Implemented stubbed out pixel shaders and their states in wined3d.

This commit is contained in:
Oliver Stieber 2005-08-25 19:24:21 +00:00 committed by Alexandre Julliard
parent ff0b2edd3c
commit 2af36c646e
4 changed files with 250 additions and 12 deletions

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@ -15,6 +15,7 @@ C_SRCS = \
directx.c \
drawprim.c \
indexbuffer.c \
pixelshader.c \
query.c \
resource.c \
stateblock.c \

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@ -1465,8 +1465,18 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CON
HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice* iface, CONST DWORD* pFunction, IWineD3DPixelShader** ppPixelShader, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : Stub\n", This);
IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
D3DCREATEOBJECTINSTANCE(object, PixelShader)
#if 1
object->function = pFunction;
#else /* TODO: pixel shader set function */
IWineD3DPixelShaderImpl_SetFuction(*ppPixelShader, pFunction);
#endif
FIXME("(%p) : STUB: Created Pixel shader %p\n", This, ppPixelShader);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice* iface, IWineD3D** ppD3D) {
@ -3627,54 +3637,153 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
IUnknown *parent;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
IWineD3DPixelShader *oldpShader = This->updateStateBlock->pixelShader;
static BOOL showFixmes = TRUE;
/** FIXME: reference counting? **/
This->updateStateBlock->pixelShader = pShader;
This->updateStateBlock->changed.pixelShader = TRUE;
This->updateStateBlock->set.pixelShader = TRUE;
if (pShader == NULL) {
/* clear down the shader */
TRACE("Clear down the shader\n");
}else{
if (showFixmes) {
FIXME("(%p) : stub pShader(%p)\n", This, pShader);
showFixmes = FALSE;
}
}
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/**
* TODO: merge HAL shaders context switching from prototype
*/
/* manage reference counting. */
if (pShader != NULL) {
IWineD3DPixelShader_GetParent(pShader, &parent); /* get parent adds a ref for us*/
}
if (oldpShader != NULL) {
IWineD3DPixelShader_GetParent(oldpShader, &parent);
IUnknown_Release(parent); /* once for the getparent */
IUnknown_Release(parent); /* and once for the ref */
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
if (ppShader == NULL) {
WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
return D3DERR_INVALIDCALL;
}
*ppShader = This->updateStateBlock->pixelShader;
if (NULL != ppShader) {
IWineD3DPixelShader_AddRef(*ppShader);
}
TRACE("(%p) : returning %p\n", This, *ppShader);
return D3D_OK;
}
#define GET_SHADER_CONSTANT(_pixelshaderconstant, _count, _sizecount) \
int count = min(_count, MAX_PSHADER_CONSTANTS - (StartRegister + 1)); \
if (NULL == pConstantData || count < 0 /* || _count != count */ ) \
return D3DERR_INVALIDCALL; \
memcpy(pConstantData, This->updateStateBlock->_pixelshaderconstant + (StartRegister * _sizecount), count * (sizeof(*pConstantData) * _sizecount)); \
#define SET_SHADER_CONSTANT(_pixelshaderconstant, _count, _sizecount) \
int count = min(_count, MAX_PSHADER_CONSTANTS - (StartRegister + 1)); \
if (NULL == pConstantData || count < 0 /* || _count != count */ ) \
return D3DERR_INVALIDCALL; \
memcpy(This->updateStateBlock->_pixelshaderconstant + (StartRegister * _sizecount), pConstantData, count * (sizeof(*pConstantData) * _sizecount)); \
This->updateStateBlock->changed.pixelShader = TRUE; \
This->updateStateBlock->set.pixelShader = TRUE;
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
static BOOL showFixmes = TRUE;
SET_SHADER_CONSTANT(pixelShaderConstantB, BoolCount, 1);
if(showFixmes) {
FIXME("(%p) : stub\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
static BOOL showFixmes = TRUE;
GET_SHADER_CONSTANT(pixelShaderConstantB, BoolCount, 1);
if(showFixmes) {
FIXME("(%p) : stub\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
static BOOL showFixmes = TRUE;
SET_SHADER_CONSTANT(pixelShaderConstantI, Vector4iCount, 4);
if(showFixmes) {
FIXME("(%p) : stub\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
static BOOL showFixmes = TRUE;
GET_SHADER_CONSTANT(pixelShaderConstantI, Vector4iCount, 4);
if(showFixmes) {
FIXME("(%p) : stub\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
static BOOL showFixmes = TRUE;
SET_SHADER_CONSTANT(pixelShaderConstantF, Vector4fCount, 4);
if(showFixmes) {
FIXME("(%p) : stub\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
static BOOL showFixmes = TRUE;
GET_SHADER_CONSTANT(pixelShaderConstantF, Vector4fCount, 4);
if(showFixmes) {
FIXME("(%p) : stub\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
#undef SET_SHADER_CONSTANT
#undef GET_SHADER_CONSTANT
HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);

122
dlls/wined3d/pixelshader.c Normal file
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@ -0,0 +1,122 @@
/*
* shaders implementation
*
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include <math.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
/* *******************************************
IWineD3DPixelShader IUnknown parts follow
******************************************* */
HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DPixelShader)) {
IUnknown_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
return E_NOINTERFACE;
}
ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
return InterlockedIncrement(&This->ref);
}
ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %ld\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* *******************************************
IWineD3DPixelShader IWineD3DPixelShader parts follow
******************************************* */
HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
*parent= (IUnknown*) parent;
IUnknown_AddRef(*parent);
TRACE("(%p) : returning %p\n", This, *parent);
return D3D_OK;
}
HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
IWineD3DDevice_AddRef((IWineD3DDevice *)This->wineD3DDevice);
*pDevice = (IWineD3DDevice *)This->wineD3DDevice;
TRACE("(%p) returning %p\n", This, *pDevice);
return D3D_OK;
}
HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
FIXME("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, 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 {
if(This->functionLength == 0){
}
TRACE("(%p) : GetFunction copying to %p\n", This, pData);
memcpy(pData, This->function, This->functionLength);
}
return D3D_OK;
}
const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DPixelShaderImpl_QueryInterface,
IWineD3DPixelShaderImpl_AddRef,
IWineD3DPixelShaderImpl_Release,
/*** IWineD3DPixelShader methods ***/
IWineD3DPixelShaderImpl_GetParent,
IWineD3DPixelShaderImpl_GetDevice,
IWineD3DPixelShaderImpl_GetFunction
};

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@ -52,6 +52,7 @@
#define MAX_LEVELS 256
#define MAX_VSHADER_CONSTANTS 96
#define MAX_PSHADER_CONSTANTS 32
/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 35
@ -925,7 +926,12 @@ struct IWineD3DStateBlockImpl
WINED3DMATERIAL material;
/* Pixel Shader */
void *pixelShader; /* TODO: Replace void * with IWineD3DPixelShader * */
IWineD3DPixelShader *pixelShader; /* TODO: Replace void * with IWineD3DPixelShader */
/* Pixel Shader Constants */
BOOL pixelShaderConstantB[MAX_PSHADER_CONSTANTS];
UINT pixelShaderConstantI[MAX_PSHADER_CONSTANTS * 4];
float pixelShaderConstantF[MAX_PSHADER_CONSTANTS * 4];
/* Indexed Vertex Blending */
D3DVERTEXBLENDFLAGS vertex_blend;