2380 lines
84 KiB
C
2380 lines
84 KiB
C
/*
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* shaders implementation
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*
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* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2004 Jason Edmeades
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* Copyright 2004 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include "windef.h"
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#include "winbase.h"
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#include "winuser.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include "d3d8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_hw_shader);
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/* Shader debugging - Change the following line to enable debugging of software
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vertex shaders */
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#if 0 /* Must not be 1 in cvs version */
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# define VSTRACE(A) TRACE A
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# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
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#else
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# define VSTRACE(A)
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# define TRACE_VSVECTOR(name)
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#endif
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/**
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* DirectX9 SDK download
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* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
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*
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* Exploring D3DX
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
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*
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* Using Vertex Shaders
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
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*
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* Dx9 New
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
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*
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* Dx9 Shaders
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
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*
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* Dx9 D3DX
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
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*
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* FVF
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
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*
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* NVIDIA: DX8 Vertex Shader to NV Vertex Program
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* http://developer.nvidia.com/view.asp?IO=vstovp
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*
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* NVIDIA: Memory Management with VAR
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* http://developer.nvidia.com/view.asp?IO=var_memory_management
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*/
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typedef void (*shader_fct_t)();
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typedef struct SHADER_OPCODE {
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CONST WORD opcode;
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const char* name;
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CONST UINT num_params;
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shader_fct_t soft_fct;
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DWORD min_version;
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DWORD max_version;
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} SHADER_OPCODE;
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/*******************************
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* vshader functions software VM
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*/
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void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = s0->x + s1->x;
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d->y = s0->y + s1->y;
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d->z = s0->z + s1->z;
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d->w = s0->w + s1->w;
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VSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
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VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
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VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = 1.0f;
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d->y = s0->y * s1->y;
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d->z = s0->z;
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d->w = s1->w;
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VSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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union {
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float f;
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DWORD d;
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} tmp;
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tmp.f = floorf(s0->w);
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d->x = powf(2.0f, tmp.f);
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d->y = s0->w - tmp.f;
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tmp.f = powf(2.0f, s0->w);
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tmp.d &= 0xFFFFFF00U;
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d->z = tmp.f;
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d->w = 1.0f;
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VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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d->x = 1.0f;
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d->y = (0.0f < s0->x) ? s0->x : 0.0f;
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d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f;
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d->w = 1.0f;
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VSTRACE(("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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float tmp_f = fabsf(s0->w);
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d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
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VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
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d->x = s0->x * s1->x + s2->x;
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d->y = s0->y * s1->y + s2->y;
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d->z = s0->z * s1->z + s2->z;
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d->w = s0->w * s1->w + s2->w;
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VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->w));
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}
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void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = (s0->x >= s1->x) ? s0->x : s1->x;
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d->y = (s0->y >= s1->y) ? s0->y : s1->y;
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d->z = (s0->z >= s1->z) ? s0->z : s1->z;
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d->w = (s0->w >= s1->w) ? s0->w : s1->w;
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VSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = (s0->x < s1->x) ? s0->x : s1->x;
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d->y = (s0->y < s1->y) ? s0->y : s1->y;
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d->z = (s0->z < s1->z) ? s0->z : s1->z;
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d->w = (s0->w < s1->w) ? s0->w : s1->w;
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VSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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d->x = s0->x;
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d->y = s0->y;
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d->z = s0->z;
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d->w = s0->w;
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VSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = s0->x * s1->x;
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d->y = s0->y * s1->y;
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d->z = s0->z * s1->z;
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d->w = s0->w * s1->w;
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VSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_nop(void) {
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/* NOPPPP ahhh too easy ;) */
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}
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void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w;
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VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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float tmp_f = fabsf(s0->w);
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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);
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VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = (s0->x >= s1->x) ? 1.0f : 0.0f;
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d->y = (s0->y >= s1->y) ? 1.0f : 0.0f;
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d->z = (s0->z >= s1->z) ? 1.0f : 0.0f;
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d->w = (s0->w >= s1->w) ? 1.0f : 0.0f;
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VSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = (s0->x < s1->x) ? 1.0f : 0.0f;
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d->y = (s0->y < s1->y) ? 1.0f : 0.0f;
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d->z = (s0->z < s1->z) ? 1.0f : 0.0f;
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d->w = (s0->w < s1->w) ? 1.0f : 0.0f;
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VSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
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d->x = s0->x - s1->x;
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d->y = s0->y - s1->y;
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d->z = s0->z - s1->z;
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d->w = s0->w - s1->w;
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VSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
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}
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/**
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* Version 1.1 specific
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*/
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void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
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VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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float tmp_f = fabsf(s0->w);
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d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
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VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
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d->x = s0->x - floorf(s0->x);
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d->y = s0->y - floorf(s0->y);
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d->z = 0.0f;
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d->w = 1.0f;
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VSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
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s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
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}
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typedef FLOAT D3DMATRIX44[4][4];
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typedef FLOAT D3DMATRIX43[4][3];
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typedef FLOAT D3DMATRIX34[4][4];
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typedef FLOAT D3DMATRIX33[4][3];
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typedef FLOAT D3DMATRIX32[4][2];
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void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) {
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/*
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* BuGGY CODE: here only if cast not work for copy/paste
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D3DSHADERVECTOR* mat2 = mat1 + 1;
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D3DSHADERVECTOR* mat3 = mat1 + 2;
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D3DSHADERVECTOR* mat4 = mat1 + 3;
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d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
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d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
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d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
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d->w = mat1->w * s0->x + mat2->w * s0->y + mat3->w * s0->z + mat4->w * s0->w;
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*/
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d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
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d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
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d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
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d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w;
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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<<i);
|
|
MacroExpansion[i*4+2] = *(args+1);
|
|
MacroExpansion[i*4+3] = (*(args+2))+i;
|
|
}
|
|
return nComponents;
|
|
}
|
|
|
|
/**
|
|
* Function parser ...
|
|
*/
|
|
inline static VOID IDirect3DVertexShaderImpl_GenerateProgramArbHW(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) {
|
|
const DWORD* pToken = pFunction;
|
|
const DWORD* pSavedToken = NULL;
|
|
const SHADER_OPCODE* curOpcode = NULL;
|
|
int nRemInstr = -1;
|
|
DWORD i;
|
|
unsigned lineNum = 0;
|
|
char *pgmStr = NULL;
|
|
char tmpLine[255];
|
|
DWORD nUseAddressRegister = 0;
|
|
DWORD nUseTempRegister = 0;
|
|
DWORD regtype;
|
|
DWORD reg;
|
|
IDirect3DDevice8Impl* This = vshader->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[4];
|
|
D3DSHADERVECTOR* p_send[4];
|
|
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");
|
|
}
|
|
|
|
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,
|
|
*((float*)(pToken+1)),
|
|
*((float*)(pToken+2)),
|
|
*((float*)(pToken+3)),
|
|
*((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", *((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;
|
|
}
|