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
|
||||
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
|
||||
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
|
||||
switch (reg) {
|
||||
case D3DVSDE_POSITION: fvf |= D3DFVF_XYZ; break;
|
||||
case D3DVSDE_BLENDWEIGHT:
|
||||
switch (type) {
|
||||
case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break;
|
||||
case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break;
|
||||
case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZB3; break;
|
||||
case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZB4; break;
|
||||
default:
|
||||
/** errooooorr what to do ? */
|
||||
ERR("Error in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %lu\n", type);
|
||||
}
|
||||
break;
|
||||
|
||||
case D3DVSDE_BLENDINDICES: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
|
||||
case D3DVSDE_NORMAL: fvf |= D3DFVF_NORMAL; break;
|
||||
case D3DVSDE_PSIZE: fvf |= D3DFVF_PSIZE; break;
|
||||
case D3DVSDE_DIFFUSE: fvf |= D3DFVF_DIFFUSE; break;
|
||||
case D3DVSDE_SPECULAR: fvf |= D3DFVF_SPECULAR; break;
|
||||
case D3DVSDE_TEXCOORD0: fvf |= D3DFVF_TEX1; break;
|
||||
case D3DVSDE_TEXCOORD1: fvf |= D3DFVF_TEX2; break;
|
||||
case D3DVSDE_TEXCOORD2: fvf |= D3DFVF_TEX3; break;
|
||||
case D3DVSDE_TEXCOORD3: fvf |= D3DFVF_TEX4; break;
|
||||
case D3DVSDE_TEXCOORD4: fvf |= D3DFVF_TEX5; break;
|
||||
case D3DVSDE_TEXCOORD5: fvf |= D3DFVF_TEX6; break;
|
||||
case D3DVSDE_TEXCOORD6: fvf |= D3DFVF_TEX7; break;
|
||||
case D3DVSDE_TEXCOORD7: fvf |= D3DFVF_TEX8; break;
|
||||
case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */
|
||||
case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
|
||||
FIXME("[%lu] registers in VertexShader declaration not supported yet (token:0x%08lx)\n", reg, token);
|
||||
break;
|
||||
}
|
||||
}
|
||||
len += tokenlen;
|
||||
pToken += tokenlen;
|
||||
}
|
||||
/* here D3DVSD_END() */
|
||||
len += vshader_decl_parse_token(pToken);
|
||||
if (NULL == vshader->function) vshader->fvf = fvf;
|
||||
vshader->declLength = len * sizeof(DWORD);
|
||||
return len * sizeof(DWORD);
|
||||
}
|
||||
|
||||
HRESULT WINAPI ValidateVertexShader(void) {
|
||||
FIXME("(void): stub\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
HRESULT WINAPI ValidatePixelShader(void) {
|
||||
FIXME("(void): stub\n");
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -107,7 +107,7 @@ D3DRESOURCETYPE WINAPI IDirect3DTexture8Impl_GetType(LPDIRECT3DTEXTURE8 iface) {
|
|||
return This->ResourceType;
|
||||
}
|
||||
|
||||
/* IDirect3DTexture8 (Inherited from IDirect3DBaseTexture8) */
|
||||
/* IDirect3DTexture8 IDirect3DBaseTexture8 Interface follow: */
|
||||
DWORD WINAPI IDirect3DTexture8Impl_SetLOD(LPDIRECT3DTEXTURE8 iface, DWORD LODNew) {
|
||||
ICOM_THIS(IDirect3DTexture8Impl,iface);
|
||||
FIXME("(%p) : stub\n", This); return D3D_OK;
|
||||
|
|
|
@ -36,7 +36,9 @@ HRESULT WINAPI IDirect3DVolumeTexture8Impl_QueryInterface(LPDIRECT3DVOLUMETEXTUR
|
|||
|
||||
TRACE("(%p) : QueryInterface\n", This);
|
||||
if (IsEqualGUID(riid, &IID_IUnknown)
|
||||
|| IsEqualGUID(riid, &IID_IClassFactory)) {
|
||||
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|
||||
|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
|
||||
|| IsEqualGUID(riid, &IID_IDirect3DVolumeTexture8)) {
|
||||
IDirect3DVolumeTexture8Impl_AddRef(iface);
|
||||
*ppobj = This;
|
||||
return D3D_OK;
|
||||
|
@ -55,7 +57,7 @@ ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(LPDIRECT3DVOLUMETEXTURE8 iface)
|
|||
ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(LPDIRECT3DVOLUMETEXTURE8 iface) {
|
||||
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
|
||||
ULONG ref = --This->ref;
|
||||
int i;
|
||||
UINT i;
|
||||
|
||||
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
|
||||
if (ref == 0) {
|
||||
|
@ -107,7 +109,7 @@ D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture8Impl_GetType(LPDIRECT3DVOLUMETEXTU
|
|||
return This->ResourceType;
|
||||
}
|
||||
|
||||
/* IDirect3DVolumeTexture8 (Inherited from IDirect3DBaseTexture8) */
|
||||
/* IDirect3DVolumeTexture8 IDirect3DBaseTexture8 Interface follow: */
|
||||
DWORD WINAPI IDirect3DVolumeTexture8Impl_SetLOD(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD LODNew) {
|
||||
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
|
||||
FIXME("(%p) : stub\n", This); return D3D_OK;
|
||||
|
|
Loading…
Reference in New Issue