/* * vertex shaders declaration implementation * * Copyright 2002 Raphael Junqueira * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include "windef.h" #include "winbase.h" #include "winuser.h" #include "wingdi.h" #include "wine/debug.h" #include #include "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); /** * DirectX9 SDK download * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp * * Exploring D3DX * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp * * Using Vertex Shaders * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp * * Dx9 New * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp * * Dx9 Shaders * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp * * Dx9 D3DX * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp * * FVF * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp * * NVIDIA: DX8 Vertex Shader to NV Vertex Program * http://developer.nvidia.com/view.asp?IO=vstovp * * NVIDIA: Memory Management with VAR * http://developer.nvidia.com/view.asp?IO=var_memory_management */ /** Vertex Shader Declaration data types tokens */ static CONST char* VertexShaderDeclDataTypes [] = { "D3DVSDT_FLOAT1", "D3DVSDT_FLOAT2", "D3DVSDT_FLOAT3", "D3DVSDT_FLOAT4", "D3DVSDT_D3DCOLOR", "D3DVSDT_UBYTE4", "D3DVSDT_SHORT2", "D3DVSDT_SHORT4", NULL }; static CONST char* VertexShaderDeclRegister [] = { "D3DVSDE_POSITION", "D3DVSDE_BLENDWEIGHT", "D3DVSDE_BLENDINDICES", "D3DVSDE_NORMAL", "D3DVSDE_PSIZE", "D3DVSDE_DIFFUSE", "D3DVSDE_SPECULAR", "D3DVSDE_TEXCOORD0", "D3DVSDE_TEXCOORD1", "D3DVSDE_TEXCOORD2", "D3DVSDE_TEXCOORD3", "D3DVSDE_TEXCOORD4", "D3DVSDE_TEXCOORD5", "D3DVSDE_TEXCOORD6", "D3DVSDE_TEXCOORD7", "D3DVSDE_POSITION2", "D3DVSDE_NORMAL2", NULL }; /** todo check decl validity */ inline static DWORD Direct3DVextexShaderDeclarationImpl_ParseToken(const DWORD* pToken) { const DWORD token = *pToken; DWORD tokenlen = 1; switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */ case D3DVSD_TOKEN_NOP: TRACE(" 0x%08lx NOP()\n", token); break; case D3DVSD_TOKEN_STREAM: if (token & D3DVSD_STREAMTESSMASK) { TRACE(" 0x%08lx STREAM_TESS()\n", token); } else { TRACE(" 0x%08lx STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT)); } break; case D3DVSD_TOKEN_STREAMDATA: if (token & 0x10000000) { TRACE(" 0x%08lx SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT)); } else { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); TRACE(" 0x%08lx REG(%s, %s)\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]); } break; case D3DVSD_TOKEN_TESSELLATOR: if (token & 0x10000000) { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); TRACE(" 0x%08lx TESSUV(%s) as %s\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]); } else { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT); TRACE(" 0x%08lx TESSNORMAL(%s, %s) as %s\n", token, VertexShaderDeclRegister[regin], VertexShaderDeclRegister[regout], VertexShaderDeclDataTypes[type]); } break; case D3DVSD_TOKEN_CONSTMEM: { DWORD i; DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT); DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT); TRACE(" 0x%08lx CONST(%lu, %lu)\n", token, constaddress, count); ++pToken; for (i = 0; i < count; ++i) { TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n", constaddress, *pToken, *(pToken + 1), *(pToken + 2), *(pToken + 3)); pToken += 4; ++constaddress; } tokenlen = count + 1; } break; case D3DVSD_TOKEN_EXT: { DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT); DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT); TRACE(" 0x%08lx EXT(%lu, %lu)\n", token, count, extinfo); /* todo ... print extension */ tokenlen = count + 1; } break; case D3DVSD_TOKEN_END: TRACE(" 0x%08lx END()\n", token); break; default: TRACE(" 0x%08lx UNKNOWN\n", token); /* argg error */ } return tokenlen; } HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(IDirect3DDevice8Impl* This, CONST DWORD* pDeclaration8, IDirect3DVertexShaderDeclarationImpl** ppVertexShaderDecl) { /** parser data */ const DWORD* pToken = pDeclaration8; DWORD fvf = 0; DWORD len = 0; DWORD stream = 0; DWORD token; DWORD tokenlen; DWORD tokentype; DWORD tex = D3DFVF_TEX0; /** TRUE if declaration can be matched by a fvf */ IDirect3DVertexShaderDeclarationImpl* object; BOOL invalid_fvf = FALSE; TRACE("(%p) : pDeclaration8(%p)\n", This, pDeclaration8); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderDeclarationImpl)); /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/ object->device = This; /* FIXME: AddRef(This) */ object->ref = 1; while (D3DVSD_END() != *pToken) { token = *pToken; tokenlen = Direct3DVextexShaderDeclarationImpl_ParseToken(pToken); tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT); /** FVF generation block */ if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) { /** * how really works streams, * in DolphinVS dx8 dsk sample they seems to decal reg numbers !!! */ stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT); if (stream > 0) { /** fvf cannot map mutliple streams, so invalid fvf computing */ invalid_fvf = TRUE; } } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT) - stream; switch (reg) { case D3DVSDE_POSITION: switch (type) { case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZ; break; case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZRHW; break; default: /** errooooorr mismatched use of a register, invalid fvf computing */ invalid_fvf = TRUE; TRACE("Mismatched use in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %s\n", VertexShaderDeclDataTypes[type]); } break; case D3DVSDE_BLENDWEIGHT: switch (type) { case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break; case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break; case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZB3; break; case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZB4; break; default: /** errooooorr mismatched use of a register, invalid fvf computing */ invalid_fvf = TRUE; TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %s\n", VertexShaderDeclDataTypes[type]); } break; case D3DVSDE_BLENDINDICES: /* seem to be B5 as said in MSDN Dx9SDK ?? */ switch (type) { case D3DVSDT_UBYTE4: fvf |= D3DFVF_LASTBETA_UBYTE4; break; default: /** errooooorr mismatched use of a register, invalid fvf computing */ invalid_fvf = TRUE; TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %s\n", VertexShaderDeclDataTypes[type]); } break; case D3DVSDE_NORMAL: /* TODO: only FLOAT3 supported ... another choice possible ? */ switch (type) { case D3DVSDT_FLOAT3: fvf |= D3DFVF_NORMAL; break; default: /** errooooorr mismatched use of a register, invalid fvf computing */ invalid_fvf = TRUE; TRACE("Mismatched use in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %s\n", VertexShaderDeclDataTypes[type]); } break; case D3DVSDE_PSIZE: /* TODO: only FLOAT1 supported ... another choice possible ? */ switch (type) { case D3DVSDT_FLOAT1: fvf |= D3DFVF_PSIZE; break; default: /** errooooorr mismatched use of a register, invalid fvf computing */ invalid_fvf = TRUE; TRACE("Mismatched use in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]); } break; case D3DVSDE_DIFFUSE: /* TODO: only D3DCOLOR supported */ switch (type) { case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_DIFFUSE; break; default: /** errooooorr mismatched use of a register, invalid fvf computing */ invalid_fvf = TRUE; TRACE("Mismatched use in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]); } break; case D3DVSDE_SPECULAR: /* TODO: only D3DCOLOR supported */ switch (type) { case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_SPECULAR; break; default: /** errooooorr mismatched use of a register, invalid fvf computing */ invalid_fvf = TRUE; TRACE("Mismatched use in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %s\n", VertexShaderDeclDataTypes[type]); } break; /** * TODO: for TEX* only FLOAT2 supported * by default using texture type info */ case D3DVSDE_TEXCOORD0: tex = max(tex, D3DFVF_TEX1); break; case D3DVSDE_TEXCOORD1: tex = max(tex, D3DFVF_TEX2); break; case D3DVSDE_TEXCOORD2: tex = max(tex, D3DFVF_TEX3); break; case D3DVSDE_TEXCOORD3: tex = max(tex, D3DFVF_TEX4); break; case D3DVSDE_TEXCOORD4: tex = max(tex, D3DFVF_TEX5); break; case D3DVSDE_TEXCOORD5: tex = max(tex, D3DFVF_TEX6); break; case D3DVSDE_TEXCOORD6: tex = max(tex, D3DFVF_TEX7); break; case D3DVSDE_TEXCOORD7: tex = max(tex, D3DFVF_TEX8); break; case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */ case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */ FIXME("[%lu] registers in VertexShader declaration not supported yet (token:0x%08lx)\n", reg, token); break; } /*TRACE("VertexShader declaration define %x as current FVF\n", fvf);*/ } len += tokenlen; pToken += tokenlen; } if (tex > 0) { /*TRACE("VertexShader declaration define %x as texture level\n", tex);*/ fvf |= tex; } /* here D3DVSD_END() */ len += Direct3DVextexShaderDeclarationImpl_ParseToken(pToken); /* copy fvf if valid */ if (FALSE == invalid_fvf) object->fvf = fvf; else object->fvf = 0; /* compute size */ object->declaration8Length = len * sizeof(DWORD); /* copy the declaration */ object->pDeclaration8 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->declaration8Length); memcpy(object->pDeclaration8, pDeclaration8, object->declaration8Length); /* returns */ *ppVertexShaderDecl = object; return D3D_OK; } HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInput(IDirect3DDevice8Impl* This, IDirect3DVertexShaderImpl* vshader, const void* vertexFirstStream, DWORD StartVertexIndex, DWORD idxDecal) { /** parser data */ const DWORD* pToken = This->UpdateStateBlock->vertexShaderDecl->pDeclaration8; DWORD stream = 0; DWORD token; /*DWORD tokenlen;*/ DWORD tokentype; /** for input readers */ const char* curPos = NULL; FLOAT x, y, z, w; SHORT u, v, r, t; DWORD dw; /*TRACE("(%p) - This:%p - stream:%p, startIdx=%lu, idxDecal=%lu\n", vshader, This, vertexFirstStream, StartVertexIndex, idxDecal);*/ while (D3DVSD_END() != *pToken) { token = *pToken; tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT); /** FVF generation block */ if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) { IDirect3DVertexBuffer8* pVB; const char* startVtx = NULL; int skip = 0; ++pToken; /** * how really works streams, * in DolphinVS dx8 dsk sample use it !!! */ stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT); if (0 == stream) { skip = This->StateBlock->stream_stride[0]; startVtx = (const char*) vertexFirstStream + (StartVertexIndex * skip); curPos = startVtx + idxDecal; /*TRACE(" using stream[%lu] with %lu decal => curPos %p\n", stream, idxDecal, curPos);*/ } else { skip = This->StateBlock->stream_stride[stream]; pVB = This->StateBlock->stream_source[stream]; if (NULL == pVB) { ERR("using unitialised stream[%lu]\n", stream); return D3DERR_INVALIDCALL; } else { startVtx = ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory + (StartVertexIndex * skip); /** do we need to decal if we use idxBuffer */ curPos = startVtx + idxDecal; /*TRACE(" using stream[%lu] with %lu decal\n", stream, idxDecal);*/ } } } else if (D3DVSD_TOKEN_CONSTMEM == tokentype) { /** Const decl */ DWORD i; DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT); DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT); ++pToken; for (i = 0; i < count; ++i) { vshader->data->C[constaddress + i].x = *(float*)pToken; vshader->data->C[constaddress + i].y = *(float*)(pToken + 1); vshader->data->C[constaddress + i].z = *(float*)(pToken + 2); vshader->data->C[constaddress + i].w = *(float*)(pToken + 3); pToken += 4; } } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 != (0x10000000 & tokentype)) { /** skip datas */ DWORD skipCount = ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT); curPos = curPos + skipCount * sizeof(DWORD); ++pToken; } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); ++pToken; switch (type) { case D3DVSDT_FLOAT1: x = *(float*) curPos; curPos = curPos + sizeof(float); /**/ vshader->input.V[reg].x = x; vshader->input.V[reg].y = 0.0f; vshader->input.V[reg].z = 0.0f; vshader->input.V[reg].w = 1.0f; break; case D3DVSDT_FLOAT2: x = *(float*) curPos; curPos = curPos + sizeof(float); y = *(float*) curPos; curPos = curPos + sizeof(float); /**/ vshader->input.V[reg].x = x; vshader->input.V[reg].y = y; vshader->input.V[reg].z = 0.0f; vshader->input.V[reg].w = 1.0f; break; case D3DVSDT_FLOAT3: x = *(float*) curPos; curPos = curPos + sizeof(float); y = *(float*) curPos; curPos = curPos + sizeof(float); z = *(float*) curPos; curPos = curPos + sizeof(float); /**/ vshader->input.V[reg].x = x; vshader->input.V[reg].y = y; vshader->input.V[reg].z = z; vshader->input.V[reg].w = 1.0f; break; case D3DVSDT_FLOAT4: x = *(float*) curPos; curPos = curPos + sizeof(float); y = *(float*) curPos; curPos = curPos + sizeof(float); z = *(float*) curPos; curPos = curPos + sizeof(float); w = *(float*) curPos; curPos = curPos + sizeof(float); /**/ vshader->input.V[reg].x = x; vshader->input.V[reg].y = y; vshader->input.V[reg].z = z; vshader->input.V[reg].w = w; break; case D3DVSDT_D3DCOLOR: dw = *(DWORD*) curPos; curPos = curPos + sizeof(DWORD); /**/ vshader->input.V[reg].x = (float) (((dw >> 16) & 0xFF) / 255.0f); vshader->input.V[reg].y = (float) (((dw >> 8) & 0xFF) / 255.0f); vshader->input.V[reg].z = (float) (((dw >> 0) & 0xFF) / 255.0f); vshader->input.V[reg].w = (float) (((dw >> 24) & 0xFF) / 255.0f); break; case D3DVSDT_SHORT2: u = *(SHORT*) curPos; curPos = curPos + sizeof(SHORT); v = *(SHORT*) curPos; curPos = curPos + sizeof(SHORT); /**/ vshader->input.V[reg].x = (float) u; vshader->input.V[reg].y = (float) v; vshader->input.V[reg].z = 0.0f; vshader->input.V[reg].w = 1.0f; break; case D3DVSDT_SHORT4: u = *(SHORT*) curPos; curPos = curPos + sizeof(SHORT); v = *(SHORT*) curPos; curPos = curPos + sizeof(SHORT); r = *(SHORT*) curPos; curPos = curPos + sizeof(SHORT); t = *(SHORT*) curPos; curPos = curPos + sizeof(SHORT); /**/ vshader->input.V[reg].x = (float) u; vshader->input.V[reg].y = (float) v; vshader->input.V[reg].z = (float) r; vshader->input.V[reg].w = (float) t; break; case D3DVSDT_UBYTE4: dw = *(DWORD*) curPos; curPos = curPos + sizeof(DWORD); /**/ vshader->input.V[reg].x = (float) ((dw & 0x000F) >> 0); vshader->input.V[reg].y = (float) ((dw & 0x00F0) >> 8); vshader->input.V[reg].z = (float) ((dw & 0x0F00) >> 16); vshader->input.V[reg].w = (float) ((dw & 0xF000) >> 24); break; default: /** errooooorr what to do ? */ ERR("Error in VertexShader declaration of %s register: unsupported type %s\n", VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]); } } } /* here D3DVSD_END() */ return D3D_OK; } HRESULT WINAPI IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(IDirect3DVertexShaderDeclarationImpl* This, DWORD* pData, UINT* pSizeOfData) { if (NULL == pData) { *pSizeOfData = This->declaration8Length; return D3D_OK; } if (*pSizeOfData < This->declaration8Length) { *pSizeOfData = This->declaration8Length; return D3DERR_MOREDATA; } TRACE("(%p) : GetVertexShaderDeclaration copying to %p\n", This, pData); memcpy(pData, This->pDeclaration8, This->declaration8Length); return D3D_OK; }