/* * shaders implementation * * Copyright 2002-2004 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2004 Christian Costa * * 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 #include #include #include "windef.h" #include "winbase.h" #include "winuser.h" #include "wingdi.h" #include "wine/debug.h" #include "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d_hw_shader); /* Shader debugging - Change the following line to enable debugging of software vertex shaders */ #if 0 /* Must not be 1 in cvs version */ # define VSTRACE(A) TRACE A # define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w) #else # define VSTRACE(A) # define TRACE_VSVECTOR(name) #endif /** * 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/default.asp?url=/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 */ typedef void (*shader_fct_t)(); typedef struct SHADER_OPCODE { CONST WORD opcode; const char* name; CONST UINT num_params; shader_fct_t soft_fct; DWORD min_version; DWORD max_version; } SHADER_OPCODE; /******************************* * vshader functions software VM */ void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { d->x = s0->x + s1->x; d->y = s0->y + s1->y; d->z = s0->z + s1->z; d->w = s0->w + s1->w; VSTRACE(("executing add: 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_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z; VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w; VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { d->x = 1.0f; d->y = s0->y * s1->y; d->z = s0->z; 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)); } void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { union { float f; DWORD d; } tmp; tmp.f = floorf(s0->w); d->x = powf(2.0f, tmp.f); d->y = s0->w - tmp.f; tmp.f = powf(2.0f, s0->w); tmp.d &= 0xFFFFFF00U; d->z = tmp.f; 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)); } void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { d->x = 1.0f; d->y = (0.0f < s0->x) ? s0->x : 0.0f; d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f; 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)); } void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL; VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) { d->x = s0->x * s1->x + s2->x; d->y = s0->y * s1->y + s2->y; d->z = s0->z * s1->z + s2->z; 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) { d->x = (s0->x >= s1->x) ? s0->x : s1->x; d->y = (s0->y >= s1->y) ? s0->y : s1->y; d->z = (s0->z >= s1->z) ? s0->z : s1->z; 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) { d->x = (s0->x < s1->x) ? s0->x : s1->x; d->y = (s0->y < s1->y) ? s0->y : s1->y; d->z = (s0->z < s1->z) ? s0->z : s1->z; 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) { d->x = s0->x; d->y = s0->y; d->z = s0->z; 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)); } void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { d->x = s0->x * s1->x; d->y = s0->y * s1->y; d->z = s0->z * s1->z; 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)); } void vshader_nop(void) { /* NOPPPP ahhh too easy ;) */ } void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w; VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE_VAL : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f); VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { d->x = (s0->x >= s1->x) ? 1.0f : 0.0f; d->y = (s0->y >= s1->y) ? 1.0f : 0.0f; d->z = (s0->z >= s1->z) ? 1.0f : 0.0f; 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) { d->x = (s0->x < s1->x) ? 1.0f : 0.0f; d->y = (s0->y < s1->y) ? 1.0f : 0.0f; d->z = (s0->z < s1->z) ? 1.0f : 0.0f; 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) { d->x = s0->x - s1->x; d->y = s0->y - s1->y; d->z = s0->z - s1->z; 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)); } /** * Version 1.1 specific */ void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = powf(2.0f, s0->w); VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL; VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { d->x = s0->x - floorf(s0->x); d->y = s0->y - floorf(s0->y); d->z = 0.0f; 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 D3DMATRIX43[3][4]; typedef FLOAT D3DMATRIX34[4][3]; typedef FLOAT D3DMATRIX33[3][3]; typedef FLOAT D3DMATRIX32[2][3]; void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) { /* * BuGGY CODE: here only if cast not work for copy/paste D3DSHADERVECTOR* mat2 = mat1 + 1; D3DSHADERVECTOR* mat3 = mat1 + 2; D3DSHADERVECTOR* mat4 = mat1 + 3; d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w; d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w; d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w; d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * 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->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; 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) { d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w; 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) { 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; 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; 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) { 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; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; 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) { 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; d->z = 0.0f; d->w = 1.0f; } /** * Version 2.0 specific */ void vshader_lrp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* 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; d->w = s0->w * (s1->w - s2->w) + s2->x; } /** * log, exp, frc, m*x* seems to be macros ins ... to see * Note opcode must be in uppercase if direct mapping to GL hw shaders */ static CONST SHADER_OPCODE vshader_ins [] = { {D3DSIO_NOP, "NOP", 0, vshader_nop, 0, 0}, {D3DSIO_MOV, "MOV", 2, vshader_mov, 0, 0}, {D3DSIO_ADD, "ADD", 3, vshader_add, 0, 0}, {D3DSIO_SUB, "SUB", 3, vshader_sub, 0, 0}, {D3DSIO_MAD, "MAD", 4, vshader_mad, 0, 0}, {D3DSIO_MUL, "MUL", 3, vshader_mul, 0, 0}, {D3DSIO_RCP, "RCP", 2, vshader_rcp, 0, 0}, {D3DSIO_RSQ, "RSQ", 2, vshader_rsq, 0, 0}, {D3DSIO_DP3, "DP3", 3, vshader_dp3, 0, 0}, {D3DSIO_DP4, "DP4", 3, vshader_dp4, 0, 0}, {D3DSIO_MIN, "MIN", 3, vshader_min, 0, 0}, {D3DSIO_MAX, "MAX", 3, vshader_max, 0, 0}, {D3DSIO_SLT, "SLT", 3, vshader_slt, 0, 0}, {D3DSIO_SGE, "SGE", 3, vshader_sge, 0, 0}, {D3DSIO_EXP, "EXP", 2, vshader_exp, 0, 0}, {D3DSIO_LOG, "LOG", 2, vshader_log, 0, 0}, {D3DSIO_LIT, "LIT", 2, vshader_lit, 0, 0}, {D3DSIO_DST, "DST", 3, vshader_dst, 0, 0}, {D3DSIO_LRP, "LRP", 5, vshader_lrp, 0, 0}, {D3DSIO_FRC, "FRC", 2, vshader_frc, 0, 0}, {D3DSIO_M4x4, "M4X4", 3, vshader_m4x4, 0, 0}, {D3DSIO_M4x3, "M4X3", 3, vshader_m4x3, 0, 0}, {D3DSIO_M3x4, "M3X4", 3, vshader_m3x4, 0, 0}, {D3DSIO_M3x3, "M3X3", 3, vshader_m3x3, 0, 0}, {D3DSIO_M3x2, "M3X2", 3, vshader_m3x2, 0, 0}, /** FIXME: use direct access so add the others opcodes as stubs */ {D3DSIO_EXPP, "EXPP", 2, vshader_expp, 0, 0}, {D3DSIO_LOGP, "LOGP", 2, vshader_logp, 0, 0}, {0, NULL, 0, NULL, 0, 0} }; inline static const SHADER_OPCODE* vshader_program_get_opcode(const DWORD code) { DWORD i = 0; /** TODO: use dichotomic search */ while (NULL != vshader_ins[i].name) { if ((code & D3DSI_OPCODE_MASK) == vshader_ins[i].opcode) { return &vshader_ins[i]; } ++i; } return NULL; } inline static BOOL vshader_is_version_token(DWORD token) { return 0xFFFE0000 == (token & 0xFFFE0000); } inline static BOOL vshader_is_comment_token(DWORD token) { return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK); } inline static void vshader_program_dump_param(const DWORD param, int input) { static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" }; static const char swizzle_reg_chars[] = "xyzw"; DWORD reg = param & 0x00001FFF; DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT); if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) TRACE("-"); switch (regtype << D3DSP_REGTYPE_SHIFT) { case D3DSPR_TEMP: TRACE("R[%lu]", reg); break; case D3DSPR_INPUT: TRACE("V[%lu]", reg); break; case D3DSPR_CONST: TRACE("C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg); break; case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/ TRACE("a[%lu]", reg); break; case D3DSPR_RASTOUT: TRACE("%s", rastout_reg_names[reg]); break; case D3DSPR_ATTROUT: TRACE("oD[%lu]", reg); break; case D3DSPR_TEXCRDOUT: TRACE("oT[%lu]", reg); break; default: break; } if (!input) { /** operand output */ if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { if (param & D3DSP_WRITEMASK_0) TRACE(".x"); if (param & D3DSP_WRITEMASK_1) TRACE(".y"); if (param & D3DSP_WRITEMASK_2) TRACE(".z"); if (param & D3DSP_WRITEMASK_3) TRACE(".w"); } } else { /** operand input */ DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT; DWORD swizzle_x = swizzle & 0x03; DWORD swizzle_y = (swizzle >> 2) & 0x03; DWORD swizzle_z = (swizzle >> 4) & 0x03; DWORD swizzle_w = (swizzle >> 6) & 0x03; /** * swizzle bits fields: * WWZZYYXX */ if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) { TRACE(".%c", swizzle_reg_chars[swizzle_x]); } else { TRACE(".%c%c%c%c", swizzle_reg_chars[swizzle_x], swizzle_reg_chars[swizzle_y], swizzle_reg_chars[swizzle_z], swizzle_reg_chars[swizzle_w]); } } } } inline static void vshader_program_add_param(const DWORD param, int input, char *hwLine) { /*static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" }; */ static const char* hwrastout_reg_names[] = { "result.position", "result.fogcoord", "result.pointsize" }; static const char swizzle_reg_chars[] = "xyzw"; DWORD reg = param & 0x00001FFF; DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT); char tmpReg[255]; if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) { strcat(hwLine, " -"); } else { strcat(hwLine, " "); } switch (regtype << D3DSP_REGTYPE_SHIFT) { case D3DSPR_TEMP: sprintf(tmpReg, "T%lu", reg); strcat(hwLine, tmpReg); break; case D3DSPR_INPUT: sprintf(tmpReg, "vertex.attrib[%lu]", reg); strcat(hwLine, tmpReg); break; case D3DSPR_CONST: sprintf(tmpReg, "C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg); strcat(hwLine, tmpReg); break; case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/ sprintf(tmpReg, "A%lu", reg); strcat(hwLine, tmpReg); break; case D3DSPR_RASTOUT: sprintf(tmpReg, "%s", hwrastout_reg_names[reg]); strcat(hwLine, tmpReg); break; case D3DSPR_ATTROUT: if (reg==0) { strcat(hwLine, "result.color.primary"); } else { strcat(hwLine, "result.color.secondary"); } break; case D3DSPR_TEXCRDOUT: sprintf(tmpReg, "result.texcoord[%lu]", reg); strcat(hwLine, tmpReg); break; default: break; } if (!input) { /** operand output */ if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { strcat(hwLine, "."); if (param & D3DSP_WRITEMASK_0) { strcat(hwLine, "x"); } if (param & D3DSP_WRITEMASK_1) { strcat(hwLine, "y"); } if (param & D3DSP_WRITEMASK_2) { strcat(hwLine, "z"); } if (param & D3DSP_WRITEMASK_3) { strcat(hwLine, "w"); } } } else { /** operand input */ DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT; DWORD swizzle_x = swizzle & 0x03; DWORD swizzle_y = (swizzle >> 2) & 0x03; DWORD swizzle_z = (swizzle >> 4) & 0x03; DWORD swizzle_w = (swizzle >> 6) & 0x03; /** * swizzle bits fields: * WWZZYYXX */ if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) { sprintf(tmpReg, ".%c", swizzle_reg_chars[swizzle_x]); strcat(hwLine, tmpReg); } else { sprintf(tmpReg, ".%c%c%c%c", swizzle_reg_chars[swizzle_x], swizzle_reg_chars[swizzle_y], swizzle_reg_chars[swizzle_z], swizzle_reg_chars[swizzle_w]); strcat(hwLine, tmpReg); } } } } DWORD MacroExpansion[4*4]; int ExpandMxMacro(DWORD macro_opcode, const DWORD* args) { int i; int nComponents = 0; DWORD opcode =0; switch(macro_opcode) { case D3DSIO_M4x4: nComponents = 4; opcode = D3DSIO_DP4; break; case D3DSIO_M4x3: nComponents = 3; opcode = D3DSIO_DP4; break; case D3DSIO_M3x4: nComponents = 4; opcode = D3DSIO_DP3; break; case D3DSIO_M3x3: nComponents = 3; opcode = D3DSIO_DP3; break; case D3DSIO_M3x2: nComponents = 2; opcode = D3DSIO_DP3; break; default: break; } for (i = 0; i < nComponents; i++) { MacroExpansion[i*4+0] = opcode; MacroExpansion[i*4+1] = ((*args) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<device; pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 65535); /* 64kb should be enough */ /** * First pass to determine what we need to declare: * - Temporary variables * - Address variables */ if (NULL != pToken) { while (D3DVS_END() != *pToken) { if (vshader_is_version_token(*pToken)) { /** skip version */ ++pToken; continue; } 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) { while (*pToken & 0x80000000) { /* skip unrecognized opcode */ ++pToken; } } else { if (curOpcode->num_params > 0) { regtype = ((((*pToken) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) << D3DSP_REGTYPE_SHIFT); reg = ((*pToken) & 0x00001FFF); /** we should validate GL_MAX_PROGRAM_ADDRESS_REGISTERS_AR limits here */ if (D3DSPR_ADDR == regtype && nUseAddressRegister <= reg) nUseAddressRegister = reg + 1; /** we should validate GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB limits here */ if (D3DSPR_TEMP == regtype && nUseTempRegister <= reg) nUseTempRegister = reg + 1; ++pToken; for (i = 1; i < curOpcode->num_params; ++i) { regtype = ((((*pToken) & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) << D3DSP_REGTYPE_SHIFT); reg = ((*pToken) & 0x00001FFF); /** we should validate GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB limits here */ if (D3DSPR_TEMP == regtype && nUseTempRegister <= reg) nUseTempRegister = reg + 1; ++pToken; } } } } } /** second pass, now generate */ pToken = pFunction; if (NULL != pToken) { while (1) { tmpLine[0] = 0; if ((nRemInstr >= 0) && (--nRemInstr == -1)) /* Macro is finished, continue normal path */ pToken = pSavedToken; if (D3DVS_END() == *pToken) break; if (vshader_is_version_token(*pToken)) { /** version */ /* Extract version *10 into integer value (ie. 1.0 == 10, 1.1==11 etc */ int version = (((*pToken >> 8) & 0x0F) * 10) + (*pToken & 0x0F); int numTemps; int numConstants; TRACE_(d3d_hw_shader)("vs.%lu.%lu;\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F)); /* Each release of vertex shaders has had different numbers of temp registers */ switch (version) { case 10: case 11: numTemps=12; numConstants=96; strcpy(tmpLine, "!!ARBvp1.0\n"); TRACE_(d3d_hw_shader)("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */ break; case 20: numTemps=12; numConstants=256; strcpy(tmpLine, "!!ARBvp2.0\n"); FIXME_(d3d_hw_shader)("No work done yet to support vs2.0 in hw\n"); TRACE_(d3d_hw_shader)("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */ break; case 30: numTemps=32; numConstants=256; strcpy(tmpLine, "!!ARBvp3.0\n"); FIXME_(d3d_hw_shader)("No work done yet to support vs3.0 in hw\n"); TRACE_(d3d_hw_shader)("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */ break; default: numTemps=12; numConstants=96; strcpy(tmpLine, "!!ARBvp1.0\n"); FIXME_(d3d_hw_shader)("Unrecognized vertex shader version!\n"); } strcat(pgmStr,tmpLine); ++lineNum; for (i = 0; i < nUseTempRegister/*we should check numTemps here*/; i++) { sprintf(tmpLine, "TEMP T%ld;\n", i); ++lineNum; TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */ strcat(pgmStr,tmpLine); } for (i = 0; i < nUseAddressRegister; i++) { sprintf(tmpLine, "ADDRESS A%ld;\n", i); ++lineNum; TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */ strcat(pgmStr,tmpLine); } /* Due to the dynamic constants binding mechanism, we need to declare * all the constants for relative addressing. */ /* Mesa supports nly 95 constants for VS1.X although we should have at least 96. */ if (This->direct3d8->gl_info.gl_vendor == VENDOR_MESA || This->direct3d8->gl_info.gl_vendor == VENDOR_WINE) { numConstants = 95; } sprintf(tmpLine, "PARAM C[%d] = { program.env[0..%d] };\n", numConstants, numConstants-1); TRACE_(d3d_hw_shader)("GL HW (%u,%u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */ strcat(pgmStr, tmpLine); ++lineNum; ++pToken; 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; continue; } curOpcode = vshader_program_get_opcode(*pToken); ++pToken; if (NULL == curOpcode) { /* unkown current opcode ... */ while (*pToken & 0x80000000) { TRACE_(d3d_hw_shader)("unrecognized opcode: %08lx\n", *pToken); ++pToken; } } else { /* Build opcode for GL vertex_program */ switch (curOpcode->opcode) { case D3DSIO_NOP: continue; case D3DSIO_MOV: /* Address registers must be loaded with the ARL instruction */ if (((*pToken) & D3DSP_REGTYPE_MASK) == D3DSPR_ADDR) { if (0 < nUseAddressRegister) { strcpy(tmpLine, "ARL"); break; } else FIXME_(d3d_hw_shader)("Try to load an undeclared address register!\n"); } /* fall through */ case D3DSIO_ADD: case D3DSIO_SUB: case D3DSIO_MAD: case D3DSIO_MUL: case D3DSIO_RCP: case D3DSIO_RSQ: case D3DSIO_DP3: case D3DSIO_DP4: case D3DSIO_MIN: case D3DSIO_MAX: case D3DSIO_SLT: case D3DSIO_SGE: case D3DSIO_LIT: case D3DSIO_DST: case D3DSIO_FRC: strcpy(tmpLine, curOpcode->name); break; case D3DSIO_EXPP: strcpy(tmpLine, "EXP"); break; case D3DSIO_LOGP: strcpy(tmpLine, "LOG"); break; case D3DSIO_EXP: strcpy(tmpLine, "EX2"); break; case D3DSIO_LOG: strcpy(tmpLine, "LG2"); break; case D3DSIO_M4x4: case D3DSIO_M4x3: case D3DSIO_M3x4: case D3DSIO_M3x3: case D3DSIO_M3x2: /* Expand the macro and get number of generated instruction */ nRemInstr = ExpandMxMacro(curOpcode->opcode, pToken); /* Save point to next instruction */ pSavedToken = pToken + 3; /* Execute expanded macro */ pToken = MacroExpansion; continue; default: FIXME_(d3d_hw_shader)("Can't handle opcode %s in hwShader\n", curOpcode->name); } if (curOpcode->num_params > 0) { vshader_program_add_param(*pToken, 0, tmpLine); ++pToken; for (i = 1; i < curOpcode->num_params; ++i) { strcat(tmpLine, ","); vshader_program_add_param(*pToken, 1, tmpLine); ++pToken; } } strcat(tmpLine,";\n"); ++lineNum; TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */ strcat(pgmStr, tmpLine); } } strcpy(tmpLine, "END\n"); ++lineNum; TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s", lineNum, strlen(pgmStr), tmpLine); /* Don't add \n to this line as already in tmpLine */ strcat(pgmStr, tmpLine); } /* Create the hw shader */ GL_EXTCALL(glGenProgramsARB(1, &vshader->prgId)); TRACE_(d3d_hw_shader)("Creating a hw vertex shader, prg=%d\n", vshader->prgId); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vshader->prgId)); /* Create the program and check for errors */ GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(pgmStr), pgmStr)); if (glGetError() == GL_INVALID_OPERATION) { GLint errPos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); FIXME_(d3d_hw_shader)("HW VertexShader Error at position: %d\n%s\n", errPos, glGetString(GL_PROGRAM_ERROR_STRING_ARB)); vshader->prgId = -1; } HeapFree(GetProcessHeap(), 0, pgmStr); } inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction, int useHW) { 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); ++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"); } } vshader->functionLength = (len + 1) * sizeof(DWORD); } else { vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */ } /* Generate HW shader in needed */ if (useHW && NULL != pFunction) { IDirect3DVertexShaderImpl_GenerateProgramArbHW(vshader, pFunction); } /* 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; } } HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, DWORD Usage, IDirect3DVertexShaderImpl** ppVertexShader) { IDirect3DVertexShaderImpl* object; int useHW; object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderImpl)); if (NULL == object) { *ppVertexShader = NULL; return D3DERR_OUTOFVIDEOMEMORY; } /*object->lpVtbl = &Direct3DVextexShader9_Vtbl;*/ object->device = This; /* FIXME: AddRef(This) */ object->ref = 1; object->usage = Usage; object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(VSHADERDATA8)); useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) && This->devType != D3DDEVTYPE_REF && object->usage != D3DUSAGE_SOFTWAREPROCESSING); IDirect3DVertexShaderImpl_ParseProgram(object, pFunction, useHW); *ppVertexShader = object; return D3D_OK; } BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) { /** * TODO: use the NV_vertex_program (or 1_1) extension * and specifics vendors (ARB_vertex_program??) variants for it */ return TRUE; } HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* 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[5]; D3DSHADERVECTOR* p_send[5]; DWORD i; /** init temporary register */ memset(R, 0, 12 * sizeof(D3DSHADERVECTOR)); /* 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]); #endif TRACE_VSVECTOR(vshader->data->C[64]); /* 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_add_param(*pToken, i, NULL); /* Add function just used for trace error scenario */ 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] = &vshader->data->C[(DWORD) A[0].x + reg]; } else { p[i] = &vshader->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; } 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(); 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); } /* 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]); 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); TRACE_VSVECTOR(output->oD[0]); TRACE_VSVECTOR(output->oD[1]); 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) { if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) { return D3DERR_INVALIDCALL; } if (NULL == This->data) { /* temporary while datas not supported */ FIXME("(%p) : VertexShader_SetConstant not fully supported yet\n", This); return D3DERR_INVALIDCALL; } memcpy(&This->data->C[StartRegister], pConstantData, Vector4fCount * 4 * sizeof(FLOAT)); return D3D_OK; } HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) { if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) { return D3DERR_INVALIDCALL; } if (NULL == This->data) { /* temporary while datas not supported */ return D3DERR_INVALIDCALL; } memcpy(pConstantData, &This->data->C[StartRegister], Vector4fCount * 4 * sizeof(FLOAT)); return D3D_OK; } /********************************************************************************************************************************************** ********************************************************************************************************************************************** ********************************************************************************************************************************************** ********************************************************************************************************************************************** **********************************************************************************************************************************************/ void pshader_texcoord(D3DSHADERVECTOR* d) { } void pshader_texkill(D3DSHADERVECTOR* d) { } void pshader_tex(D3DSHADERVECTOR* d) { } void pshader_texbem(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texbeml(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texreg2ar(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texreg2gb(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texm3x2pad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texm3x2tex(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texm3x3pad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texm3x3tex(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texm3x3diff(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texm3x3spec(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { } void pshader_texm3x3vspec(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_cnd(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) { } void pshader_def(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) { } void pshader_texreg2rgb(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texdp3tex(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texm3x2depth(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texdp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texm3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { } void pshader_texdepth(D3DSHADERVECTOR* d) { } void pshader_cmp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) { } void pshader_bem(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { } static CONST SHADER_OPCODE pshader_ins [] = { {D3DSIO_NOP, "nop", 0, vshader_nop, 0, 0}, {D3DSIO_MOV, "mov", 2, vshader_mov, 0, 0}, {D3DSIO_ADD, "add", 3, vshader_add, 0, 0}, {D3DSIO_SUB, "sub", 3, vshader_sub, 0, 0}, {D3DSIO_MAD, "mad", 4, vshader_mad, 0, 0}, {D3DSIO_MUL, "mul", 3, vshader_mul, 0, 0}, {D3DSIO_RCP, "rcp", 2, vshader_rcp, 0, 0}, {D3DSIO_RSQ, "rsq", 2, vshader_rsq, 0, 0}, {D3DSIO_DP3, "dp3", 3, vshader_dp3, 0, 0}, {D3DSIO_DP4, "dp4", 3, vshader_dp4, 0, 0}, {D3DSIO_MIN, "min", 3, vshader_min, 0, 0}, {D3DSIO_MAX, "max", 3, vshader_max, 0, 0}, {D3DSIO_SLT, "slt", 3, vshader_slt, 0, 0}, {D3DSIO_SGE, "sge", 3, vshader_sge, 0, 0}, {D3DSIO_EXP, "exp", 2, vshader_exp, 0, 0}, {D3DSIO_LOG, "log", 2, vshader_log, 0, 0}, {D3DSIO_LIT, "lit", 2, vshader_lit, 0, 0}, {D3DSIO_DST, "dst", 3, vshader_dst, 0, 0}, {D3DSIO_LRP, "lrp", 4, vshader_lrp, 0, 0}, {D3DSIO_FRC, "frc", 2, vshader_frc, 0, 0}, {D3DSIO_M4x4, "m4x4", 3, vshader_m4x4, 0, 0}, {D3DSIO_M4x3, "m4x3", 3, vshader_m4x3, 0, 0}, {D3DSIO_M3x4, "m3x4", 3, vshader_m3x4, 0, 0}, {D3DSIO_M3x3, "m3x3", 3, vshader_m3x3, 0, 0}, {D3DSIO_M3x2, "m3x2", 3, vshader_m3x2, 0, 0}, {D3DSIO_TEXCOORD, "texcoord", 1, pshader_texcoord, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXCOORD, "texcrd", 2, pshader_texcoord, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, {D3DSIO_TEXKILL, "texkill", 1, pshader_texkill, D3DPS_VERSION(1,0), D3DPS_VERSION(1,4)}, {D3DSIO_TEX, "tex", 1, pshader_tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEX, "texld", 2, pshader_tex, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, {D3DSIO_TEXBEM, "texbem", 2, pshader_texbem, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXBEML, "texbeml", 2, pshader_texbeml, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXREG2AR, "texreg2ar", 2, pshader_texreg2ar, D3DPS_VERSION(1,1), D3DPS_VERSION(1,3)}, {D3DSIO_TEXREG2GB, "texreg2gb", 2, pshader_texreg2gb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x2PAD, "texm3x2pad", 2, pshader_texm3x2pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x2TEX, "texm3x2tex", 2, pshader_texm3x2tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x3PAD, "texm3x3pad", 2, pshader_texm3x3pad, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x3TEX, "texm3x3tex", 2, pshader_texm3x3tex, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x3DIFF, "texm3x3diff", 2, pshader_texm3x3diff, D3DPS_VERSION(0,0), D3DPS_VERSION(0,0)}, {D3DSIO_TEXM3x3SPEC, "texm3x3spec", 3, pshader_texm3x3spec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x3VSPEC, "texm3x3vspec", 2, pshader_texm3x3vspec, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)}, {D3DSIO_EXPP, "expp", 2, vshader_expp, 0, 0}, {D3DSIO_LOGP, "logp", 2, vshader_logp, 0, 0}, {D3DSIO_CND, "cnd", 4, pshader_cnd, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)}, {D3DSIO_DEF, "def", 5, pshader_def, D3DPS_VERSION(1,0), D3DPS_VERSION(3,0)}, {D3DSIO_TEXREG2RGB, "texbreg2rgb", 2, pshader_texreg2rgb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, {D3DSIO_TEXDP3TEX, "texdp3tex", 2, pshader_texdp3tex, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x2DEPTH, "texm3x2depth", 2, pshader_texm3x2depth, D3DPS_VERSION(1,3), D3DPS_VERSION(1,3)}, {D3DSIO_TEXDP3, "texdp3", 2, pshader_texdp3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, {D3DSIO_TEXM3x3, "texm3x3", 2, pshader_texm3x3, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)}, {D3DSIO_TEXDEPTH, "texdepth", 1, pshader_texdepth, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, {D3DSIO_CMP, "cmp", 4, pshader_cmp, D3DPS_VERSION(1,1), D3DPS_VERSION(3,0)}, {D3DSIO_BEM, "bem", 3, pshader_bem, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)}, {D3DSIO_PHASE, "phase", 0, vshader_nop, 0, 0}, {0, NULL, 0, NULL} }; inline static const SHADER_OPCODE* pshader_program_get_opcode(const DWORD code, const int version) { DWORD i = 0; DWORD hex_version = D3DPS_VERSION(version/10, version%10); /** TODO: use dichotomic search */ while (NULL != pshader_ins[i].name) { if ( ( (code & D3DSI_OPCODE_MASK) == pshader_ins[i].opcode) && ( ( (hex_version >= pshader_ins[i].min_version) && (hex_version <= pshader_ins[i].max_version)) || ( (pshader_ins[i].min_version == 0) && (pshader_ins[i].max_version == 0) ) ) ) { return &pshader_ins[i]; } ++i; } return NULL; } inline static BOOL pshader_is_version_token(DWORD token) { return 0xFFFF0000 == (token & 0xFFFF0000); } inline static BOOL pshader_is_comment_token(DWORD token) { return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK); } inline static void pshader_program_dump_opcode(const SHADER_OPCODE* curOpcode, const DWORD code, const DWORD output) { if (0 != (code & ~D3DSI_OPCODE_MASK)) { DWORD mask = (code & ~D3DSI_OPCODE_MASK); switch (mask) { case 0x40000000: TRACE("+"); break; default: TRACE(" unhandled modifier(0x%08lx) ", mask); } } TRACE("%s", curOpcode->name); /** * normally this is a destination reg modifier * but in pixel shaders asm code its specified as: * dp3_x4 t1.rgba, r1, c1 * or * dp3_x2_sat r0, t0_bx2, v0_bx2 * so for better debbuging i use the same norm */ if (0 != (output & D3DSP_DSTSHIFT_MASK)) { DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT; if (shift < 8) { TRACE("_x%u", 1 << shift); } else { TRACE("_d%u", 1 << (16-shift)); } } if (0 != (output & D3DSP_DSTMOD_MASK)) { DWORD mask = output & D3DSP_DSTMOD_MASK; switch (mask) { case D3DSPDM_SATURATE: TRACE("_sat"); break; default: TRACE("_unhandled_modifier(0x%08lx)", mask); } } TRACE(" "); } inline static void pshader_program_dump_param(const DWORD param, int input) { static const char* rastout_reg_names[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" }; static const char swizzle_reg_chars[] = "rgba"; DWORD reg = param & 0x00001FFF; DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT); if (input) { if ( ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) || ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_BIASNEG) || ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_SIGNNEG) || ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_X2NEG) ) TRACE("-"); else if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_COMP) TRACE("1-"); } switch (regtype << D3DSP_REGTYPE_SHIFT) { case D3DSPR_TEMP: TRACE("R[%lu]", reg); break; case D3DSPR_INPUT: TRACE("V[%lu]", reg); break; case D3DSPR_CONST: TRACE("C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg); break; case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */ TRACE("t[%lu]", reg); break; case D3DSPR_RASTOUT: TRACE("%s", rastout_reg_names[reg]); break; case D3DSPR_ATTROUT: TRACE("oD[%lu]", reg); break; case D3DSPR_TEXCRDOUT: TRACE("oT[%lu]", reg); break; default: break; } if (!input) { /** operand output */ /** * for better debugging traces it's done into opcode dump code * @see pshader_program_dump_opcode if (0 != (param & D3DSP_DSTMOD_MASK)) { DWORD mask = param & D3DSP_DSTMOD_MASK; switch (mask) { case D3DSPDM_SATURATE: TRACE("_sat"); break; default: TRACE("_unhandled_modifier(0x%08lx)", mask); } } if (0 != (param & D3DSP_DSTSHIFT_MASK)) { DWORD shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT; if (shift > 0) { TRACE("_x%u", 1 << shift); } } */ if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { TRACE("."); if (param & D3DSP_WRITEMASK_0) TRACE("r"); if (param & D3DSP_WRITEMASK_1) TRACE("g"); if (param & D3DSP_WRITEMASK_2) TRACE("b"); if (param & D3DSP_WRITEMASK_3) TRACE("a"); } } else { /** operand input */ DWORD swizzle = (param & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT; DWORD swizzle_x = swizzle & 0x03; DWORD swizzle_y = (swizzle >> 2) & 0x03; DWORD swizzle_z = (swizzle >> 4) & 0x03; DWORD swizzle_w = (swizzle >> 6) & 0x03; if (0 != (param & D3DSP_SRCMOD_MASK)) { DWORD mask = param & D3DSP_SRCMOD_MASK; /*TRACE("_modifier(0x%08lx) ", mask);*/ switch (mask) { case D3DSPSM_NONE: break; case D3DSPSM_NEG: break; case D3DSPSM_BIAS: TRACE("_bias"); break; case D3DSPSM_BIASNEG: TRACE("_bias"); break; case D3DSPSM_SIGN: TRACE("_bx2"); break; case D3DSPSM_SIGNNEG: TRACE("_bx2"); break; case D3DSPSM_COMP: break; case D3DSPSM_X2: TRACE("_x2"); break; case D3DSPSM_X2NEG: TRACE("_x2"); break; case D3DSPSM_DZ: TRACE("_dz"); break; case D3DSPSM_DW: TRACE("_dw"); break; default: TRACE("_unknown(0x%08lx)", mask); } } /** * swizzle bits fields: * WWZZYYXX */ if ((D3DSP_NOSWIZZLE >> D3DSP_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) { TRACE(".%c", swizzle_reg_chars[swizzle_x]); } else { TRACE(".%c%c%c%c", swizzle_reg_chars[swizzle_x], swizzle_reg_chars[swizzle_y], swizzle_reg_chars[swizzle_z], swizzle_reg_chars[swizzle_w]); } } } } static int constants[D3D8_PSHADER_MAX_CONSTANTS]; inline static void get_register_name(const DWORD param, char* regstr) { static const char* rastout_reg_names[] = { "oC0", "oC1", "oC2", "oC3", "oDepth" }; DWORD reg = param & 0x00001FFF; DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT); switch (regtype << D3DSP_REGTYPE_SHIFT) { case D3DSPR_TEMP: sprintf(regstr, "R%lu", reg); break; case D3DSPR_INPUT: if (reg==0) { strcpy(regstr, "fragment.color.primary"); } else { strcpy(regstr, "fragment.color.secondary"); } break; case D3DSPR_CONST: if (constants[reg]) sprintf(regstr, "C%lu", reg); else sprintf(regstr, "program.env[%lu]", reg); break; case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */ sprintf(regstr,"T%lu", reg); break; case D3DSPR_RASTOUT: sprintf(regstr, "%s", rastout_reg_names[reg]); break; case D3DSPR_ATTROUT: sprintf(regstr, "oD[%lu]", reg); break; case D3DSPR_TEXCRDOUT: sprintf(regstr, "oT[%lu]", reg); break; default: break; } } inline static void addline(int* lineNum, char* pgm, char* line) { ++(*lineNum); TRACE_(d3d_hw_shader)("GL HW (%u, %u) : %s\n", *lineNum, strlen(pgm), line); strcat(pgm, line); strcat(pgm, "\n"); } static const char* shift_tab[] = { "dummy", /* 0 (none) */ "coefmul.x", /* 1 (x2) */ "coefmul.y", /* 2 (x4) */ "coefmul.z", /* 3 (x8) */ "coefmul.w", /* 4 (x16) */ "dummy", /* 5 (x32) */ "dummy", /* 6 (x64) */ "dummy", /* 7 (x128) */ "dummy", /* 8 (d256) */ "dummy", /* 9 (d128) */ "dummy", /* 10 (d64) */ "dummy", /* 11 (d32) */ "coefdiv.w", /* 12 (d16) */ "coefdiv.z", /* 13 (d8) */ "coefdiv.y", /* 14 (d4) */ "coefdiv.x" /* 15 (d2) */ }; inline static void get_write_mask(const DWORD output_reg, char* write_mask) { *write_mask = 0; if ((output_reg & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { strcat(write_mask, "."); if (output_reg & D3DSP_WRITEMASK_0) strcat(write_mask, "r"); if (output_reg & D3DSP_WRITEMASK_1) strcat(write_mask, "g"); if (output_reg & D3DSP_WRITEMASK_2) strcat(write_mask, "b"); if (output_reg & D3DSP_WRITEMASK_3) strcat(write_mask, "a"); } } inline static void get_input_register_swizzle(const DWORD instr, char* swzstring) { static const char swizzle_reg_chars[] = "rgba"; DWORD swizzle = (instr & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT; DWORD swizzle_x = swizzle & 0x03; DWORD swizzle_y = (swizzle >> 2) & 0x03; DWORD swizzle_z = (swizzle >> 4) & 0x03; DWORD swizzle_w = (swizzle >> 6) & 0x03; /** * swizzle bits fields: * WWZZYYXX */ *swzstring = 0; if ((D3DSP_NOSWIZZLE >> D3DSP_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) { sprintf(swzstring, ".%c", swizzle_reg_chars[swizzle_x]); } else { sprintf(swzstring, ".%c%c%c%c", swizzle_reg_chars[swizzle_x], swizzle_reg_chars[swizzle_y], swizzle_reg_chars[swizzle_z], swizzle_reg_chars[swizzle_w]); } } } inline static void gen_output_modifier_line(int saturate, char* write_mask, int shift, char *regstr, char* line) { /* Generate a line that does the output modifier computation */ sprintf(line, "MUL%s %s%s, %s, %s;", saturate ? "_SAT" : "", regstr, write_mask, regstr, shift_tab[shift]); } inline static int gen_input_modifier_line(const DWORD instr, int tmpreg, char* outregstr, char* line) { /* Generate a line that does the input modifier computation and return the input register to use */ static char regstr[256]; static char tmpline[256]; int insert_line; /* Assume a new line will be added */ insert_line = 1; /* Get register name */ get_register_name(instr, regstr); switch (instr & D3DSP_SRCMOD_MASK) { case D3DSPSM_NONE: strcpy(outregstr, regstr); insert_line = 0; break; case D3DSPSM_NEG: sprintf(outregstr, "-%s", regstr); insert_line = 0; break; case D3DSPSM_BIAS: sprintf(line, "ADD T%c, %s, -coefdiv.x;", 'A' + tmpreg, regstr); break; case D3DSPSM_BIASNEG: sprintf(line, "ADD T%c, -%s, coefdiv.x;", 'A' + tmpreg, regstr); break; case D3DSPSM_SIGN: sprintf(line, "MAD T%c, %s, coefmul.x, -one.x;", 'A' + tmpreg, regstr); break; case D3DSPSM_SIGNNEG: sprintf(line, "MAD T%c, %s, -coefmul.x, one.x;", 'A' + tmpreg, regstr); break; case D3DSPSM_COMP: sprintf(line, "SUB T%c, one.x, %s;", 'A' + tmpreg, regstr); break; case D3DSPSM_X2: sprintf(line, "ADD T%c, %s, %s;", 'A' + tmpreg, regstr, regstr); break; case D3DSPSM_X2NEG: sprintf(line, "ADD T%c, -%s, -%s;", 'A' + tmpreg, regstr, regstr); break; case D3DSPSM_DZ: sprintf(line, "RCP T%c, %s.z;", 'A' + tmpreg, regstr); sprintf(tmpline, "MUL T%c, %s, T%c;", 'A' + tmpreg, regstr, 'A' + tmpreg); strcat(line, "\n"); /* Hack */ strcat(line, tmpline); break; case D3DSPSM_DW: sprintf(line, "RCP T%c, %s;", 'A' + tmpreg, regstr); sprintf(tmpline, "MUL T%c, %s, T%c;", 'A' + tmpreg, regstr, 'A' + tmpreg); strcat(line, "\n"); /* Hack */ strcat(line, tmpline); break; default: strcpy(outregstr, regstr); insert_line = 0; } if (insert_line) { /* Substitute the register name */ sprintf(outregstr, "T%c", 'A' + tmpreg); } return insert_line; } /** * Pixel Shaders * * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/PixelShader1_X/modifiers/sourceregistermodifiers.asp * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/PixelShader2_0/Registers/Registers.asp * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/IDirect3DPixelShader9/_IDirect3DPixelShader9.asp * */ inline static VOID IDirect3DPixelShaderImpl_GenerateProgramArbHW(IDirect3DPixelShaderImpl* pshader, CONST DWORD* pFunction) { const DWORD* pToken = pFunction; const SHADER_OPCODE* curOpcode = NULL; const DWORD* pInstr; DWORD code; DWORD i; int autoparam; unsigned lineNum = 0; char *pgmStr = NULL; char tmpLine[255]; BOOL saturate; int row = 0; DWORD tcw[2]; IDirect3DDevice8Impl* This = pshader->device; int version = 0; for(i = 0; i < D3D8_PSHADER_MAX_CONSTANTS; i++) constants[i] = 0; pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 65535); /* 64kb should be enough */ if (NULL != pToken) { while (D3DPS_END() != *pToken) { if (pshader_is_version_token(*pToken)) { /** version */ int numTemps; int numConstants; /* Extract version *10 into integer value (ie. 1.0 == 10, 1.1==11 etc */ version = (((*pToken >> 8) & 0x0F) * 10) + (*pToken & 0x0F); TRACE_(d3d_hw_shader)("ps.%lu.%lu;\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F)); /* Each release of pixel shaders has had different numbers of temp registers */ switch (version) { case 10: case 11: case 12: case 13: case 14: numTemps=12; numConstants=8; strcpy(tmpLine, "!!ARBfp1.0"); break; case 20: numTemps=12; numConstants=8; strcpy(tmpLine, "!!ARBfp2.0"); FIXME_(d3d_hw_shader)("No work done yet to support ps2.0 in hw\n"); break; case 30: numTemps=32; numConstants=8; strcpy(tmpLine, "!!ARBfp3.0"); FIXME_(d3d_hw_shader)("No work done yet to support ps3.0 in hw\n"); break; default: numTemps=12; numConstants=8; strcpy(tmpLine, "!!ARBfp1.0"); FIXME_(d3d_hw_shader)("Unrecognized pixel shader version!\n"); } addline(&lineNum, pgmStr, tmpLine); for(i = 0; i < 6; i++) { sprintf(tmpLine, "TEMP T%lu;", i); addline(&lineNum, pgmStr, tmpLine); } for(i = 0; i < 6; i++) { sprintf(tmpLine, "TEMP R%lu;", i); addline(&lineNum, pgmStr, tmpLine); } sprintf(tmpLine, "TEMP TMP;"); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "TEMP TMP2;"); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "TEMP TA;"); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "TEMP TB;"); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "TEMP TC;"); addline(&lineNum, pgmStr, tmpLine); strcpy(tmpLine, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };"); addline(&lineNum, pgmStr, tmpLine); strcpy(tmpLine, "PARAM coefmul = { 2, 4, 8, 16 };"); addline(&lineNum, pgmStr, tmpLine); strcpy(tmpLine, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };"); addline(&lineNum, pgmStr, tmpLine); for(i = 0; i < 4; i++) { sprintf(tmpLine, "MOV T%lu, fragment.texcoord[%lu];", i, i); addline(&lineNum, pgmStr, tmpLine); } ++pToken; continue; } if (pshader_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; continue; } code = *pToken; pInstr = pToken; curOpcode = pshader_program_get_opcode(code, version); ++pToken; if (NULL == curOpcode) { /* unkown current opcode ... */ while (*pToken & 0x80000000) { TRACE("unrecognized opcode: %08lx\n", *pToken); ++pToken; } } else { autoparam = 1; saturate = FALSE; /* Build opcode for GL vertex_program */ switch (curOpcode->opcode) { case D3DSIO_NOP: case D3DSIO_PHASE: continue; case D3DSIO_DEF: { DWORD reg = *pToken & 0x00001FFF; sprintf(tmpLine, "PARAM C%lu = { %f, %f, %f, %f };", reg, *((const float*)(pToken+1)), *((const float*)(pToken+2)), *((const float*)(pToken+3)), *((const float*)(pToken+4)) ); addline(&lineNum, pgmStr, tmpLine); constants[reg] = 1; autoparam = 0; pToken+=5; } break; case D3DSIO_TEXKILL: strcpy(tmpLine, "KIL"); break; case D3DSIO_TEX: { char tmp[20]; get_write_mask(*pToken, tmp); if (version != 14) { DWORD reg = *pToken & 0x00001FFF; sprintf(tmpLine,"TEX T%lu%s, T%lu, texture[%lu], 2D;", reg, tmp, reg, reg); addline(&lineNum, pgmStr, tmpLine); autoparam = 0; pToken++; } else { char line[256]; char reg[20]; DWORD reg1 = *pToken & 0x00001FFF; DWORD reg2 = *(pToken+1) & 0x00001FFF; if (gen_input_modifier_line(*(pToken+1), 0, reg, line)) addline(&lineNum, pgmStr, line); sprintf(tmpLine,"TEX R%lu%s, %s, texture[%lu], 2D;", reg1, tmp, reg, reg2); addline(&lineNum, pgmStr, tmpLine); autoparam = 0; pToken += 2; } } break; case D3DSIO_TEXCOORD: { char tmp[20]; get_write_mask(*pToken, tmp); if (version != 14) { DWORD reg = *pToken & 0x00001FFF; sprintf(tmpLine, "MOV T%lu%s, fragment.texcoord[%lu];", reg, tmp, reg); addline(&lineNum, pgmStr, tmpLine); autoparam = 0; pToken++; } else { DWORD reg1 = *pToken & 0x00001FFF; DWORD reg2 = *(pToken+1) & 0x00001FFF; sprintf(tmpLine, "MOV R%lu%s, fragment.texcoord[%lu];", reg1, tmp, reg2); addline(&lineNum, pgmStr, tmpLine); autoparam = 0; pToken += 2; } } break; case D3DSIO_TEXM3x2PAD: { DWORD reg = *pToken & 0x00001FFF; char buf[50]; if (gen_input_modifier_line(*(pToken+1), 0, buf, tmpLine)) addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "DP3 TMP.x, T%lu, %s;", reg, buf); addline(&lineNum, pgmStr, tmpLine); autoparam = 0; pToken += 2; } break; case D3DSIO_TEXM3x2TEX: { DWORD reg = *pToken & 0x00001FFF; char buf[50]; if (gen_input_modifier_line(*(pToken+1), 0, buf, tmpLine)) addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "DP3 TMP.y, T%lu, %s;", reg, buf); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;", reg, reg); addline(&lineNum, pgmStr, tmpLine); autoparam = 0; pToken += 2; } break; case D3DSIO_TEXREG2AR: { DWORD reg1 = *pToken & 0x00001FFF; DWORD reg2 = *(pToken+1) & 0x00001FFF; sprintf(tmpLine, "MOV TMP.r, T%lu.a;", reg2); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "MOV TMP.g, T%lu.r;", reg2); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;", reg1, reg1); addline(&lineNum, pgmStr, tmpLine); autoparam = 0; pToken+=2; } break; case D3DSIO_TEXREG2GB: { DWORD reg1 = *pToken & 0x00001FFF; DWORD reg2 = *(pToken+1) & 0x00001FFF; sprintf(tmpLine, "MOV TMP.r, T%lu.g;", reg2); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "MOV TMP.g, T%lu.b;", reg2); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;", reg1, reg1); addline(&lineNum, pgmStr, tmpLine); autoparam = 0; pToken+=2; } break; case D3DSIO_TEXBEM: { DWORD reg1 = *pToken & 0x00001FFF; DWORD reg2 = *(pToken+1) & 0x00001FFF; /* FIXME: Should apply the BUMPMAPENV matrix */ sprintf(tmpLine, "ADD TMP.rg, fragment.texcoord[%lu], T%lu;", reg1, reg2); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], 2D;", reg1, reg1); addline(&lineNum, pgmStr, tmpLine); autoparam = 0; pToken+=2; } break; case D3DSIO_TEXM3x3PAD: { DWORD reg = *pToken & 0x00001FFF; char buf[50]; if (gen_input_modifier_line(*(pToken+1), 0, buf, tmpLine)) addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "DP3 TMP.%c, T%lu, %s;", 'x'+row, reg, buf); addline(&lineNum, pgmStr, tmpLine); tcw[row++] = reg; autoparam = 0; pToken += 2; } break; case D3DSIO_TEXM3x3TEX: { DWORD reg = *pToken & 0x00001FFF; char buf[50]; if (gen_input_modifier_line(*(pToken+1), 0, buf, tmpLine)) addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;", reg, buf); addline(&lineNum, pgmStr, tmpLine); /* Cubemap textures will be more used than 3D ones. */ sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;", reg, reg); addline(&lineNum, pgmStr, tmpLine); row = 0; autoparam = 0; pToken += 2; } case D3DSIO_TEXM3x3VSPEC: { DWORD reg = *pToken & 0x00001FFF; char buf[50]; if (gen_input_modifier_line(*(pToken+1), 0, buf, tmpLine)) addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;", reg, buf); addline(&lineNum, pgmStr, tmpLine); /* Construct the eye-ray vector from w coordinates */ sprintf(tmpLine, "MOV TMP2.x, fragment.texcoord[%lu].w;", tcw[0]); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "MOV TMP2.y, fragment.texcoord[%lu].w;", tcw[1]); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "MOV TMP2.z, fragment.texcoord[%lu].w;", reg); addline(&lineNum, pgmStr, tmpLine); /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ sprintf(tmpLine, "DP3 TMP.w, TMP, TMP2;"); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "MUL TMP, TMP.w, TMP;"); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "MAD TMP, coefmul.x, TMP, -TMP2;"); addline(&lineNum, pgmStr, tmpLine); /* Cubemap textures will be more used than 3D ones. */ sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;", reg, reg); addline(&lineNum, pgmStr, tmpLine); row = 0; autoparam = 0; pToken += 2; } break; case D3DSIO_TEXM3x3SPEC: { DWORD reg = *pToken & 0x00001FFF; DWORD reg3 = *(pToken+2) & 0x00001FFF; char buf[50]; if (gen_input_modifier_line(*(pToken+1), 0, buf, tmpLine)) addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "DP3 TMP.z, T%lu, %s;", reg, buf); addline(&lineNum, pgmStr, tmpLine); /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ sprintf(tmpLine, "DP3 TMP.w, TMP, C[%lu];", reg3); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "MUL TMP, TMP.w, TMP;"); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "MAD TMP, coefmul.x, TMP, -C[%lu];", reg3); addline(&lineNum, pgmStr, tmpLine); /* Cubemap textures will be more used than 3D ones. */ sprintf(tmpLine, "TEX T%lu, TMP, texture[%lu], CUBE;", reg, reg); addline(&lineNum, pgmStr, tmpLine); row = 0; autoparam = 0; pToken += 3; } break; case D3DSIO_CND: break; case D3DSIO_CMP: break; case D3DSIO_MOV: strcpy(tmpLine, "MOV"); break; case D3DSIO_MUL: strcpy(tmpLine, "MUL"); break; case D3DSIO_DP3: strcpy(tmpLine, "DP3"); break; case D3DSIO_MAD: strcpy(tmpLine, "MAD"); break; case D3DSIO_ADD: strcpy(tmpLine, "ADD"); break; case D3DSIO_SUB: strcpy(tmpLine, "SUB"); break; case D3DSIO_LRP: strcpy(tmpLine, "LRP"); break; default: FIXME_(d3d_hw_shader)("Can't handle opcode %s in hwShader\n", curOpcode->name); } if (0 != (*pToken & D3DSP_DSTMOD_MASK)) { DWORD mask = *pToken & D3DSP_DSTMOD_MASK; switch (mask) { case D3DSPDM_SATURATE: saturate = TRUE; break; default: TRACE("_unhandled_modifier(0x%08lx)", mask); } } if (autoparam && (curOpcode->num_params > 0)) { char regs[3][50]; char operands[4][100]; char tmp[256]; char swzstring[20]; int saturate = 0; /* Generate lines that handle input modifier computation */ for (i = 1; i < curOpcode->num_params; i++) { if (gen_input_modifier_line(*(pToken+i), i-1, regs[i-1], tmp)) addline(&lineNum, pgmStr, tmp); } /* Handle saturation only when no shift is present in the output modifier */ if ((*pToken & D3DSPDM_SATURATE) && (0 == (*pToken & D3DSP_DSTSHIFT_MASK))) saturate = 1; /* Handle output register */ get_register_name(*pToken, tmp); strcpy(operands[0], tmp); get_write_mask(*pToken, tmp); strcat(operands[0], tmp); /* Handle input registers */ for (i = 1; i < curOpcode->num_params; i++) { strcpy(operands[i], regs[i-1]); get_input_register_swizzle(*(pToken+i), swzstring); strcat(operands[i], swzstring); } if (curOpcode->opcode == D3DSIO_CMP) { sprintf(tmpLine, "CMP%s %s, %s, %s, %s;", (saturate ? "_SAT" : ""), operands[0], operands[1], operands[3], operands[2]); } else if (curOpcode->opcode == D3DSIO_CND) { sprintf(tmpLine, "ADD TMP, -%s, coefdiv.x;", operands[1]); addline(&lineNum, pgmStr, tmpLine); sprintf(tmpLine, "CMP%s %s, TMP, %s, %s;", (saturate ? "_SAT" : ""), operands[0], operands[2], operands[3]); } else { if (saturate) strcat(tmpLine, "_SAT"); strcat(tmpLine, " "); strcat(tmpLine, operands[0]); for (i = 1; i < curOpcode->num_params; i++) { strcat(tmpLine, ", "); strcat(tmpLine, operands[i]); } strcat(tmpLine,";"); } addline(&lineNum, pgmStr, tmpLine); pToken += curOpcode->num_params; } if (curOpcode->num_params > 0) { DWORD param = *(pInstr+1); if (0 != (param & D3DSP_DSTSHIFT_MASK)) { /* Generate a line that handle the output modifier computation */ char regstr[100]; char write_mask[20]; DWORD shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT; get_register_name(param, regstr); get_write_mask(param, write_mask); gen_output_modifier_line(saturate, write_mask, shift, regstr, tmpLine); addline(&lineNum, pgmStr, tmpLine); } } } } strcpy(tmpLine, "MOV result.color, R0;"); addline(&lineNum, pgmStr, tmpLine); strcpy(tmpLine, "END"); addline(&lineNum, pgmStr, tmpLine); } /* Create the hw shader */ GL_EXTCALL(glGenProgramsARB(1, &pshader->prgId)); TRACE_(d3d_hw_shader)("Creating a hw pixel shader, prg=%d\n", pshader->prgId); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pshader->prgId)); /* Create the program and check for errors */ GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(pgmStr), pgmStr)); if (glGetError() == GL_INVALID_OPERATION) { GLint errPos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); FIXME_(d3d_hw_shader)("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString(GL_PROGRAM_ERROR_STRING_ARB)); pshader->prgId = -1; } HeapFree(GetProcessHeap(), 0, pgmStr); } inline static VOID IDirect3DPixelShaderImpl_ParseProgram(IDirect3DPixelShaderImpl* pshader, CONST DWORD* pFunction) { const DWORD* pToken = pFunction; const SHADER_OPCODE* curOpcode = NULL; DWORD code; DWORD len = 0; DWORD i; int version = 0; if (NULL != pToken) { while (D3DPS_END() != *pToken) { if (pshader_is_version_token(*pToken)) { /** version */ TRACE("ps.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F)); version = (((*pToken >> 8) & 0x0F) * 10) + (*pToken & 0x0F); ++pToken; ++len; continue; } if (pshader_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; } code = *pToken; curOpcode = pshader_program_get_opcode(code, version); ++pToken; ++len; if (NULL == curOpcode) { /* unkown current opcode ... */ while (*pToken & 0x80000000) { TRACE("unrecognized opcode: %08lx\n", *pToken); ++pToken; ++len; } } else { TRACE(" "); pshader_program_dump_opcode(curOpcode, code, *pToken); if (curOpcode->num_params > 0) { pshader_program_dump_param(*pToken, 0); ++pToken; ++len; for (i = 1; i < curOpcode->num_params; ++i) { TRACE(", "); if (D3DSIO_DEF != code) { pshader_program_dump_param(*pToken, 1); } else { TRACE("%f", *((const float*) pToken)); } ++pToken; ++len; } } TRACE("\n"); } pshader->functionLength = (len + 1) * sizeof(DWORD); } } else { pshader->functionLength = 1; /* no Function defined use fixed function vertex processing */ } if (NULL != pFunction) { IDirect3DPixelShaderImpl_GenerateProgramArbHW(pshader, pFunction); } if (NULL != pFunction) { pshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, pshader->functionLength); memcpy(pshader->function, pFunction, pshader->functionLength); } else { pshader->function = NULL; } } HRESULT WINAPI IDirect3DDeviceImpl_CreatePixelShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, IDirect3DPixelShaderImpl** ppPixelShader) { IDirect3DPixelShaderImpl* object; object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DPixelShaderImpl)); if (NULL == object) { *ppPixelShader = NULL; return D3DERR_OUTOFVIDEOMEMORY; } /*object->lpVtbl = &Direct3DPixelShader9_Vtbl;*/ object->device = This; object->ref = 1; object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PSHADERDATA8)); IDirect3DPixelShaderImpl_ParseProgram(object, pFunction); *ppPixelShader = object; return D3D_OK; } HRESULT WINAPI IDirect3DPixelShaderImpl_GetFunction(IDirect3DPixelShaderImpl* 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 IDirect3DPixelShaderImpl_SetConstantF(IDirect3DPixelShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount) { if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) { return D3DERR_INVALIDCALL; } if (NULL == This->data) { /* temporary while datas not supported */ FIXME("(%p) : PixelShader_SetConstant not fully supported yet\n", This); return D3DERR_INVALIDCALL; } memcpy(&This->data->C[StartRegister], pConstantData, Vector4fCount * 4 * sizeof(FLOAT)); return D3D_OK; } HRESULT WINAPI IDirect3DPixelShaderImpl_GetConstantF(IDirect3DPixelShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount) { if (StartRegister + Vector4fCount > D3D8_VSHADER_MAX_CONSTANTS) { return D3DERR_INVALIDCALL; } if (NULL == This->data) { /* temporary while datas not supported */ return D3DERR_INVALIDCALL; } memcpy(pConstantData, &This->data->C[StartRegister], Vector4fCount * 4 * sizeof(FLOAT)); return D3D_OK; } /********************************************************************************************************************************************** ********************************************************************************************************************************************** ********************************************************************************************************************************************** ********************************************************************************************************************************************** **********************************************************************************************************************************************/ /*********************************************************************** * ValidateVertexShader (D3D8.@) */ BOOL WINAPI ValidateVertexShader(LPVOID what) { FIXME("(void): stub: %p\n", what); return 0; } /*********************************************************************** * ValidatePixelShader (D3D8.@) */ BOOL WINAPI ValidatePixelShader(LPVOID what, LPVOID toto) { FIXME("(void): stub: %p %p\n", what, toto); return TRUE; }