82 lines
2.6 KiB
C
82 lines
2.6 KiB
C
/*
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* shaders implementation
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*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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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 <string.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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int shader_addline(
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SHADER_BUFFER* buffer,
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const char *format, ...) {
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char* base = buffer->buffer + buffer->bsize;
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int rc;
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va_list args;
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va_start(args, format);
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rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
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va_end(args);
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if (rc < 0 || /* C89 */
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rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
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ERR("The buffer allocated for the shader program string "
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"is too small at %d bytes.\n", SHADER_PGMSIZE);
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buffer->bsize = SHADER_PGMSIZE - 1;
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return -1;
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}
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buffer->bsize += rc;
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buffer->lineNo++;
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TRACE("GL HW (%u, %u) : %s", buffer->lineNo, buffer->bsize, base);
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return 0;
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}
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const SHADER_OPCODE* shader_get_opcode(
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IWineD3DBaseShader *iface, const DWORD code) {
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IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
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DWORD i = 0;
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DWORD version = This->baseShader.version;
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DWORD hex_version = This->baseShader.hex_version;
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const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
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/** TODO: use dichotomic search */
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while (NULL != shader_ins[i].name) {
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if (((code & D3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
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(((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
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((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
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return &shader_ins[i];
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}
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++i;
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}
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FIXME("Unsupported opcode %lx(%ld) masked %lx version %ld\n",
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code, code, code & D3DSI_OPCODE_MASK, version);
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return NULL;
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}
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/* TODO: Move other shared code here */
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