Implemented stubbed out pixel shaders and their states in wined3d.
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ff0b2edd3c
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2af36c646e
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@ -15,6 +15,7 @@ C_SRCS = \
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directx.c \
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drawprim.c \
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indexbuffer.c \
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pixelshader.c \
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query.c \
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resource.c \
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stateblock.c \
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@ -1465,8 +1465,18 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CON
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HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice* iface, CONST DWORD* pFunction, IWineD3DPixelShader** ppPixelShader, IUnknown *parent) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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FIXME("(%p) : Stub\n", This);
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IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
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D3DCREATEOBJECTINSTANCE(object, PixelShader)
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#if 1
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object->function = pFunction;
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#else /* TODO: pixel shader set function */
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IWineD3DPixelShaderImpl_SetFuction(*ppPixelShader, pFunction);
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#endif
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FIXME("(%p) : STUB: Created Pixel shader %p\n", This, ppPixelShader);
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice* iface, IWineD3D** ppD3D) {
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@ -3627,54 +3637,153 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface
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HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
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IUnknown *parent;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : stub\n", This);
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IWineD3DPixelShader *oldpShader = This->updateStateBlock->pixelShader;
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static BOOL showFixmes = TRUE;
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/** FIXME: reference counting? **/
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This->updateStateBlock->pixelShader = pShader;
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This->updateStateBlock->changed.pixelShader = TRUE;
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This->updateStateBlock->set.pixelShader = TRUE;
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if (pShader == NULL) {
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/* clear down the shader */
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TRACE("Clear down the shader\n");
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}else{
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if (showFixmes) {
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FIXME("(%p) : stub pShader(%p)\n", This, pShader);
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showFixmes = FALSE;
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}
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}
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/* Handle recording of state blocks */
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if (This->isRecordingState) {
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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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/**
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* TODO: merge HAL shaders context switching from prototype
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*/
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/* manage reference counting. */
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if (pShader != NULL) {
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IWineD3DPixelShader_GetParent(pShader, &parent); /* get parent adds a ref for us*/
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}
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if (oldpShader != NULL) {
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IWineD3DPixelShader_GetParent(oldpShader, &parent);
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IUnknown_Release(parent); /* once for the getparent */
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IUnknown_Release(parent); /* and once for the ref */
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : stub\n", This);
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if (ppShader == NULL) {
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WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
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return D3DERR_INVALIDCALL;
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}
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*ppShader = This->updateStateBlock->pixelShader;
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if (NULL != ppShader) {
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IWineD3DPixelShader_AddRef(*ppShader);
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}
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TRACE("(%p) : returning %p\n", This, *ppShader);
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return D3D_OK;
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}
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#define GET_SHADER_CONSTANT(_pixelshaderconstant, _count, _sizecount) \
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int count = min(_count, MAX_PSHADER_CONSTANTS - (StartRegister + 1)); \
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if (NULL == pConstantData || count < 0 /* || _count != count */ ) \
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return D3DERR_INVALIDCALL; \
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memcpy(pConstantData, This->updateStateBlock->_pixelshaderconstant + (StartRegister * _sizecount), count * (sizeof(*pConstantData) * _sizecount)); \
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#define SET_SHADER_CONSTANT(_pixelshaderconstant, _count, _sizecount) \
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int count = min(_count, MAX_PSHADER_CONSTANTS - (StartRegister + 1)); \
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if (NULL == pConstantData || count < 0 /* || _count != count */ ) \
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return D3DERR_INVALIDCALL; \
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memcpy(This->updateStateBlock->_pixelshaderconstant + (StartRegister * _sizecount), pConstantData, count * (sizeof(*pConstantData) * _sizecount)); \
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This->updateStateBlock->changed.pixelShader = TRUE; \
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This->updateStateBlock->set.pixelShader = TRUE;
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HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : stub\n", This);
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static BOOL showFixmes = TRUE;
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SET_SHADER_CONSTANT(pixelShaderConstantB, BoolCount, 1);
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if(showFixmes) {
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FIXME("(%p) : stub\n", This);
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showFixmes = FALSE;
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : stub\n", This);
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static BOOL showFixmes = TRUE;
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GET_SHADER_CONSTANT(pixelShaderConstantB, BoolCount, 1);
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if(showFixmes) {
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FIXME("(%p) : stub\n", This);
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showFixmes = FALSE;
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : stub\n", This);
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static BOOL showFixmes = TRUE;
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SET_SHADER_CONSTANT(pixelShaderConstantI, Vector4iCount, 4);
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if(showFixmes) {
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FIXME("(%p) : stub\n", This);
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showFixmes = FALSE;
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : stub\n", This);
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static BOOL showFixmes = TRUE;
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GET_SHADER_CONSTANT(pixelShaderConstantI, Vector4iCount, 4);
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if(showFixmes) {
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FIXME("(%p) : stub\n", This);
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showFixmes = FALSE;
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : stub\n", This);
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static BOOL showFixmes = TRUE;
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SET_SHADER_CONSTANT(pixelShaderConstantF, Vector4fCount, 4);
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if(showFixmes) {
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FIXME("(%p) : stub\n", This);
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showFixmes = FALSE;
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : stub\n", This);
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static BOOL showFixmes = TRUE;
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GET_SHADER_CONSTANT(pixelShaderConstantF, Vector4fCount, 4);
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if(showFixmes) {
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FIXME("(%p) : stub\n", This);
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showFixmes = FALSE;
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}
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return D3D_OK;
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}
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#undef SET_SHADER_CONSTANT
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#undef GET_SHADER_CONSTANT
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HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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FIXME("(%p) : stub\n", This);
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@ -0,0 +1,122 @@
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/*
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* shaders implementation
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*
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* Copyright 2005 Oliver Stieber
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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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/* *******************************************
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IWineD3DPixelShader IUnknown parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DPixelShader)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return D3D_OK;
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}
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
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return InterlockedIncrement(&This->ref);
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}
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ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %ld\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* *******************************************
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IWineD3DPixelShader IWineD3DPixelShader parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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*parent= (IUnknown*) parent;
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IUnknown_AddRef(*parent);
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TRACE("(%p) : returning %p\n", This, *parent);
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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IWineD3DDevice_AddRef((IWineD3DDevice *)This->wineD3DDevice);
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*pDevice = (IWineD3DDevice *)This->wineD3DDevice;
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TRACE("(%p) returning %p\n", This, *pDevice);
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
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FIXME("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
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if (NULL == pData) {
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*pSizeOfData = This->functionLength;
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return D3D_OK;
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}
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if (*pSizeOfData < This->functionLength) {
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*pSizeOfData = This->functionLength;
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return D3DERR_MOREDATA;
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}
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if (NULL == This->function) { /* no function defined */
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TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
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(*(DWORD **) pData) = NULL;
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} else {
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if(This->functionLength == 0){
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}
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TRACE("(%p) : GetFunction copying to %p\n", This, pData);
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memcpy(pData, This->function, This->functionLength);
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}
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return D3D_OK;
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}
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const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
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{
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/*** IUnknown methods ***/
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IWineD3DPixelShaderImpl_QueryInterface,
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IWineD3DPixelShaderImpl_AddRef,
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IWineD3DPixelShaderImpl_Release,
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/*** IWineD3DPixelShader methods ***/
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IWineD3DPixelShaderImpl_GetParent,
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IWineD3DPixelShaderImpl_GetDevice,
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IWineD3DPixelShaderImpl_GetFunction
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};
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@ -52,6 +52,7 @@
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#define MAX_LEVELS 256
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#define MAX_VSHADER_CONSTANTS 96
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#define MAX_PSHADER_CONSTANTS 32
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/* Used for CreateStateBlock */
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#define NUM_SAVEDPIXELSTATES_R 35
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@ -925,7 +926,12 @@ struct IWineD3DStateBlockImpl
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WINED3DMATERIAL material;
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/* Pixel Shader */
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void *pixelShader; /* TODO: Replace void * with IWineD3DPixelShader * */
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IWineD3DPixelShader *pixelShader; /* TODO: Replace void * with IWineD3DPixelShader */
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/* Pixel Shader Constants */
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BOOL pixelShaderConstantB[MAX_PSHADER_CONSTANTS];
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UINT pixelShaderConstantI[MAX_PSHADER_CONSTANTS * 4];
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float pixelShaderConstantF[MAX_PSHADER_CONSTANTS * 4];
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/* Indexed Vertex Blending */
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D3DVERTEXBLENDFLAGS vertex_blend;
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