/* * shaders 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 "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); typedef void (*shader_fct0_t)(void); typedef void (*shader_fct1_t)(SHADER8Vector*); typedef void (*shader_fct2_t)(SHADER8Vector*,SHADER8Vector*); typedef void (*shader_fct3_t)(SHADER8Vector*,SHADER8Vector*,SHADER8Vector*); typedef void (*shader_fct4_t)(SHADER8Vector*,SHADER8Vector*,SHADER8Vector*,SHADER8Vector*); /* typedef union shader_fct { shader_fct0_t fct0; shader_fct1_t fct1; shader_fct2_t fct2; shader_fct3_t fct3; shader_fct4_t fct4; } shader_fct; */ typedef void (*shader_fct)(); typedef struct shader_opcode { CONST BYTE opcode; const char* name; CONST UINT num_params; shader_fct soft_fct; /* union { shader_fct0_t fct0; shader_fct1_t fct1; shader_fct2_t fct2; shader_fct3_t fct3; shader_fct4_t fct4; } shader_fct; */ } shader_opcode; typedef struct vshader_input_data { /*SHADER8Vector V[16];//0-15 */ SHADER8Vector V0; SHADER8Vector V1; SHADER8Vector V2; SHADER8Vector V3; SHADER8Vector V4; SHADER8Vector V5; SHADER8Vector V6; SHADER8Vector V7; SHADER8Vector V8; SHADER8Vector V9; SHADER8Vector V10; SHADER8Vector V11; SHADER8Vector V12; SHADER8Vector V13; SHADER8Vector V14; SHADER8Vector V15; } vshader_input_data; typedef struct vshader_output_data { SHADER8Vector oPos; /*SHADER8Vector oD[2];//0-1 */ SHADER8Vector oD0; SHADER8Vector oD1; /*SHADER8Vector oT[4];//0-3 */ SHADER8Vector oT0; SHADER8Vector oT1; SHADER8Vector oT2; SHADER8Vector oT3; SHADER8Scalar oFog; SHADER8Scalar oPts; } vshader_output_data; /********************* * vshader software VM */ void vshader_add(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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; } void vshader_dp3(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) { d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z; } void vshader_dp4(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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; } void vshader_dst(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) { d->x = 1; d->y = s0->y * s1->y; d->z = s0->z; d->w = s1->w; } void vshader_expp(SHADER8Vector* d, SHADER8Vector* s0) { float tmp_f = floorf(s0->w); d->x = pow(2, tmp_f); d->y = s0->w - tmp_f; d->z = pow(2, s0->w); d->w = 1; } void vshader_lit(SHADER8Vector* d, SHADER8Vector* s0) { d->x = 1; d->y = (0 < s0->x) ? s0->x : 0; d->z = (0 < s0->x && 0 < s0->y) ? pow(s0->y, s0->w) : 0; d->w = 1; } void vshader_logp(SHADER8Vector* d, SHADER8Vector* s0) { d->x = d->y = d->z = d->w = (0 != s0->w) ? log(fabsf(s0->w))/log(2) : HUGE; } void vshader_mad(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1, SHADER8Vector* 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; } void vshader_max(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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; } void vshader_min(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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; } void vshader_mov(SHADER8Vector* d, SHADER8Vector* s0) { d->x = s0->x; d->y = s0->y; d->z = s0->z; d->w = s0->w; } void vshader_mul(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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; } void vshader_nop(void) { /* NOPPPP ahhh too easy ;) */ } void vshader_rcp(SHADER8Vector* d, SHADER8Vector* s0) { d->x = d->y = d->z = d->w = (0 == s0->w) ? HUGE : 1 / s0->w; } void vshader_rsq(SHADER8Vector* d, SHADER8Vector* s0) { d->x = d->y = d->z = d->w = (0 == s0->w) ? HUGE : 1 / sqrt(fabsf(s0->w)); } void vshader_sge(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) { d->x = (s0->x >= s1->x) ? 1 : 0; d->y = (s0->y >= s1->y) ? 1 : 0; d->z = (s0->z >= s1->z) ? 1 : 0; d->w = (s0->w >= s1->w) ? 1 : 0; } void vshader_slt(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) { d->x = (s0->x < s1->x) ? 1 : 0; d->y = (s0->y < s1->y) ? 1 : 0; d->z = (s0->z < s1->z) ? 1 : 0; d->w = (s0->w < s1->w) ? 1 : 0; } void vshader_sub(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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; } /** * log, exp, frc, m*x* seems to be macros ins ... to see * * @TODO: find this fucking really opcodes values */ static CONST shader_opcode vshader_ins [] = { {0, "mov", 2, vshader_mov}, {0, "max", 3, vshader_max}, {0, "min", 3, vshader_min}, {0, "sge", 3, vshader_sge}, {0, "slt", 3, vshader_slt}, {0, "add", 3, vshader_add}, {0, "sub", 3, vshader_sub}, {0, "mul", 3, vshader_mul}, {0, "rcp", 2, vshader_rcp}, {0, "mad", 4, vshader_mad}, {0, "dp3", 3, vshader_dp3}, {0, "dp4", 3, vshader_dp4}, {0, "rsq", 2, vshader_rsq}, {0, "dst", 3, vshader_dst}, {0, "lit", 2, vshader_lit}, {0, "expp", 2, vshader_expp}, {0, "logp", 2, vshader_logp}, {0, "nop", 0, vshader_nop}, {0, NULL, 0, NULL} }; shader_opcode* vshader_get_opcode(const DWORD code) { return NULL; } /** * Function parser ... */ BOOL vshader_parse_function(const DWORD* function) { return TRUE; } BOOL vshader_hardware_execute_function(VERTEXSHADER8* vshader, const vshader_input_data* input, vshader_output_data* output) { /** * TODO: use the GL_NV_vertex_program * and specifics vendors variants for it */ return TRUE; } BOOL vshader_software_execute_function(VERTEXSHADER8* vshader, const vshader_input_data* input, vshader_output_data* output) { /** Vertex Shader Temporary Registers */ /*SHADER8Vector R[12];*/ /*SHADER8Scalar A0;*/ /** temporary Vector for modifier management */ /*SHADER8Vector d;*/ /** parser datas */ const DWORD* pToken = vshader->function; shader_opcode* curOpcode = NULL; /* the first dword is the version tag */ /* TODO: parse it */ ++pToken; while (0xFFFFFFFF != *pToken) { curOpcode = vshader_get_opcode(*pToken); ++pToken; if (NULL == curOpcode) { /* unkown current opcode ... */ return FALSE; } if (curOpcode->num_params > 0) { /* TODO */ } } return TRUE; } /** * Declaration Parser First draft ... */ #if 0 static CONST char* vshader_decl [] = { "D3DVSDT_D3DCOLOR", "D3DVSDT_FLOAT1", "D3DVSDT_FLOAT2", "D3DVSDT_FLOAT3", "D3DVSDT_FLOAT4", "D3DVSDT_UBYTE4", NULL }; #endif /** Vertex Shader Declaration parser tokens */ enum D3DVSD_TOKENS { D3DVSD_STREAM, D3DVSD_END }; BOOL vshader_parse_declaration(VERTEXSHADER8* vshader) { /** parser data */ const DWORD* pToken = vshader->decl; ++pToken; while (0xFFFFFFFF != *pToken) { /** TODO */ ++pToken; } return TRUE; } HRESULT WINAPI ValidatePixelShader(void) { FIXME("(void): stub\n"); return 0; } HRESULT WINAPI ValidateVertexShader(void) { FIXME("(void): stub\n"); return 0; }