/* * 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); /** * 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 */ typedef void (*shader_fct_t)(); typedef struct SHADER_OPCODE { CONST BYTE opcode; const char* name; CONST UINT num_params; shader_fct_t soft_fct; } 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; } 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; } 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; /* DPRINTF("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; /* DPRINTF("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w); */ } void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { float tmp_f = floorf(s0->w); DWORD tmp_d = 0; tmp_f = powf(2.0f, s0->w); tmp_d = *((DWORD*) &tmp_f) & 0xFFFFFF00; d->x = powf(2.0f, tmp_f); d->y = s0->w - tmp_f; d->z = *((float*) &tmp_d); d->w = 1.0f; /* DPRINTF("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w); */ } void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { 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; /* DPRINTF("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w); */ } void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { 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; } 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; } 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; } 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; } void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { d->x = s0->x; d->y = s0->y; d->z = s0->z; d->w = s0->w; /* DPRINTF("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w); */ } void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { d->x = s0->x * s1->x; d->y = s0->y * s1->y; d->z = s0->z * s1->z; d->w = s0->w * s1->w; /* DPRINTF("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w); */ } void vshader_nop(void) { /* NOPPPP ahhh too easy ;) */ } void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE : 1.0f / s0->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 : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f); } 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; } 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; } 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; } /** * Version 1.1 specific */ void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = powf(2.0f, s0->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; } 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; } typedef FLOAT D3DMATRIX44[4][4]; typedef FLOAT D3DMATRIX43[4][3]; typedef FLOAT D3DMATRIX34[4][4]; typedef FLOAT D3DMATRIX33[4][3]; typedef FLOAT D3DMATRIX32[4][2]; 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; } void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) { FIXME("check\n"); d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w; d->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; } void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) { FIXME("check\n"); d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; d->y = mat[2][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z; } void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) { FIXME("check\n"); d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[2][2] * s0->z; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[2][2] * s0->z; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; d->w = 1.0f; } 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 */ static CONST SHADER_OPCODE vshader_ins [] = { {D3DSIO_NOP, "nop", 0, vshader_nop}, {D3DSIO_MOV, "mov", 2, vshader_mov}, {D3DSIO_ADD, "add", 3, vshader_add}, {D3DSIO_SUB, "sub", 3, vshader_sub}, {D3DSIO_MAD, "mad", 4, vshader_mad}, {D3DSIO_MUL, "mul", 3, vshader_mul}, {D3DSIO_RCP, "rcp", 2, vshader_rcp}, {D3DSIO_RSQ, "rsq", 2, vshader_rsq}, {D3DSIO_DP3, "dp3", 3, vshader_dp3}, {D3DSIO_DP4, "dp4", 3, vshader_dp4}, {D3DSIO_MIN, "min", 3, vshader_min}, {D3DSIO_MAX, "max", 3, vshader_max}, {D3DSIO_SLT, "slt", 3, vshader_slt}, {D3DSIO_SGE, "sge", 3, vshader_sge}, {D3DSIO_EXP, "exp", 2, vshader_exp}, {D3DSIO_LOG, "log", 2, vshader_log}, {D3DSIO_LIT, "lit", 2, vshader_lit}, {D3DSIO_DST, "dst", 3, vshader_dst}, {D3DSIO_LRP, "lrp", 5, vshader_lrp}, {D3DSIO_FRC, "frc", 2, vshader_frc}, {D3DSIO_M4x4, "m4x4", 3, vshader_m4x4}, {D3DSIO_M4x3, "m4x3", 3, vshader_m4x3}, {D3DSIO_M3x4, "m3x4", 3, vshader_m3x4}, {D3DSIO_M3x3, "m3x3", 3, vshader_m3x3}, {D3DSIO_M3x2, "m3x2", 3, vshader_m3x2}, /** FIXME: use direct acces so add the others opcodes as stubs */ {D3DSIO_EXPP, "expp", 2, vshader_expp}, {D3DSIO_LOGP, "logp", 2, vshader_logp}, {0, NULL, 0, NULL} }; 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 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) DPRINTF("-"); switch (regtype << D3DSP_REGTYPE_SHIFT) { case D3DSPR_TEMP: DPRINTF("R[%lu]", reg); break; case D3DSPR_INPUT: DPRINTF("V[%lu]", reg); break; case D3DSPR_CONST: DPRINTF("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg); break; case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/ DPRINTF("a[%lu]", reg); break; case D3DSPR_RASTOUT: DPRINTF("%s", rastout_reg_names[reg]); break; case D3DSPR_ATTROUT: DPRINTF("oD[%lu]", reg); break; case D3DSPR_TEXCRDOUT: DPRINTF("oT[%lu]", reg); break; default: break; } if (!input) { /** operand output */ if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { if (param & D3DSP_WRITEMASK_0) DPRINTF(".x"); if (param & D3DSP_WRITEMASK_1) DPRINTF(".y"); if (param & D3DSP_WRITEMASK_2) DPRINTF(".z"); if (param & D3DSP_WRITEMASK_3) DPRINTF(".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) { DPRINTF(".%c", swizzle_reg_chars[swizzle_x]); } else { DPRINTF(".%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 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); } /** * Function parser ... */ inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) { 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 */ DPRINTF("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; /*DPRINTF("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) { DPRINTF("unrecognized opcode: %08lx\n", *pToken); ++pToken; ++len; } } else { DPRINTF("%s ", curOpcode->name); if (curOpcode->num_params > 0) { vshader_program_dump_param(*pToken, 0); ++pToken; ++len; for (i = 1; i < curOpcode->num_params; ++i) { DPRINTF(", "); vshader_program_dump_param(*pToken, 1); ++pToken; ++len; } } DPRINTF("\n"); } } vshader->functionLength = (len + 1) * sizeof(DWORD); } else { vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */ } /* copy the function ... because it will certainly be released by application */ if (NULL != pFunction) { vshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, vshader->functionLength); memcpy(vshader->function, pFunction, vshader->functionLength); } else { vshader->function = NULL; } } HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, DWORD Usage, IDirect3DVertexShaderImpl** ppVertexShader) { IDirect3DVertexShaderImpl* object; 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(SHADERDATA8)); IDirect3DVertexShaderImpl_ParseProgram(object, pFunction); *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; } #define TRACE_VECTOR(name) DPRINTF( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w) HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) { /** Vertex Shader Temporary Registers */ D3DSHADERVECTOR R[12]; /*D3DSHADERSCALAR A0;*/ D3DSHADERVECTOR A[1]; /** temporary Vector for modifier management */ D3DSHADERVECTOR d; D3DSHADERVECTOR s[3]; /** parser datas */ const DWORD* pToken = vshader->function; const SHADER_OPCODE* curOpcode = NULL; /** functions parameters */ D3DSHADERVECTOR* p[4]; D3DSHADERVECTOR* p_send[4]; DWORD i; /** init temporary register */ memset(R, 0, 12 * sizeof(D3DSHADERVECTOR)); /* vshader_program_parse(vshader); */ /* TRACE_VECTOR(vshader->data->C[0]); TRACE_VECTOR(vshader->data->C[1]); TRACE_VECTOR(vshader->data->C[2]); TRACE_VECTOR(vshader->data->C[3]); TRACE_VECTOR(vshader->data->C[4]); TRACE_VECTOR(vshader->data->C[5]); TRACE_VECTOR(input->V[D3DVSDE_POSITION]); TRACE_VECTOR(input->V[D3DVSDE_BLENDWEIGHT]); TRACE_VECTOR(input->V[D3DVSDE_BLENDINDICES]); TRACE_VECTOR(input->V[D3DVSDE_NORMAL]); TRACE_VECTOR(input->V[D3DVSDE_PSIZE]); TRACE_VECTOR(input->V[D3DVSDE_DIFFUSE]); TRACE_VECTOR(input->V[D3DVSDE_SPECULAR]); TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD0]); TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD1]); */ /* 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) { DPRINTF("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1)); } DPRINTF("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken); vshader_program_dump_param(*pToken, i); DPRINTF("\n"); ++i; ++pToken; } /*return FALSE;*/ } else { if (curOpcode->num_params > 0) { /*DPRINTF(">> 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: /*DPRINTF("p[%d]=R[%d]\n", i, reg);*/ p[i] = &R[reg]; break; case D3DSPR_INPUT: /*DPRINTF("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/ p[i] = &input->V[reg]; break; case D3DSPR_CONST: if (reg & 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; } /*DPRINTF("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: /*DPRINTF("p[%d]=oD[%d]\n", i, reg);*/ p[i] = &output->oD[reg]; break; case D3DSPR_TEXCRDOUT: /*DPRINTF("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 & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG); if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { /*DPRINTF("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; /*DPRINTF("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; } /* TRACE_VECTOR(output->oPos); TRACE_VECTOR(output->oD[0]); TRACE_VECTOR(output->oD[1]); TRACE_VECTOR(output->oT[0]); TRACE_VECTOR(output->oT[1]); TRACE_VECTOR(R[0]); TRACE_VECTOR(R[1]); TRACE_VECTOR(R[2]); TRACE_VECTOR(R[3]); TRACE_VECTOR(R[4]); */ /* to next opcode token */ pToken += curOpcode->num_params; } } 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; } /*********************************************************************** * ValidateVertexShader (D3D8.@) */ BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) { FIXME("(void): stub: %p %p\n", what, toto); return TRUE; } /*********************************************************************** * ValidatePixelShader (D3D8.@) */ BOOL WINAPI ValidatePixelShader(LPVOID what) { FIXME("(void): stub: %p\n", what); return TRUE; }