- Move texture loading into PreLoad for 2D textures (needs doing for
the others as well), and call when needed as well. - Change D3DFMT_R5G6B5 handling to make backdrop of Max Payne appear. - Add code to reject attempts to use invalid texture units (Max Payne did this a lot). - ValidateDevice fixme silenced as harmless but occurs frequently. - Add trace which can be compiled in to debug vertex shaders, and correct fixmes and dprintf's into appropriate trace statements. - Ensure we trace what we return when querying the device caps. - Correct bug with negative numbers in vertex shader code.
This commit is contained in:
parent
bf01f050df
commit
8534f79124
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@ -1104,5 +1104,9 @@ extern DWORD WINAPI IDirect3DPixelShaderImpl_GetVersion(IDirect3DPixelShaderImpl
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* to see how not defined it here
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* to see how not defined it here
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*/
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*/
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void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage);
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void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage);
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SHORT bytesPerPixel(D3DFORMAT fmt);
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GLint fmt2glintFmt(D3DFORMAT fmt);
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GLenum fmt2glFmt(D3DFORMAT fmt);
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DWORD fmt2glType(D3DFORMAT fmt);
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#endif /* __WINE_D3DX8_PRIVATE_H */
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#endif /* __WINE_D3DX8_PRIVATE_H */
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@ -907,7 +907,7 @@ GLenum fmt2glFmt(D3DFORMAT fmt) {
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case D3DFMT_A8R8G8B8: retVal = GL_BGRA; break;
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case D3DFMT_A8R8G8B8: retVal = GL_BGRA; break;
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case D3DFMT_X8R8G8B8: retVal = GL_BGRA; break;
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case D3DFMT_X8R8G8B8: retVal = GL_BGRA; break;
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case D3DFMT_R8G8B8: retVal = GL_BGR; break;
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case D3DFMT_R8G8B8: retVal = GL_BGR; break;
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case D3DFMT_R5G6B5: retVal = GL_BGR; break;
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case D3DFMT_R5G6B5: retVal = GL_RGB; break;
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case D3DFMT_A1R5G5B5: retVal = GL_BGRA; break;
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case D3DFMT_A1R5G5B5: retVal = GL_BGRA; break;
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default:
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default:
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FIXME("Unhandled fmt %d\n", fmt);
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FIXME("Unhandled fmt %d\n", fmt);
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@ -3117,6 +3117,12 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
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oldTxt = This->UpdateStateBlock->textures[Stage];
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oldTxt = This->UpdateStateBlock->textures[Stage];
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TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
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TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
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/* Reject invalid texture units */
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if (Stage >= This->TextureUnits) {
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TRACE("Attempt to access invalid texture rejected\n");
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return D3DERR_INVALIDCALL;
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}
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This->UpdateStateBlock->Set.textures[Stage] = TRUE;
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This->UpdateStateBlock->Set.textures[Stage] = TRUE;
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This->UpdateStateBlock->Changed.textures[Stage] = TRUE;
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This->UpdateStateBlock->Changed.textures[Stage] = TRUE;
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This->UpdateStateBlock->textures[Stage] = pTexture;
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This->UpdateStateBlock->textures[Stage] = pTexture;
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@ -3152,7 +3158,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
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if (textureType == D3DRTYPE_TEXTURE) {
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if (textureType == D3DRTYPE_TEXTURE) {
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IDirect3DTexture8Impl *pTexture2 = (IDirect3DTexture8Impl *) pTexture;
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IDirect3DTexture8Impl *pTexture2 = (IDirect3DTexture8Impl *) pTexture;
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int i;
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if ((void *)oldTxt == (void *)pTexture2 && pTexture2->Dirty == FALSE) {
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if ((void *)oldTxt == (void *)pTexture2 && pTexture2->Dirty == FALSE) {
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TRACE("Skipping setting texture as old == new\n");
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TRACE("Skipping setting texture as old == new\n");
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@ -3163,53 +3168,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
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TRACE("Standard 2d texture\n");
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TRACE("Standard 2d texture\n");
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This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_2D;
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This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_2D;
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for (i=0; i<pTexture2->levels; i++)
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/* Load up the texture now */
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{
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IDirect3DTexture8Impl_PreLoad((LPDIRECT3DTEXTURE8)pTexture);
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if (i==0 && pTexture2->surfaces[i]->textureName != 0 && pTexture2->Dirty == FALSE) {
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glBindTexture(GL_TEXTURE_2D, pTexture2->surfaces[i]->textureName);
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checkGLcall("glBindTexture");
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TRACE("Texture %p (level %d) given name %d\n", pTexture2->surfaces[i], i, pTexture2->surfaces[i]->textureName);
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/* No need to walk through all mip-map levels, since already all assigned */
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i = pTexture2->levels;
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} else {
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if (i==0) {
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if (pTexture2->surfaces[i]->textureName == 0) {
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glGenTextures(1, &pTexture2->surfaces[i]->textureName);
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checkGLcall("glGenTextures");
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TRACE("Texture %p (level %d) given name %d\n", pTexture2->surfaces[i], i, pTexture2->surfaces[i]->textureName);
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}
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glBindTexture(GL_TEXTURE_2D, pTexture2->surfaces[i]->textureName);
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checkGLcall("glBindTexture");
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", pTexture2->levels-1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pTexture2->levels-1);
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checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pTexture2->levels)");
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}
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TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%lx, Mem=%p\n",
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GL_TEXTURE_2D, i, fmt2glintFmt(pTexture2->format), pTexture2->surfaces[i]->myDesc.Width,
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pTexture2->surfaces[i]->myDesc.Height, 0, fmt2glFmt(pTexture2->format),fmt2glType(pTexture2->format),
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pTexture2->surfaces[i]->allocatedMemory);
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glTexImage2D(GL_TEXTURE_2D, i,
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fmt2glintFmt(pTexture2->format),
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pTexture2->surfaces[i]->myDesc.Width,
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pTexture2->surfaces[i]->myDesc.Height,
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0,
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fmt2glFmt(pTexture2->format),
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fmt2glType(pTexture2->format),
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pTexture2->surfaces[i]->allocatedMemory
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);
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checkGLcall("glTexImage2D");
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/* Removed glTexParameterf now TextureStageStates are initialized at startup */
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pTexture2->Dirty = FALSE;
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}
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}
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}
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}
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} else if (textureType == D3DRTYPE_VOLUMETEXTURE) {
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} else if (textureType == D3DRTYPE_VOLUMETEXTURE) {
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IDirect3DVolumeTexture8Impl *pTexture2 = (IDirect3DVolumeTexture8Impl *) pTexture;
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IDirect3DVolumeTexture8Impl *pTexture2 = (IDirect3DVolumeTexture8Impl *) pTexture;
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@ -3301,6 +3261,12 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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TRACE("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value);
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TRACE("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value);
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/* Reject invalid texture units */
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if (Stage >= This->TextureUnits) {
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TRACE("Attempt to access invalid texture rejected\n");
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return D3DERR_INVALIDCALL;
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}
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This->UpdateStateBlock->Changed.texture_state[Stage][Type] = TRUE;
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This->UpdateStateBlock->Changed.texture_state[Stage][Type] = TRUE;
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This->UpdateStateBlock->Set.texture_state[Stage][Type] = TRUE;
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This->UpdateStateBlock->Set.texture_state[Stage][Type] = TRUE;
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This->UpdateStateBlock->texture_state[Stage][Type] = Value;
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This->UpdateStateBlock->texture_state[Stage][Type] = Value;
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@ -3715,7 +3681,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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}
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}
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HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses) {
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HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses) {
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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FIXME("(%p) : stub\n", This); return D3D_OK;
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TRACE("(%p) : stub\n", This); /* FIXME: Needs doing, but called often and is harmless */
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return D3D_OK;
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}
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}
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HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID,void* pDevInfoStruct,DWORD DevInfoStructSize) {
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HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID,void* pDevInfoStruct,DWORD DevInfoStructSize) {
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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@ -3933,7 +3900,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
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if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
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/*ERR("(%p) : SetVertexShaderConstant C[%lu] invalid\n", This, Register);*/
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ERR("(%p) : SetVertexShaderConstant C[%lu] invalid\n", This, Register);
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return D3DERR_INVALIDCALL;
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return D3DERR_INVALIDCALL;
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}
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}
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if (NULL == pConstantData) {
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if (NULL == pConstantData) {
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@ -3942,14 +3909,14 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8
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if (ConstantCount > 1) {
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if (ConstantCount > 1) {
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FLOAT* f = (FLOAT*)pConstantData;
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FLOAT* f = (FLOAT*)pConstantData;
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UINT i;
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UINT i;
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FIXME("(%p) : SetVertexShaderConstant C[%lu..%lu]=\n", This, Register, Register + ConstantCount - 1);
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TRACE("(%p) : SetVertexShaderConstant C[%lu..%lu]=\n", This, Register, Register + ConstantCount - 1);
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for (i = 0; i < ConstantCount; ++i) {
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for (i = 0; i < ConstantCount; ++i) {
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DPRINTF("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
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TRACE("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
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f += 4;
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f += 4;
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}
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}
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} else {
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} else {
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FLOAT* f = (FLOAT*)pConstantData;
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FLOAT* f = (FLOAT*)pConstantData;
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FIXME("(%p) : SetVertexShaderConstant, C[%lu]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
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TRACE("(%p) : SetVertexShaderConstant, C[%lu]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
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}
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}
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This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
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This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
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memcpy(&This->UpdateStateBlock->vertexShaderConstant[Register], pConstantData, ConstantCount * 4 * sizeof(FLOAT));
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memcpy(&This->UpdateStateBlock->vertexShaderConstant[Register], pConstantData, ConstantCount * 4 * sizeof(FLOAT));
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@ -3958,6 +3925,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8
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HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
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HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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TRACE("(%p) : C[%lu] count=%ld\n", This, Register, ConstantCount);
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if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
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if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
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return D3DERR_INVALIDCALL;
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return D3DERR_INVALIDCALL;
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}
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}
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@ -373,17 +373,17 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps (LPDIRECT3D8 iface,
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GLint gl_max;
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GLint gl_max;
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glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
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glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
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TRACE("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%d\n", gl_max);
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pCaps->MaxTextureBlendStages = min(8, gl_max);
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pCaps->MaxTextureBlendStages = min(8, gl_max);
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pCaps->MaxSimultaneousTextures = min(8, gl_max);
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pCaps->MaxSimultaneousTextures = min(8, gl_max);
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TRACE("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%ld\n", pCaps->MaxTextureBlendStages);
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glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
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glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
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pCaps->MaxUserClipPlanes = min(MAX_CLIPPLANES, gl_max);
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pCaps->MaxUserClipPlanes = min(MAX_CLIPPLANES, gl_max);
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TRACE("GLCaps: GL_MAX_CLIP_PLANES=%d\n", gl_max);
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TRACE("GLCaps: GL_MAX_CLIP_PLANES=%ld\n", pCaps->MaxUserClipPlanes);
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glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
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glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
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pCaps->MaxActiveLights = min(MAX_ACTIVE_LIGHTS, gl_max);
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pCaps->MaxActiveLights = min(MAX_ACTIVE_LIGHTS, gl_max);
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TRACE("GLCaps: GL_MAX_LIGHTS=%d\n", gl_max);
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TRACE("GLCaps: GL_MAX_LIGHTS=%ld\n", pCaps->MaxActiveLights);
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}
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}
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pCaps->VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_TEXGEN;
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pCaps->VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_TEXGEN;
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@ -32,6 +32,16 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/* Shader debugging - Change the following line to enable debugging of software
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vertex shaders */
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#if 0
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# define VSTRACE(A) TRACE A
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# define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
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#else
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# define VSTRACE(A)
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# define TRACE_VECTOR(name)
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#endif
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/**
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/**
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* DirectX9 SDK download
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* DirectX9 SDK download
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* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
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* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
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@ -82,19 +92,20 @@ void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->y = s0->y + s1->y;
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d->y = s0->y + s1->y;
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d->z = s0->z + s1->z;
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d->z = s0->z + s1->z;
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d->w = s0->w + s1->w;
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d->w = s0->w + s1->w;
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VSTRACE(("executing add: 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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}
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void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* 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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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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}
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void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* 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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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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/*
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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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DPRINTF("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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}
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}
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void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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||||||
|
@ -102,11 +113,8 @@ void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
d->y = s0->y * s1->y;
|
d->y = s0->y * s1->y;
|
||||||
d->z = s0->z;
|
d->z = s0->z;
|
||||||
d->w = s1->w;
|
d->w = s1->w;
|
||||||
|
VSTRACE(("executing dst: 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));
|
||||||
DPRINTF("executing dst: 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_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
|
@ -119,11 +127,8 @@ void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
d->y = s0->w - tmp_f;
|
d->y = s0->w - tmp_f;
|
||||||
d->z = *((float*) &tmp_d);
|
d->z = *((float*) &tmp_d);
|
||||||
d->w = 1.0f;
|
d->w = 1.0f;
|
||||||
|
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));
|
||||||
DPRINTF("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_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
|
@ -131,16 +136,15 @@ void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
d->y = (0.0f < s0->x) ? s0->x : 0.0f;
|
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;
|
d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f;
|
||||||
d->w = 1.0f;
|
d->w = 1.0f;
|
||||||
|
VSTRACE(("executing lit: 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));
|
||||||
DPRINTF("executing lit: 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_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
float tmp_f = fabsf(s0->w);
|
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;
|
d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
|
||||||
|
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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
|
||||||
|
@ -148,6 +152,8 @@ void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D
|
||||||
d->y = s0->y * s1->y + s2->y;
|
d->y = s0->y * s1->y + s2->y;
|
||||||
d->z = s0->z * s1->z + s2->z;
|
d->z = s0->z * s1->z + s2->z;
|
||||||
d->w = s0->w * s1->w + s2->w;
|
d->w = s0->w * s1->w + s2->w;
|
||||||
|
VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%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, 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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
|
@ -155,6 +161,8 @@ void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
d->y = (s0->y >= s1->y) ? s0->y : s1->y;
|
d->y = (s0->y >= s1->y) ? s0->y : s1->y;
|
||||||
d->z = (s0->z >= s1->z) ? s0->z : s1->z;
|
d->z = (s0->z >= s1->z) ? s0->z : s1->z;
|
||||||
d->w = (s0->w >= s1->w) ? s0->w : s1->w;
|
d->w = (s0->w >= s1->w) ? s0->w : s1->w;
|
||||||
|
VSTRACE(("executing max: 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_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
|
@ -162,6 +170,8 @@ void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
d->y = (s0->y < s1->y) ? s0->y : s1->y;
|
d->y = (s0->y < s1->y) ? s0->y : s1->y;
|
||||||
d->z = (s0->z < s1->z) ? s0->z : s1->z;
|
d->z = (s0->z < s1->z) ? s0->z : s1->z;
|
||||||
d->w = (s0->w < s1->w) ? s0->w : s1->w;
|
d->w = (s0->w < s1->w) ? s0->w : s1->w;
|
||||||
|
VSTRACE(("executing min: 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_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
|
@ -169,11 +179,8 @@ void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
d->y = s0->y;
|
d->y = s0->y;
|
||||||
d->z = s0->z;
|
d->z = s0->z;
|
||||||
d->w = s0->w;
|
d->w = s0->w;
|
||||||
|
VSTRACE(("executing mov: 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));
|
||||||
DPRINTF("executing mov: 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_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
|
@ -181,11 +188,8 @@ void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
d->y = s0->y * s1->y;
|
d->y = s0->y * s1->y;
|
||||||
d->z = s0->z * s1->z;
|
d->z = s0->z * s1->z;
|
||||||
d->w = s0->w * s1->w;
|
d->w = s0->w * s1->w;
|
||||||
|
VSTRACE(("executing mul: 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));
|
||||||
DPRINTF("executing mul: 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_nop(void) {
|
void vshader_nop(void) {
|
||||||
|
@ -194,11 +198,15 @@ void vshader_nop(void) {
|
||||||
|
|
||||||
void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE : 1.0f / s0->w;
|
d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE : 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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
float tmp_f = fabsf(s0->w);
|
float tmp_f = fabsf(s0->w);
|
||||||
d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f);
|
d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE : ((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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
|
@ -206,6 +214,8 @@ void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
d->y = (s0->y >= s1->y) ? 1.0f : 0.0f;
|
d->y = (s0->y >= s1->y) ? 1.0f : 0.0f;
|
||||||
d->z = (s0->z >= s1->z) ? 1.0f : 0.0f;
|
d->z = (s0->z >= s1->z) ? 1.0f : 0.0f;
|
||||||
d->w = (s0->w >= s1->w) ? 1.0f : 0.0f;
|
d->w = (s0->w >= s1->w) ? 1.0f : 0.0f;
|
||||||
|
VSTRACE(("executing sge: 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_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
|
@ -213,6 +223,8 @@ void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
d->y = (s0->y < s1->y) ? 1.0f : 0.0f;
|
d->y = (s0->y < s1->y) ? 1.0f : 0.0f;
|
||||||
d->z = (s0->z < s1->z) ? 1.0f : 0.0f;
|
d->z = (s0->z < s1->z) ? 1.0f : 0.0f;
|
||||||
d->w = (s0->w < s1->w) ? 1.0f : 0.0f;
|
d->w = (s0->w < s1->w) ? 1.0f : 0.0f;
|
||||||
|
VSTRACE(("executing slt: 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_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
|
@ -220,6 +232,8 @@ void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
d->y = s0->y - s1->y;
|
d->y = s0->y - s1->y;
|
||||||
d->z = s0->z - s1->z;
|
d->z = s0->z - s1->z;
|
||||||
d->w = s0->w - s1->w;
|
d->w = s0->w - s1->w;
|
||||||
|
VSTRACE(("executing sub: 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));
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -228,11 +242,15 @@ void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
|
||||||
|
|
||||||
void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
|
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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
float tmp_f = fabsf(s0->w);
|
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;
|
d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
|
||||||
|
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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
|
@ -240,6 +258,8 @@ void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||||
d->y = s0->y - floorf(s0->y);
|
d->y = s0->y - floorf(s0->y);
|
||||||
d->z = 0.0f;
|
d->z = 0.0f;
|
||||||
d->w = 1.0f;
|
d->w = 1.0f;
|
||||||
|
VSTRACE(("executing frc: 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));
|
||||||
}
|
}
|
||||||
|
|
||||||
typedef FLOAT D3DMATRIX44[4][4];
|
typedef FLOAT D3DMATRIX44[4][4];
|
||||||
|
@ -263,30 +283,43 @@ void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* ma
|
||||||
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][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;
|
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
|
||||||
d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w;
|
d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w;
|
||||||
|
VSTRACE(("executing m4x4(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x));
|
||||||
|
VSTRACE(("executing m4x4(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y));
|
||||||
|
VSTRACE(("executing m4x4(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z));
|
||||||
|
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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
|
||||||
FIXME("check\n");
|
|
||||||
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
|
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->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;
|
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
|
||||||
d->w = 1.0f;
|
d->w = 1.0f;
|
||||||
|
VSTRACE(("executing m4x3(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x));
|
||||||
|
VSTRACE(("executing m4x3(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y));
|
||||||
|
VSTRACE(("executing m4x3(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z));
|
||||||
|
VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w));
|
||||||
}
|
}
|
||||||
|
|
||||||
void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
|
void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
|
||||||
FIXME("check\n");
|
|
||||||
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
|
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->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;
|
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
|
||||||
d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z;
|
d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z;
|
||||||
|
VSTRACE(("executing m3x4(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x));
|
||||||
|
VSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
|
||||||
|
VSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z));
|
||||||
|
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(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
|
||||||
FIXME("check\n");
|
|
||||||
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[2][2] * s0->z;
|
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->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;
|
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
|
||||||
d->w = 1.0f;
|
d->w = 1.0f;
|
||||||
|
VSTRACE(("executing m3x3(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x));
|
||||||
|
VSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
|
||||||
|
VSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z));
|
||||||
|
VSTRACE(("executing m3x3(4): (%f) \n", d->w));
|
||||||
}
|
}
|
||||||
|
|
||||||
void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
|
void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
|
||||||
|
@ -336,7 +369,7 @@ static CONST SHADER_OPCODE vshader_ins [] = {
|
||||||
{D3DSIO_M3x4, "m3x4", 3, vshader_m3x4},
|
{D3DSIO_M3x4, "m3x4", 3, vshader_m3x4},
|
||||||
{D3DSIO_M3x3, "m3x3", 3, vshader_m3x3},
|
{D3DSIO_M3x3, "m3x3", 3, vshader_m3x3},
|
||||||
{D3DSIO_M3x2, "m3x2", 3, vshader_m3x2},
|
{D3DSIO_M3x2, "m3x2", 3, vshader_m3x2},
|
||||||
/** FIXME: use direct acces so add the others opcodes as stubs */
|
/** FIXME: use direct access so add the others opcodes as stubs */
|
||||||
{D3DSIO_EXPP, "expp", 2, vshader_expp},
|
{D3DSIO_EXPP, "expp", 2, vshader_expp},
|
||||||
{D3DSIO_LOGP, "logp", 2, vshader_logp},
|
{D3DSIO_LOGP, "logp", 2, vshader_logp},
|
||||||
|
|
||||||
|
@ -363,29 +396,29 @@ inline static void vshader_program_dump_param(const DWORD param, int input) {
|
||||||
DWORD reg = param & 0x00001FFF;
|
DWORD reg = param & 0x00001FFF;
|
||||||
DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
|
DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
|
||||||
|
|
||||||
if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) DPRINTF("-");
|
if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) TRACE("-");
|
||||||
|
|
||||||
switch (regtype << D3DSP_REGTYPE_SHIFT) {
|
switch (regtype << D3DSP_REGTYPE_SHIFT) {
|
||||||
case D3DSPR_TEMP:
|
case D3DSPR_TEMP:
|
||||||
DPRINTF("R[%lu]", reg);
|
TRACE("R[%lu]", reg);
|
||||||
break;
|
break;
|
||||||
case D3DSPR_INPUT:
|
case D3DSPR_INPUT:
|
||||||
DPRINTF("V[%lu]", reg);
|
TRACE("V[%lu]", reg);
|
||||||
break;
|
break;
|
||||||
case D3DSPR_CONST:
|
case D3DSPR_CONST:
|
||||||
DPRINTF("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
|
TRACE("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
|
||||||
break;
|
break;
|
||||||
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
|
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
|
||||||
DPRINTF("a[%lu]", reg);
|
TRACE("a[%lu]", reg);
|
||||||
break;
|
break;
|
||||||
case D3DSPR_RASTOUT:
|
case D3DSPR_RASTOUT:
|
||||||
DPRINTF("%s", rastout_reg_names[reg]);
|
TRACE("%s", rastout_reg_names[reg]);
|
||||||
break;
|
break;
|
||||||
case D3DSPR_ATTROUT:
|
case D3DSPR_ATTROUT:
|
||||||
DPRINTF("oD[%lu]", reg);
|
TRACE("oD[%lu]", reg);
|
||||||
break;
|
break;
|
||||||
case D3DSPR_TEXCRDOUT:
|
case D3DSPR_TEXCRDOUT:
|
||||||
DPRINTF("oT[%lu]", reg);
|
TRACE("oT[%lu]", reg);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
|
@ -394,10 +427,10 @@ inline static void vshader_program_dump_param(const DWORD param, int input) {
|
||||||
if (!input) {
|
if (!input) {
|
||||||
/** operand output */
|
/** operand output */
|
||||||
if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
|
if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
|
||||||
if (param & D3DSP_WRITEMASK_0) DPRINTF(".x");
|
if (param & D3DSP_WRITEMASK_0) TRACE(".x");
|
||||||
if (param & D3DSP_WRITEMASK_1) DPRINTF(".y");
|
if (param & D3DSP_WRITEMASK_1) TRACE(".y");
|
||||||
if (param & D3DSP_WRITEMASK_2) DPRINTF(".z");
|
if (param & D3DSP_WRITEMASK_2) TRACE(".z");
|
||||||
if (param & D3DSP_WRITEMASK_3) DPRINTF(".w");
|
if (param & D3DSP_WRITEMASK_3) TRACE(".w");
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
/** operand input */
|
/** operand input */
|
||||||
|
@ -414,9 +447,9 @@ inline static void vshader_program_dump_param(const DWORD param, int input) {
|
||||||
if (swizzle_x == swizzle_y &&
|
if (swizzle_x == swizzle_y &&
|
||||||
swizzle_x == swizzle_z &&
|
swizzle_x == swizzle_z &&
|
||||||
swizzle_x == swizzle_w) {
|
swizzle_x == swizzle_w) {
|
||||||
DPRINTF(".%c", swizzle_reg_chars[swizzle_x]);
|
TRACE(".%c", swizzle_reg_chars[swizzle_x]);
|
||||||
} else {
|
} else {
|
||||||
DPRINTF(".%c%c%c%c",
|
TRACE(".%c%c%c%c",
|
||||||
swizzle_reg_chars[swizzle_x],
|
swizzle_reg_chars[swizzle_x],
|
||||||
swizzle_reg_chars[swizzle_y],
|
swizzle_reg_chars[swizzle_y],
|
||||||
swizzle_reg_chars[swizzle_z],
|
swizzle_reg_chars[swizzle_z],
|
||||||
|
@ -446,7 +479,7 @@ inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderI
|
||||||
if (NULL != pToken) {
|
if (NULL != pToken) {
|
||||||
while (D3DVS_END() != *pToken) {
|
while (D3DVS_END() != *pToken) {
|
||||||
if (vshader_is_version_token(*pToken)) { /** version */
|
if (vshader_is_version_token(*pToken)) { /** version */
|
||||||
DPRINTF("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
|
TRACE("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
|
||||||
++pToken;
|
++pToken;
|
||||||
++len;
|
++len;
|
||||||
continue;
|
continue;
|
||||||
|
@ -454,7 +487,7 @@ inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderI
|
||||||
if (vshader_is_comment_token(*pToken)) { /** comment */
|
if (vshader_is_comment_token(*pToken)) { /** comment */
|
||||||
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
|
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
|
||||||
++pToken;
|
++pToken;
|
||||||
/*DPRINTF("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
|
/*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
|
||||||
pToken += comment_len;
|
pToken += comment_len;
|
||||||
len += comment_len + 1;
|
len += comment_len + 1;
|
||||||
continue;
|
continue;
|
||||||
|
@ -465,24 +498,24 @@ inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderI
|
||||||
if (NULL == curOpcode) {
|
if (NULL == curOpcode) {
|
||||||
/* unkown current opcode ... */
|
/* unkown current opcode ... */
|
||||||
while (*pToken & 0x80000000) {
|
while (*pToken & 0x80000000) {
|
||||||
DPRINTF("unrecognized opcode: %08lx\n", *pToken);
|
TRACE("unrecognized opcode: %08lx\n", *pToken);
|
||||||
++pToken;
|
++pToken;
|
||||||
++len;
|
++len;
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
DPRINTF("%s ", curOpcode->name);
|
TRACE("%s ", curOpcode->name);
|
||||||
if (curOpcode->num_params > 0) {
|
if (curOpcode->num_params > 0) {
|
||||||
vshader_program_dump_param(*pToken, 0);
|
vshader_program_dump_param(*pToken, 0);
|
||||||
++pToken;
|
++pToken;
|
||||||
++len;
|
++len;
|
||||||
for (i = 1; i < curOpcode->num_params; ++i) {
|
for (i = 1; i < curOpcode->num_params; ++i) {
|
||||||
DPRINTF(", ");
|
TRACE(", ");
|
||||||
vshader_program_dump_param(*pToken, 1);
|
vshader_program_dump_param(*pToken, 1);
|
||||||
++pToken;
|
++pToken;
|
||||||
++len;
|
++len;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
DPRINTF("\n");
|
TRACE("\n");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
vshader->functionLength = (len + 1) * sizeof(DWORD);
|
vshader->functionLength = (len + 1) * sizeof(DWORD);
|
||||||
|
@ -528,8 +561,6 @@ BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VS
|
||||||
return TRUE;
|
return TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
#define TRACE_VECTOR(name) DPRINTF( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
|
|
||||||
|
|
||||||
HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) {
|
HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) {
|
||||||
/** Vertex Shader Temporary Registers */
|
/** Vertex Shader Temporary Registers */
|
||||||
D3DSHADERVECTOR R[12];
|
D3DSHADERVECTOR R[12];
|
||||||
|
@ -550,13 +581,13 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
|
||||||
memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
|
memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
|
||||||
|
|
||||||
/* vshader_program_parse(vshader); */
|
/* vshader_program_parse(vshader); */
|
||||||
/*
|
#if 0
|
||||||
TRACE_VECTOR(vshader->data->C[0]);
|
TRACE_VECTOR(vshader->data->C[0]);
|
||||||
TRACE_VECTOR(vshader->data->C[1]);
|
TRACE_VECTOR(vshader->data->C[1]);
|
||||||
TRACE_VECTOR(vshader->data->C[2]);
|
TRACE_VECTOR(vshader->data->C[2]);
|
||||||
TRACE_VECTOR(vshader->data->C[3]);
|
TRACE_VECTOR(vshader->data->C[3]);
|
||||||
TRACE_VECTOR(vshader->data->C[4]);
|
TRACE_VECTOR(vshader->data->C[4]);
|
||||||
TRACE_VECTOR(vshader->data->C[5]);
|
TRACE_VECTOR(vshader->data->C[7]);
|
||||||
TRACE_VECTOR(input->V[D3DVSDE_POSITION]);
|
TRACE_VECTOR(input->V[D3DVSDE_POSITION]);
|
||||||
TRACE_VECTOR(input->V[D3DVSDE_BLENDWEIGHT]);
|
TRACE_VECTOR(input->V[D3DVSDE_BLENDWEIGHT]);
|
||||||
TRACE_VECTOR(input->V[D3DVSDE_BLENDINDICES]);
|
TRACE_VECTOR(input->V[D3DVSDE_BLENDINDICES]);
|
||||||
|
@ -566,7 +597,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
|
||||||
TRACE_VECTOR(input->V[D3DVSDE_SPECULAR]);
|
TRACE_VECTOR(input->V[D3DVSDE_SPECULAR]);
|
||||||
TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD0]);
|
TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD0]);
|
||||||
TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD1]);
|
TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD1]);
|
||||||
*/
|
#endif
|
||||||
|
|
||||||
/* the first dword is the version tag */
|
/* the first dword is the version tag */
|
||||||
/* TODO: parse it */
|
/* TODO: parse it */
|
||||||
|
@ -588,29 +619,29 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
|
||||||
/* unkown current opcode ... */
|
/* unkown current opcode ... */
|
||||||
while (*pToken & 0x80000000) {
|
while (*pToken & 0x80000000) {
|
||||||
if (i == 0) {
|
if (i == 0) {
|
||||||
DPRINTF("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
|
TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
|
||||||
}
|
}
|
||||||
DPRINTF("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
|
TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
|
||||||
vshader_program_dump_param(*pToken, i);
|
vshader_program_dump_param(*pToken, i);
|
||||||
DPRINTF("\n");
|
TRACE("\n");
|
||||||
++i;
|
++i;
|
||||||
++pToken;
|
++pToken;
|
||||||
}
|
}
|
||||||
/*return FALSE;*/
|
/*return FALSE;*/
|
||||||
} else {
|
} else {
|
||||||
if (curOpcode->num_params > 0) {
|
if (curOpcode->num_params > 0) {
|
||||||
/*DPRINTF(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
|
/*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) {
|
for (i = 0; i < curOpcode->num_params; ++i) {
|
||||||
DWORD reg = pToken[i] & 0x00001FFF;
|
DWORD reg = pToken[i] & 0x00001FFF;
|
||||||
DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
|
DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
|
||||||
|
|
||||||
switch (regtype << D3DSP_REGTYPE_SHIFT) {
|
switch (regtype << D3DSP_REGTYPE_SHIFT) {
|
||||||
case D3DSPR_TEMP:
|
case D3DSPR_TEMP:
|
||||||
/*DPRINTF("p[%d]=R[%d]\n", i, reg);*/
|
/*TRACE("p[%d]=R[%d]\n", i, reg);*/
|
||||||
p[i] = &R[reg];
|
p[i] = &R[reg];
|
||||||
break;
|
break;
|
||||||
case D3DSPR_INPUT:
|
case D3DSPR_INPUT:
|
||||||
/*DPRINTF("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
|
/*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
|
||||||
p[i] = &input->V[reg];
|
p[i] = &input->V[reg];
|
||||||
break;
|
break;
|
||||||
case D3DSPR_CONST:
|
case D3DSPR_CONST:
|
||||||
|
@ -625,7 +656,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
|
||||||
ERR("cannot handle address registers != a0, forcing use of a0\n");
|
ERR("cannot handle address registers != a0, forcing use of a0\n");
|
||||||
reg = 0;
|
reg = 0;
|
||||||
}
|
}
|
||||||
/*DPRINTF("p[%d]=A[%d]\n", i, reg);*/
|
/*TRACE("p[%d]=A[%d]\n", i, reg);*/
|
||||||
p[i] = &A[reg];
|
p[i] = &A[reg];
|
||||||
break;
|
break;
|
||||||
case D3DSPR_RASTOUT:
|
case D3DSPR_RASTOUT:
|
||||||
|
@ -642,11 +673,11 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case D3DSPR_ATTROUT:
|
case D3DSPR_ATTROUT:
|
||||||
/*DPRINTF("p[%d]=oD[%d]\n", i, reg);*/
|
/*TRACE("p[%d]=oD[%d]\n", i, reg);*/
|
||||||
p[i] = &output->oD[reg];
|
p[i] = &output->oD[reg];
|
||||||
break;
|
break;
|
||||||
case D3DSPR_TEXCRDOUT:
|
case D3DSPR_TEXCRDOUT:
|
||||||
/*DPRINTF("p[%d]=oT[%d]\n", i, reg);*/
|
/*TRACE("p[%d]=oT[%d]\n", i, reg);*/
|
||||||
p[i] = &output->oT[reg];
|
p[i] = &output->oT[reg];
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
|
@ -655,17 +686,17 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
|
||||||
|
|
||||||
if (i > 0) { /* input reg */
|
if (i > 0) { /* input reg */
|
||||||
DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
|
DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
|
||||||
UINT isNegative = ((*pToken & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
|
UINT isNegative = ((pToken[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
|
||||||
|
|
||||||
if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
|
if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
|
||||||
/*DPRINTF("p[%d] not swizzled\n", i);*/
|
/*TRACE("p[%d] not swizzled\n", i);*/
|
||||||
p_send[i] = p[i];
|
p_send[i] = p[i];
|
||||||
} else {
|
} else {
|
||||||
DWORD swizzle_x = swizzle & 0x03;
|
DWORD swizzle_x = swizzle & 0x03;
|
||||||
DWORD swizzle_y = (swizzle >> 2) & 0x03;
|
DWORD swizzle_y = (swizzle >> 2) & 0x03;
|
||||||
DWORD swizzle_z = (swizzle >> 4) & 0x03;
|
DWORD swizzle_z = (swizzle >> 4) & 0x03;
|
||||||
DWORD swizzle_w = (swizzle >> 6) & 0x03;
|
DWORD swizzle_w = (swizzle >> 6) & 0x03;
|
||||||
/*DPRINTF("p[%d] swizzled\n", i);*/
|
/*TRACE("p[%d] swizzled\n", i);*/
|
||||||
float* tt = (float*) p[i];
|
float* tt = (float*) p[i];
|
||||||
s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x];
|
s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x];
|
||||||
s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y];
|
s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y];
|
||||||
|
@ -714,7 +745,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
|
||||||
if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
|
if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
#if 0
|
||||||
TRACE_VECTOR(output->oPos);
|
TRACE_VECTOR(output->oPos);
|
||||||
TRACE_VECTOR(output->oD[0]);
|
TRACE_VECTOR(output->oD[0]);
|
||||||
TRACE_VECTOR(output->oD[1]);
|
TRACE_VECTOR(output->oD[1]);
|
||||||
|
@ -725,11 +756,26 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
|
||||||
TRACE_VECTOR(R[2]);
|
TRACE_VECTOR(R[2]);
|
||||||
TRACE_VECTOR(R[3]);
|
TRACE_VECTOR(R[3]);
|
||||||
TRACE_VECTOR(R[4]);
|
TRACE_VECTOR(R[4]);
|
||||||
*/
|
TRACE_VECTOR(R[5]);
|
||||||
|
#endif
|
||||||
|
|
||||||
/* to next opcode token */
|
/* to next opcode token */
|
||||||
pToken += curOpcode->num_params;
|
pToken += curOpcode->num_params;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#if 0
|
||||||
|
TRACE_VECTOR(output->oPos);
|
||||||
|
TRACE_VECTOR(output->oD[0]);
|
||||||
|
TRACE_VECTOR(output->oD[1]);
|
||||||
|
TRACE_VECTOR(output->oT[0]);
|
||||||
|
TRACE_VECTOR(output->oT[1]);
|
||||||
|
TRACE_VECTOR(R[0]);
|
||||||
|
TRACE_VECTOR(R[1]);
|
||||||
|
TRACE_VECTOR(R[2]);
|
||||||
|
TRACE_VECTOR(R[3]);
|
||||||
|
TRACE_VECTOR(R[4]);
|
||||||
|
TRACE_VECTOR(R[5]);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
return D3D_OK;
|
return D3D_OK;
|
||||||
}
|
}
|
||||||
|
|
|
@ -105,8 +105,56 @@ DWORD WINAPI IDirect3DTexture8Impl_GetPriority(LPDIRECT3DTEXTURE8 ifac
|
||||||
FIXME("(%p) : stub\n", This); return D3D_OK;
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
||||||
}
|
}
|
||||||
void WINAPI IDirect3DTexture8Impl_PreLoad(LPDIRECT3DTEXTURE8 iface) {
|
void WINAPI IDirect3DTexture8Impl_PreLoad(LPDIRECT3DTEXTURE8 iface) {
|
||||||
|
int i;
|
||||||
ICOM_THIS(IDirect3DTexture8Impl,iface);
|
ICOM_THIS(IDirect3DTexture8Impl,iface);
|
||||||
FIXME("(%p) : stub\n", This);
|
TRACE("(%p) : About to load texture\n", This);
|
||||||
|
for (i=0; i<This->levels; i++)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (i==0 && This->surfaces[i]->textureName != 0 && This->Dirty == FALSE) {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, This->surfaces[i]->textureName);
|
||||||
|
checkGLcall("glBindTexture");
|
||||||
|
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[i], i, This->surfaces[i]->textureName);
|
||||||
|
/* No need to walk through all mip-map levels, since already all assigned */
|
||||||
|
i = This->levels;
|
||||||
|
|
||||||
|
} else {
|
||||||
|
if (i==0) {
|
||||||
|
|
||||||
|
if (This->surfaces[i]->textureName == 0) {
|
||||||
|
glGenTextures(1, &This->surfaces[i]->textureName);
|
||||||
|
checkGLcall("glGenTextures");
|
||||||
|
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[i], i, This->surfaces[i]->textureName);
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, This->surfaces[i]->textureName);
|
||||||
|
checkGLcall("glBindTexture");
|
||||||
|
|
||||||
|
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels-1);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels-1);
|
||||||
|
checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels)");
|
||||||
|
|
||||||
|
}
|
||||||
|
TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%lx, Mem=%p\n",
|
||||||
|
GL_TEXTURE_2D, i, fmt2glintFmt(This->format), This->surfaces[i]->myDesc.Width,
|
||||||
|
This->surfaces[i]->myDesc.Height, 0, fmt2glFmt(This->format),fmt2glType(This->format),
|
||||||
|
This->surfaces[i]->allocatedMemory);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, i,
|
||||||
|
fmt2glintFmt(This->format),
|
||||||
|
This->surfaces[i]->myDesc.Width,
|
||||||
|
This->surfaces[i]->myDesc.Height,
|
||||||
|
0,
|
||||||
|
fmt2glFmt(This->format),
|
||||||
|
fmt2glType(This->format),
|
||||||
|
This->surfaces[i]->allocatedMemory
|
||||||
|
);
|
||||||
|
checkGLcall("glTexImage2D");
|
||||||
|
|
||||||
|
/* Removed glTexParameterf now TextureStageStates are initialized at startup */
|
||||||
|
This->Dirty = FALSE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
D3DRESOURCETYPE WINAPI IDirect3DTexture8Impl_GetType(LPDIRECT3DTEXTURE8 iface) {
|
D3DRESOURCETYPE WINAPI IDirect3DTexture8Impl_GetType(LPDIRECT3DTEXTURE8 iface) {
|
||||||
ICOM_THIS(IDirect3DTexture8Impl,iface);
|
ICOM_THIS(IDirect3DTexture8Impl,iface);
|
||||||
|
|
Loading…
Reference in New Issue