338 lines
8.2 KiB
C
338 lines
8.2 KiB
C
/*
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* shaders implementation
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*
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* Copyright 2002 Raphael Junqueira
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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 "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 <math.h>
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#include "d3d8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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typedef void (*shader_fct0_t)(void);
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typedef void (*shader_fct1_t)(SHADER8Vector*);
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typedef void (*shader_fct2_t)(SHADER8Vector*,SHADER8Vector*);
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typedef void (*shader_fct3_t)(SHADER8Vector*,SHADER8Vector*,SHADER8Vector*);
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typedef void (*shader_fct4_t)(SHADER8Vector*,SHADER8Vector*,SHADER8Vector*,SHADER8Vector*);
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/*
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typedef union shader_fct {
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shader_fct0_t fct0;
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shader_fct1_t fct1;
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shader_fct2_t fct2;
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shader_fct3_t fct3;
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shader_fct4_t fct4;
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} shader_fct;
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*/
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typedef void (*shader_fct)();
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typedef struct shader_opcode {
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CONST BYTE opcode;
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const char* name;
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CONST UINT num_params;
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shader_fct soft_fct;
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/*
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union {
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shader_fct0_t fct0;
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shader_fct1_t fct1;
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shader_fct2_t fct2;
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shader_fct3_t fct3;
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shader_fct4_t fct4;
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} shader_fct;
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*/
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} shader_opcode;
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typedef struct vshader_input_data {
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/*SHADER8Vector V[16];//0-15 */
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SHADER8Vector V0;
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SHADER8Vector V1;
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SHADER8Vector V2;
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SHADER8Vector V3;
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SHADER8Vector V4;
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SHADER8Vector V5;
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SHADER8Vector V6;
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SHADER8Vector V7;
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SHADER8Vector V8;
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SHADER8Vector V9;
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SHADER8Vector V10;
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SHADER8Vector V11;
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SHADER8Vector V12;
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SHADER8Vector V13;
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SHADER8Vector V14;
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SHADER8Vector V15;
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} vshader_input_data;
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typedef struct vshader_output_data {
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SHADER8Vector oPos;
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/*SHADER8Vector oD[2];//0-1 */
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SHADER8Vector oD0;
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SHADER8Vector oD1;
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/*SHADER8Vector oT[4];//0-3 */
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SHADER8Vector oT0;
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SHADER8Vector oT1;
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SHADER8Vector oT2;
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SHADER8Vector oT3;
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SHADER8Scalar oFog;
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SHADER8Scalar oPts;
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} vshader_output_data;
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/*********************
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* vshader software VM
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*/
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void vshader_add(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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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}
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void vshader_dp3(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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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}
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void vshader_dp4(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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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}
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void vshader_dst(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
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d->x = 1;
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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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}
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void vshader_expp(SHADER8Vector* d, SHADER8Vector* s0) {
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float tmp_f = floorf(s0->w);
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d->x = pow(2, tmp_f);
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d->y = s0->w - tmp_f;
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d->z = pow(2, s0->w);
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d->w = 1;
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}
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void vshader_lit(SHADER8Vector* d, SHADER8Vector* s0) {
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d->x = 1;
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d->y = (0 < s0->x) ? s0->x : 0;
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d->z = (0 < s0->x && 0 < s0->y) ? pow(s0->y, s0->w) : 0;
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d->w = 1;
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}
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void vshader_logp(SHADER8Vector* d, SHADER8Vector* s0) {
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d->x = d->y = d->z = d->w = (0 != s0->w) ? log(fabsf(s0->w))/log(2) : HUGE;
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}
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void vshader_mad(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1, SHADER8Vector* 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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}
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void vshader_max(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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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}
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void vshader_min(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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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}
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void vshader_mov(SHADER8Vector* d, SHADER8Vector* 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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}
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void vshader_mul(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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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}
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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(SHADER8Vector* d, SHADER8Vector* s0) {
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d->x = d->y = d->z = d->w = (0 == s0->w) ? HUGE : 1 / s0->w;
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}
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void vshader_rsq(SHADER8Vector* d, SHADER8Vector* s0) {
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d->x = d->y = d->z = d->w = (0 == s0->w) ? HUGE : 1 / sqrt(fabsf(s0->w));
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}
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void vshader_sge(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
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d->x = (s0->x >= s1->x) ? 1 : 0;
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d->y = (s0->y >= s1->y) ? 1 : 0;
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d->z = (s0->z >= s1->z) ? 1 : 0;
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d->w = (s0->w >= s1->w) ? 1 : 0;
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}
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void vshader_slt(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* s1) {
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d->x = (s0->x < s1->x) ? 1 : 0;
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d->y = (s0->y < s1->y) ? 1 : 0;
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d->z = (s0->z < s1->z) ? 1 : 0;
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d->w = (s0->w < s1->w) ? 1 : 0;
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}
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void vshader_sub(SHADER8Vector* d, SHADER8Vector* s0, SHADER8Vector* 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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}
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/**
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* log, exp, frc, m*x* seems to be macros ins ... to see
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*
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* @TODO: find this fucking really opcodes values
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*/
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static CONST shader_opcode vshader_ins [] =
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{
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{0, "mov", 2, vshader_mov},
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{0, "max", 3, vshader_max},
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{0, "min", 3, vshader_min},
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{0, "sge", 3, vshader_sge},
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{0, "slt", 3, vshader_slt},
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{0, "add", 3, vshader_add},
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{0, "sub", 3, vshader_sub},
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{0, "mul", 3, vshader_mul},
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{0, "rcp", 2, vshader_rcp},
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{0, "mad", 4, vshader_mad},
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{0, "dp3", 3, vshader_dp3},
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{0, "dp4", 3, vshader_dp4},
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{0, "rsq", 2, vshader_rsq},
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{0, "dst", 3, vshader_dst},
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{0, "lit", 2, vshader_lit},
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{0, "expp", 2, vshader_expp},
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{0, "logp", 2, vshader_logp},
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{0, "nop", 0, vshader_nop},
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{0, NULL, 0, NULL}
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};
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shader_opcode* vshader_get_opcode(const DWORD code) {
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return NULL;
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}
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/**
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* Function parser ...
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*/
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BOOL vshader_parse_function(const DWORD* function) {
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return TRUE;
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}
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BOOL vshader_hardware_execute_function(VERTEXSHADER8* vshader,
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const vshader_input_data* input,
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vshader_output_data* output) {
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/**
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* TODO: use the GL_NV_vertex_program
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* and specifics vendors variants for it
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*/
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return TRUE;
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}
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BOOL vshader_software_execute_function(VERTEXSHADER8* vshader,
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const vshader_input_data* input,
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vshader_output_data* output) {
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/** Vertex Shader Temporary Registers */
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/*SHADER8Vector R[12];*/
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/*SHADER8Scalar A0;*/
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/** temporary Vector for modifier management */
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/*SHADER8Vector d;*/
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/** parser datas */
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const DWORD* pToken = vshader->function;
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shader_opcode* curOpcode = NULL;
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/* the first dword is the version tag */
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/* TODO: parse it */
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++pToken;
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while (0xFFFFFFFF != *pToken) {
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curOpcode = vshader_get_opcode(*pToken);
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++pToken;
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if (NULL == curOpcode) {
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/* unkown current opcode ... */
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return FALSE;
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}
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if (curOpcode->num_params > 0) {
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/* TODO */
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}
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}
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return TRUE;
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}
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/**
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* Declaration Parser First draft ...
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*/
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#if 0
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static CONST char* vshader_decl [] =
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{
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"D3DVSDT_D3DCOLOR",
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"D3DVSDT_FLOAT1",
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"D3DVSDT_FLOAT2",
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"D3DVSDT_FLOAT3",
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"D3DVSDT_FLOAT4",
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"D3DVSDT_UBYTE4",
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NULL
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};
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#endif
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/** Vertex Shader Declaration parser tokens */
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enum D3DVSD_TOKENS {
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D3DVSD_STREAM,
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D3DVSD_END
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};
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BOOL vshader_parse_declaration(VERTEXSHADER8* vshader) {
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/** parser data */
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const DWORD* pToken = vshader->decl;
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++pToken;
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while (0xFFFFFFFF != *pToken) {
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/** TODO */
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++pToken;
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}
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return TRUE;
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}
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HRESULT WINAPI ValidatePixelShader(void) {
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FIXME("(void): stub\n");
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return 0;
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}
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HRESULT WINAPI ValidateVertexShader(void) {
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FIXME("(void): stub\n");
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return 0;
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}
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