Tidy up vertex shaders and bring the current code inline with the rest

of wined3d.
This commit is contained in:
Oliver Stieber 2005-08-17 09:54:54 +00:00 committed by Alexandre Julliard
parent 69cf6a28f5
commit 80cbb93163
3 changed files with 394 additions and 357 deletions

View File

@ -2,7 +2,8 @@
* shaders implementation
*
* Copyright 2002-2003 Jason Edmeades
* Raphael Junqueira
* Copyright 2002-2003 Raphael Junqueira
* 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
@ -37,7 +38,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
# define TRACE_VSVECTOR(name)
#endif
#if 0 /* FIXME : Needs sorting when vshader code moved in properly */
#if 1 /* FIXME : Needs sorting when vshader code moved in properly */
/**
* DirectX9 SDK download
@ -86,7 +87,7 @@ typedef struct SHADER_OPCODE {
* vshader functions software VM
*/
void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
void vshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
d->x = s0->x + s1->x;
d->y = s0->y + s1->y;
d->z = s0->z + s1->z;
@ -95,19 +96,19 @@ void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
void vshader_dp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
void vshader_dp4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
void vshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
d->x = 1.0f;
d->y = s0->y * s1->y;
d->z = s0->z;
@ -116,7 +117,7 @@ void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
void vshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
union {
float f;
DWORD d;
@ -133,7 +134,7 @@ void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
void vshader_lit(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
d->x = 1.0f;
d->y = (0.0f < s0->x) ? s0->x : 0.0f;
d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f;
@ -142,14 +143,14 @@ void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
void vshader_logp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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_VAL;
VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
void vshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) {
d->x = s0->x * s1->x + s2->x;
d->y = s0->y * s1->y + s2->y;
d->z = s0->z * s1->z + s2->z;
@ -158,7 +159,7 @@ void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->w));
}
void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
void vshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
d->x = (s0->x >= s1->x) ? s0->x : s1->x;
d->y = (s0->y >= s1->y) ? s0->y : s1->y;
d->z = (s0->z >= s1->z) ? s0->z : s1->z;
@ -167,7 +168,7 @@ void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
void vshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
d->x = (s0->x < s1->x) ? s0->x : s1->x;
d->y = (s0->y < s1->y) ? s0->y : s1->y;
d->z = (s0->z < s1->z) ? s0->z : s1->z;
@ -176,7 +177,7 @@ void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
void vshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
d->x = s0->x;
d->y = s0->y;
d->z = s0->z;
@ -185,7 +186,7 @@ void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
void vshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
d->x = s0->x * s1->x;
d->y = s0->y * s1->y;
d->z = s0->z * s1->z;
@ -198,20 +199,20 @@ void vshader_nop(void) {
/* NOPPPP ahhh too easy ;) */
}
void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
void vshader_rcp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w;
VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
void vshader_rsq(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
float tmp_f = fabsf(s0->w);
d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE_VAL : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f);
VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
void vshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* 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;
@ -220,7 +221,7 @@ void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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) {
void vshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* 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;
@ -229,7 +230,7 @@ void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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) {
void vshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
d->x = s0->x - s1->x;
d->y = s0->y - s1->y;
d->z = s0->z - s1->z;
@ -242,20 +243,20 @@ void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
* Version 1.1 specific
*/
void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
void vshader_exp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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) {
void vshader_log(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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_VAL;
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) {
void vshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
d->x = s0->x - floorf(s0->x);
d->y = s0->y - floorf(s0->y);
d->z = 0.0f;
@ -270,12 +271,12 @@ 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) {
void vshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHADERVECTOR* 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;
* Buggy CODE: here only if cast not work for copy/paste
WINED3DSHADERVECTOR* mat2 = mat1 + 1;
WINED3DSHADERVECTOR* mat3 = mat1 + 2;
WINED3DSHADERVECTOR* 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;
@ -291,7 +292,7 @@ void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* ma
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) {
void vshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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;
@ -302,7 +303,7 @@ void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w));
}
void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
void vshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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;
@ -313,7 +314,7 @@ void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
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) {
void vshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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;
@ -324,7 +325,7 @@ void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
VSTRACE(("executing m3x3(4): (%f) \n", d->w));
}
void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
void vshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* 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;
@ -335,7 +336,7 @@ void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
/**
* Version 2.0 specific
*/
void vshader_lrp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) {
void vshader_lrp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* 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;
@ -472,70 +473,71 @@ inline static BOOL vshader_is_comment_token(DWORD token) {
/**
* 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;
HRESULT WINAPI IWineD3DVertexShaderImpl_ParseProgram(IWineD3DVertexShader* iface, CONST DWORD* pFunction) {
IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
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);
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;
}
} 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);
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");
}
TRACE("\n");
}
This->functionLength = (len + 1) * sizeof(DWORD);
} else {
This->functionLength = 1; /* no Function defined use fixed function vertex processing */
}
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;
if (NULL != pFunction) {
This->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->functionLength);
memcpy((void *)This->function, pFunction, This->functionLength);
} else {
This->function = NULL;
}
return D3D_OK;
}
BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA* input, VSHADEROUTPUTDATA* output) {
BOOL IWineD3DVertexShaderImpl_ExecuteHAL(IWineD3DVertexShader* iface, WINEVSHADERINPUTDATA* input, WINEVSHADEROUTPUTDATA* output) {
/**
* TODO: use the NV_vertex_program (or 1_1) extension
* and specifics vendors (ARB_vertex_program??) variants for it
@ -543,197 +545,217 @@ BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VS
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;
HRESULT WINAPI IWineD3DVertexShaderImpl_ExecuteSW(IWineD3DVertexShader* iface, WINEVSHADERINPUTDATA* input, WINEVSHADEROUTPUTDATA* output) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
/** Vertex Shader Temporary Registers */
WINED3DSHADERVECTOR R[12];
/*D3DSHADERSCALAR A0;*/
WINED3DSHADERVECTOR A[1];
/** temporary Vector for modifier management */
WINED3DSHADERVECTOR d;
WINED3DSHADERVECTOR s[3];
/** parser datas */
const DWORD* pToken = This->function;
const SHADER_OPCODE* curOpcode = NULL;
/** functions parameters */
WINED3DSHADERVECTOR* p[4];
WINED3DSHADERVECTOR* p_send[4];
DWORD i;
/** init temporary register */
memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
/** init temporary register */
memset(R, 0, 12 * sizeof(WINED3DSHADERVECTOR));
/* vshader_program_parse(vshader); */
/* 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]);
TRACE("Input:\n");
TRACE_VSVECTOR(This->data->C[0]);
TRACE_VSVECTOR(This->data->C[1]);
TRACE_VSVECTOR(This->data->C[2]);
TRACE_VSVECTOR(This->data->C[3]);
TRACE_VSVECTOR(This->data->C[4]);
TRACE_VSVECTOR(This->data->C[5]);
TRACE_VSVECTOR(This->data->C[6]);
TRACE_VSVECTOR(This->data->C[7]);
TRACE_VSVECTOR(This->data->C[8]);
TRACE_VSVECTOR(This->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]);
TRACE_VSVECTOR(vshader->data->C[64]);
/* the first dword is the version tag */
/* TODO: parse it */
/* 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;
if (vshader_is_version_token(*pToken)) { /** version */
++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];
}
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) - This->function, *(pToken - 1));
}
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];
TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - This->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] = &This->data->C[(DWORD) A[0].x + reg];
} else {
p[i] = &This->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;
}
} 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 */
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();
switch (curOpcode->num_params) {
case 0:
curOpcode->soft_fct();
break;
case 1:
curOpcode->soft_fct(p_send[0]);
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);
}
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;
/* 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]);
@ -746,25 +768,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
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);
@ -773,75 +777,62 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
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 IWineD3DVertexShaderImpl_SetConstantF(IWineD3DVertexShader *iface, UINT StartRegister, CONST FLOAT *pConstantData, UINT Vector4fCount) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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 IWineD3DVertexShaderImpl_GetConstantF(IWineD3DVertexShader *iface, UINT StartRegister, FLOAT *pConstantData, UINT Vector4fCount) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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 IWineD3DVertexShaderImpl_SetConstantI(IWineD3DVertexShader *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
if (StartRegister + Vector4iCount > WINED3D_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 IWineD3DVertexShaderImpl_GetConstantI(IWineD3DVertexShader *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
TRACE("(%p) : C[%u] count=%u\n", This, StartRegister, Vector4iCount);
if (StartRegister + Vector4iCount > WINED3D_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 IWineD3DVertexShaderImpl_SetConstantB(IWineD3DVertexShader *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
if (StartRegister + BoolCount > WINED3D_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) {
HRESULT WINAPI IWineD3DVertexShaderImpl_GetConstantB(IWineD3DVertexShader *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
@ -854,7 +845,13 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantB(IDirect3DVertexShaderImpl*
HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
FIXME("(%p) :stub\n",This);
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DVertexShader)) {
IUnknown_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
return E_NOINTERFACE;
}
@ -897,28 +894,28 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, I
}
HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)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){
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
FIXME("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
if (NULL == pData) {
*pSizeOfData = This->functionLength;
return D3D_OK;
}
TRACE("(%p) : GetFunction copying to %p\n", This, pData);
memcpy(pData, This->function, 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;
}

View File

@ -1102,6 +1102,10 @@ typedef struct IWineD3DVertexShaderImpl {
CONST DWORD *function;
UINT functionLength;
DWORD usage;
DWORD version;
/* run time datas... */
VSHADERDATA* data;
#if 0 /* needs reworking */
DWORD usage;
DWORD version;
@ -1125,13 +1129,11 @@ typedef struct IWineD3DPixelShaderImpl {
IWineD3DDeviceImpl *wineD3DDevice;
/* IWineD3DPixelShaderImpl*/
/* IWineD3DPixelShaderImpl */
CONST DWORD *function;
UINT functionLength;
#if 0 /* needs reworking */
UINT functionLength;
DWORD version;
/* run time datas */
PSHADERDATA* data;
PSHADERINPUTDATA input;

View File

@ -431,7 +431,7 @@ typedef struct _WINED3DSURFACE_DESC
typedef struct _WINED3DVOLUME_DESC
{
D3DFORMAT *Format;
WINED3DFORMAT *Format;
D3DRESOURCETYPE *Type;
DWORD *Usage;
D3DPOOL *Pool;
@ -694,7 +694,45 @@ typedef struct glDescriptor {
int/*GLenum*/ glFormatInternal;
int/*GLenum*/ glType;
} glDescriptor;
/****************************
* * Vertex Shaders Declaration
* */
typedef enum _WINED3DDECLUSAGE {
WINED3DSHADERDECLUSAGE_POSITION = 0,
WINED3DSHADERDECLUSAGE_BLENDWEIGHT,
WINED3DSHADERDECLUSAGE_BLENDINDICES,
WINED3DSHADERDECLUSAGE_NORMAL,
WINED3DSHADERDECLUSAGE_PSIZE ,
WINED3DSHADERDECLUSAGE_TEXCOORD0,
WINED3DSHADERDECLUSAGE_TEXCOORD1,
WINED3DSHADERDECLUSAGE_TEXCOORD2,
WINED3DSHADERDECLUSAGE_TEXCOORD3,
WINED3DSHADERDECLUSAGE_TEXCOORD4,
WINED3DSHADERDECLUSAGE_TEXCOORD5,
WINED3DSHADERDECLUSAGE_TEXCOORD6,
WINED3DSHADERDECLUSAGE_TEXCOORD7,
WINED3DSHADERDECLUSAGE_TANGENT,
WINED3DSHADERDECLUSAGE_BINORMAL,
WINED3DSHADERDECLUSAGE_TESSFACTOR,
WINED3DSHADERDECLUSAGE_POSITIONT,
WINED3DSHADERDECLUSAGE_DIFFUSE,
WINED3DSHADERDECLUSAGE_SPECULAR,
WINED3DSHADERDECLUSAGE_FOG,
WINED3DSHADERDECLUSAGE_DEPTH,
WINED3DSHADERDECLUSAGE_SAMPLE,
WINED3DSHADERDECLUSAGE_POSITION2,
WINED3DSHADERDECLUSAGE_POSITION21,
WINED3DSHADERDECLUSAGE_POSITION22,
WINED3DSHADERDECLUSAGE_POSITION23,
WINED3DSHADERDECLUSAGE_POSITION24,
WINED3DSHADERDECLUSAGE_POSITION25,
WINED3DSHADERDECLUSAGE_POSITION26,
WINED3DSHADERDECLUSAGE_POSITION27,
WINED3DSHADERDECLUSAGE_POSITION28,
WINED3DSHADERDECLUSAGE_NORMAL2,
WINED3DSHADERDECLUSAGE_POSITIONT2,
WINED3DSHADERDECLUSAGE_MAX_USAGE
} WINED3DSHADERDECLUSAGE;
#endif