Tidy up vertex shaders and bring the current code inline with the rest
of wined3d.
This commit is contained in:
parent
69cf6a28f5
commit
80cbb93163
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@ -2,7 +2,8 @@
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* shaders implementation
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*
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* Copyright 2002-2003 Jason Edmeades
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* Raphael Junqueira
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* Copyright 2002-2003 Raphael Junqueira
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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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@ -37,7 +38,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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# define TRACE_VSVECTOR(name)
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#endif
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#if 0 /* FIXME : Needs sorting when vshader code moved in properly */
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#if 1 /* FIXME : Needs sorting when vshader code moved in properly */
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/**
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* DirectX9 SDK download
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@ -86,7 +87,7 @@ typedef struct SHADER_OPCODE {
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* vshader functions software VM
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*/
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void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
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d->x = s0->x + s1->x;
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d->y = s0->y + s1->y;
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d->z = s0->z + s1->z;
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@ -95,19 +96,19 @@ void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_dp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
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d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
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VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_dp4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
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d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
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VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
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d->x = 1.0f;
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d->y = s0->y * s1->y;
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d->z = s0->z;
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@ -116,7 +117,7 @@ void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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void vshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
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union {
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float f;
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DWORD d;
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@ -133,7 +134,7 @@ void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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void vshader_lit(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
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d->x = 1.0f;
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d->y = (0.0f < s0->x) ? s0->x : 0.0f;
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d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f;
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@ -142,14 +143,14 @@ void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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void vshader_logp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
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float tmp_f = fabsf(s0->w);
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d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
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VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
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void vshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) {
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d->x = s0->x * s1->x + s2->x;
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d->y = s0->y * s1->y + s2->y;
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d->z = s0->z * s1->z + s2->z;
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@ -158,7 +159,7 @@ void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->w));
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}
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void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
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d->x = (s0->x >= s1->x) ? s0->x : s1->x;
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d->y = (s0->y >= s1->y) ? s0->y : s1->y;
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d->z = (s0->z >= s1->z) ? s0->z : s1->z;
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@ -167,7 +168,7 @@ void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
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d->x = (s0->x < s1->x) ? s0->x : s1->x;
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d->y = (s0->y < s1->y) ? s0->y : s1->y;
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d->z = (s0->z < s1->z) ? s0->z : s1->z;
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@ -176,7 +177,7 @@ void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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void vshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
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d->x = s0->x;
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d->y = s0->y;
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d->z = s0->z;
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
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d->x = s0->x * s1->x;
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d->y = s0->y * s1->y;
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d->z = s0->z * s1->z;
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@ -198,20 +199,20 @@ void vshader_nop(void) {
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/* NOPPPP ahhh too easy ;) */
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}
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void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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void vshader_rcp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
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d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w;
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VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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void vshader_rsq(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
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float tmp_f = fabsf(s0->w);
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d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE_VAL : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f);
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VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
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d->x = (s0->x >= s1->x) ? 1.0f : 0.0f;
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d->y = (s0->y >= s1->y) ? 1.0f : 0.0f;
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d->z = (s0->z >= s1->z) ? 1.0f : 0.0f;
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@ -220,7 +221,7 @@ void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
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d->x = (s0->x < s1->x) ? 1.0f : 0.0f;
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d->y = (s0->y < s1->y) ? 1.0f : 0.0f;
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d->z = (s0->z < s1->z) ? 1.0f : 0.0f;
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@ -229,7 +230,7 @@ void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) {
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d->x = s0->x - s1->x;
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d->y = s0->y - s1->y;
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d->z = s0->z - s1->z;
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@ -242,20 +243,20 @@ void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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* Version 1.1 specific
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*/
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void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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void vshader_exp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
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d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
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VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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void vshader_log(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
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float tmp_f = fabsf(s0->w);
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d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
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VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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void vshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
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d->x = s0->x - floorf(s0->x);
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d->y = s0->y - floorf(s0->y);
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d->z = 0.0f;
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@ -270,12 +271,12 @@ typedef FLOAT D3DMATRIX34[4][4];
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typedef FLOAT D3DMATRIX33[4][3];
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typedef FLOAT D3DMATRIX32[4][2];
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void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) {
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void vshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) {
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/*
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* BuGGY CODE: here only if cast not work for copy/paste
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D3DSHADERVECTOR* mat2 = mat1 + 1;
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D3DSHADERVECTOR* mat3 = mat1 + 2;
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D3DSHADERVECTOR* mat4 = mat1 + 3;
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* Buggy CODE: here only if cast not work for copy/paste
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WINED3DSHADERVECTOR* mat2 = mat1 + 1;
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WINED3DSHADERVECTOR* mat3 = mat1 + 2;
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WINED3DSHADERVECTOR* mat4 = mat1 + 3;
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d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
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d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
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d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
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@ -291,7 +292,7 @@ void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* ma
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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));
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}
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void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
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void vshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
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d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
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d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
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d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
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@ -302,7 +303,7 @@ void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
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VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w));
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}
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void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
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void vshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
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d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
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d->y = mat[2][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
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d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
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VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w));
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}
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void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
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void vshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
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d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[2][2] * s0->z;
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d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[2][2] * s0->z;
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d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
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||||
|
@ -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;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue