| /* |
| * shaders implementation |
| * |
| * Copyright 2002 Raphael Junqueira |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
| */ |
| |
| #include "windef.h" |
| #include "winbase.h" |
| #include "winuser.h" |
| #include "wingdi.h" |
| #include "wine/debug.h" |
| |
| #include <math.h> |
| |
| #include "d3d8_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| |
| /** |
| * DirectX9 SDK download |
| * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp |
| * |
| * Exploring D3DX |
| * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp |
| * |
| * Using Vertex Shaders |
| * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp |
| * |
| * Dx9 New |
| * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp |
| * |
| * Dx9 Shaders |
| * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp |
| * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp |
| * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp |
| * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp |
| * |
| * Dx9 D3DX |
| * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp |
| * |
| * FVF |
| * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp |
| */ |
| |
| typedef void (*shader_fct_t)(); |
| |
| typedef struct SHADER_OPCODE { |
| CONST BYTE opcode; |
| const char* name; |
| CONST UINT num_params; |
| shader_fct_t soft_fct; |
| } SHADER_OPCODE; |
| |
| /** Vertex Shader Declaration data types tokens */ |
| static CONST char* VertexShaderDeclDataTypes [] = { |
| "D3DVSDT_FLOAT1", |
| "D3DVSDT_FLOAT2", |
| "D3DVSDT_FLOAT3", |
| "D3DVSDT_FLOAT4", |
| "D3DVSDT_D3DCOLOR", |
| "D3DVSDT_UBYTE4", |
| "D3DVSDT_SHORT2", |
| "D3DVSDT_SHORT4", |
| NULL |
| }; |
| |
| static CONST char* VertexShaderDeclRegister [] = { |
| "D3DVSDE_POSITION", |
| "D3DVSDE_BLENDWEIGHT", |
| "D3DVSDE_BLENDINDICES", |
| "D3DVSDE_NORMAL", |
| "D3DVSDE_PSIZE", |
| "D3DVSDE_DIFFUSE", |
| "D3DVSDE_SPECULAR", |
| "D3DVSDE_TEXCOORD0", |
| "D3DVSDE_TEXCOORD1", |
| "D3DVSDE_TEXCOORD2", |
| "D3DVSDE_TEXCOORD3", |
| "D3DVSDE_TEXCOORD4", |
| "D3DVSDE_TEXCOORD5", |
| "D3DVSDE_TEXCOORD6", |
| "D3DVSDE_TEXCOORD7", |
| "D3DVSDE_POSITION2", |
| "D3DVSDE_NORMAL2", |
| NULL |
| }; |
| |
| /******************************* |
| * vshader functions software VM |
| */ |
| |
| void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { |
| d->x = s0->x + s1->x; |
| d->y = s0->y + s1->y; |
| d->z = s0->z + s1->z; |
| d->w = s0->w + s1->w; |
| } |
| |
| void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { |
| d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z; |
| } |
| |
| void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { |
| d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w; |
| |
| /* |
| DPRINTF("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", |
| s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w); |
| */ |
| } |
| |
| void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { |
| d->x = 1.0f; |
| d->y = s0->y * s1->y; |
| d->z = s0->z; |
| d->w = s1->w; |
| |
| /* |
| DPRINTF("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", |
| s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w); |
| */ |
| } |
| |
| void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { |
| float tmp_f = floorf(s0->w); |
| d->x = powf(2.0f, tmp_f); |
| d->y = s0->w - tmp_f; |
| d->z = powf(2.0f, s0->w); |
| d->w = 1.0f; |
| |
| /* |
| DPRINTF("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", |
| s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w); |
| */ |
| } |
| |
| void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { |
| d->x = 1.0f; |
| d->y = (0.0f < s0->x) ? s0->x : 0.0f; |
| d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f; |
| d->w = 1.0f; |
| |
| /* |
| DPRINTF("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", |
| s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w); |
| */ |
| } |
| |
| void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { |
| float tmp_f = fabsf(s0->w); |
| d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE; |
| } |
| |
| void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) { |
| d->x = s0->x * s1->x + s2->x; |
| d->y = s0->y * s1->y + s2->y; |
| d->z = s0->z * s1->z + s2->z; |
| d->w = s0->w * s1->w + s2->w; |
| } |
| |
| void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { |
| d->x = (s0->x >= s1->x) ? s0->x : s1->x; |
| d->y = (s0->y >= s1->y) ? s0->y : s1->y; |
| d->z = (s0->z >= s1->z) ? s0->z : s1->z; |
| d->w = (s0->w >= s1->w) ? s0->w : s1->w; |
| } |
| |
| void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { |
| d->x = (s0->x < s1->x) ? s0->x : s1->x; |
| d->y = (s0->y < s1->y) ? s0->y : s1->y; |
| d->z = (s0->z < s1->z) ? s0->z : s1->z; |
| d->w = (s0->w < s1->w) ? s0->w : s1->w; |
| } |
| |
| void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { |
| d->x = s0->x; |
| d->y = s0->y; |
| d->z = s0->z; |
| d->w = s0->w; |
| |
| /* |
| DPRINTF("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", |
| s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w); |
| */ |
| } |
| |
| void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { |
| d->x = s0->x * s1->x; |
| d->y = s0->y * s1->y; |
| d->z = s0->z * s1->z; |
| d->w = s0->w * s1->w; |
| |
| /* |
| DPRINTF("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", |
| s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w); |
| */ |
| } |
| |
| void vshader_nop(void) { |
| /* NOPPPP ahhh too easy ;) */ |
| } |
| |
| void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { |
| d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE : 1.0f / s0->w; |
| } |
| |
| void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) { |
| float tmp_f = fabsf(s0->w); |
| d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f); |
| } |
| |
| void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { |
| d->x = (s0->x >= s1->x) ? 1.0f : 0.0f; |
| d->y = (s0->y >= s1->y) ? 1.0f : 0.0f; |
| d->z = (s0->z >= s1->z) ? 1.0f : 0.0f; |
| d->w = (s0->w >= s1->w) ? 1.0f : 0.0f; |
| } |
| |
| void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { |
| d->x = (s0->x < s1->x) ? 1.0f : 0.0f; |
| d->y = (s0->y < s1->y) ? 1.0f : 0.0f; |
| d->z = (s0->z < s1->z) ? 1.0f : 0.0f; |
| d->w = (s0->w < s1->w) ? 1.0f : 0.0f; |
| } |
| |
| void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) { |
| d->x = s0->x - s1->x; |
| d->y = s0->y - s1->y; |
| d->z = s0->z - s1->z; |
| d->w = s0->w - s1->w; |
| } |
| |
| /** |
| * log, exp, frc, m*x* seems to be macros ins ... to see |
| */ |
| static CONST SHADER_OPCODE vshader_ins [] = { |
| {D3DSIO_MOV, "mov", 2, vshader_mov}, |
| {D3DSIO_MAX, "max", 3, vshader_max}, |
| {D3DSIO_MIN, "min", 3, vshader_min}, |
| {D3DSIO_SGE, "sge", 3, vshader_sge}, |
| {D3DSIO_SLT, "slt", 3, vshader_slt}, |
| {D3DSIO_ADD, "add", 3, vshader_add}, |
| {D3DSIO_SUB, "sub", 3, vshader_sub}, |
| {D3DSIO_MUL, "mul", 3, vshader_mul}, |
| {D3DSIO_RCP, "rcp", 2, vshader_rcp}, |
| {D3DSIO_MAD, "mad", 4, vshader_mad}, |
| {D3DSIO_DP3, "dp3", 3, vshader_dp3}, |
| {D3DSIO_DP4, "dp4", 3, vshader_dp4}, |
| {D3DSIO_RSQ, "rsq", 2, vshader_rsq}, |
| {D3DSIO_DST, "dst", 3, vshader_dst}, |
| {D3DSIO_LIT, "lit", 2, vshader_lit}, |
| {D3DSIO_EXPP, "expp", 2, vshader_expp}, |
| {D3DSIO_LOGP, "logp", 2, vshader_logp}, |
| {D3DSIO_NOP, "nop", 0, vshader_nop}, |
| {0, NULL, 0, NULL} |
| }; |
| |
| |
| 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; |
| } |
| |
| void vshader_program_dump_param(const DWORD param, int input) { |
| static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" }; |
| static const char swizzle_reg_chars[] = "xyzw"; |
| |
| DWORD reg = param & 0x00001FFF; |
| DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT); |
| |
| if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) DPRINTF("-"); |
| |
| switch (regtype << D3DSP_REGTYPE_SHIFT) { |
| case D3DSPR_TEMP: |
| DPRINTF("R[%lu]", reg); |
| break; |
| case D3DSPR_INPUT: |
| DPRINTF("V[%lu]", reg); |
| break; |
| case D3DSPR_CONST: |
| DPRINTF("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg); |
| break; |
| case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/ |
| DPRINTF("a[%lu]", reg); |
| break; |
| case D3DSPR_RASTOUT: |
| DPRINTF("%s", rastout_reg_names[reg]); |
| break; |
| case D3DSPR_ATTROUT: |
| DPRINTF("oD[%lu]", reg); |
| break; |
| case D3DSPR_TEXCRDOUT: |
| DPRINTF("oT[%lu]", reg); |
| break; |
| default: |
| break; |
| } |
| |
| if (!input) { |
| /** operand output */ |
| if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { |
| if (param & D3DSP_WRITEMASK_0) DPRINTF(".x"); |
| if (param & D3DSP_WRITEMASK_1) DPRINTF(".y"); |
| if (param & D3DSP_WRITEMASK_2) DPRINTF(".z"); |
| if (param & D3DSP_WRITEMASK_3) DPRINTF(".w"); |
| } |
| } else { |
| /** operand input */ |
| DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT; |
| DWORD swizzle_x = swizzle & 0x03; |
| DWORD swizzle_y = (swizzle >> 2) & 0x03; |
| DWORD swizzle_z = (swizzle >> 4) & 0x03; |
| DWORD swizzle_w = (swizzle >> 6) & 0x03; |
| /** |
| * swizzle bits fields: |
| * WWZZYYXX |
| */ |
| if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ |
| if (swizzle_x == swizzle_y && |
| swizzle_x == swizzle_z && |
| swizzle_x == swizzle_w) { |
| DPRINTF(".%c", swizzle_reg_chars[swizzle_x]); |
| } else { |
| DPRINTF(".%c%c%c%c", |
| swizzle_reg_chars[swizzle_x], |
| swizzle_reg_chars[swizzle_y], |
| swizzle_reg_chars[swizzle_z], |
| swizzle_reg_chars[swizzle_w]); |
| } |
| } |
| } |
| } |
| |
| /** |
| * Function parser ... |
| */ |
| DWORD vshader_program_parse(VERTEXSHADER8* vshader) { |
| const DWORD* pToken = vshader->function; |
| const SHADER_OPCODE* curOpcode = NULL; |
| DWORD len = 0; |
| DWORD i; |
| |
| if (NULL != pToken) { |
| while (D3DVS_END() != *pToken) { |
| curOpcode = vshader_program_get_opcode(*pToken); |
| ++pToken; |
| ++len; |
| if (NULL == curOpcode) { |
| /* unkown current opcode ... */ |
| while (*pToken & 0x80000000) { |
| DPRINTF("unrecognized opcode: %08lX\n", *pToken); |
| ++pToken; |
| ++len; |
| } |
| } else { |
| DPRINTF("%s ", curOpcode->name); |
| if (curOpcode->num_params > 0) { |
| vshader_program_dump_param(*pToken, 0); |
| ++pToken; |
| ++len; |
| for (i = 1; i < curOpcode->num_params; ++i) { |
| DPRINTF(", "); |
| vshader_program_dump_param(*pToken, 1); |
| ++pToken; |
| ++len; |
| } |
| } |
| DPRINTF("\n"); |
| } |
| } |
| vshader->functionLength = (len + 1) * sizeof(DWORD); |
| } else { |
| vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */ |
| } |
| return len * sizeof(DWORD); |
| } |
| |
| BOOL vshader_program_execute_HAL(VERTEXSHADER8* vshader, |
| VSHADERINPUTDATA8* input, |
| VSHADEROUTPUTDATA8* output) { |
| /** |
| * TODO: use the NV_vertex_program (or 1_1) extension |
| * and specifics vendors (ARB_vertex_program??) variants for it |
| */ |
| return TRUE; |
| } |
| |
| #define TRACE_VECTOR(name) DPRINTF( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w) |
| |
| BOOL vshader_program_execute_SW(VERTEXSHADER8* 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; |
| |
| memset(R, 0, 12 * sizeof(D3DSHADERVECTOR)); |
| /* vshader_program_parse(vshader); */ |
| /* |
| TRACE_VECTOR(vshader->data->C[0]); |
| TRACE_VECTOR(vshader->data->C[1]); |
| TRACE_VECTOR(vshader->data->C[2]); |
| TRACE_VECTOR(vshader->data->C[3]); |
| TRACE_VECTOR(vshader->data->C[4]); |
| TRACE_VECTOR(vshader->data->C[5]); |
| TRACE_VECTOR(input->V[D3DVSDE_POSITION]); |
| TRACE_VECTOR(input->V[D3DVSDE_BLENDWEIGHT]); |
| TRACE_VECTOR(input->V[D3DVSDE_BLENDINDICES]); |
| TRACE_VECTOR(input->V[D3DVSDE_NORMAL]); |
| TRACE_VECTOR(input->V[D3DVSDE_PSIZE]); |
| TRACE_VECTOR(input->V[D3DVSDE_DIFFUSE]); |
| TRACE_VECTOR(input->V[D3DVSDE_SPECULAR]); |
| TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD0]); |
| TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD1]); |
| */ |
| |
| /* the first dword is the version tag */ |
| /* TODO: parse it */ |
| |
| while (D3DVS_END() != *pToken) { |
| curOpcode = vshader_program_get_opcode(*pToken); |
| ++pToken; |
| if (NULL == curOpcode) { |
| /* unkown current opcode ... */ |
| while (*pToken & 0x80000000) { |
| DPRINTF("unrecognized opcode: pos=%d token=%08lX\n", pToken - vshader->function, *pToken); |
| ++pToken; |
| } |
| /*return FALSE;*/ |
| } else { |
| if (curOpcode->num_params > 0) { |
| /*DPRINTF(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/ |
| for (i = 0; i < curOpcode->num_params; ++i) { |
| DWORD reg = pToken[i] & 0x00001FFF; |
| DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT); |
| |
| switch (regtype << D3DSP_REGTYPE_SHIFT) { |
| case D3DSPR_TEMP: |
| /*DPRINTF("p[%d]=R[%d]\n", i, reg);*/ |
| p[i] = &R[reg]; |
| break; |
| case D3DSPR_INPUT: |
| /*DPRINTF("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/ |
| p[i] = &input->V[reg]; |
| break; |
| case D3DSPR_CONST: |
| if (reg & D3DVS_ADDRMODE_RELATIVE) { |
| p[i] = &vshader->data->C[(DWORD) A[0].x + reg]; |
| } else { |
| p[i] = &vshader->data->C[reg]; |
| } |
| break; |
| case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/ |
| if (0 != reg) { |
| ERR("cannot handle address registers != a0, forcing use of a0\n"); |
| reg = 0; |
| } |
| /*DPRINTF("p[%d]=A[%d]\n", i, reg);*/ |
| p[i] = &A[reg]; |
| break; |
| case D3DSPR_RASTOUT: |
| switch (reg) { |
| case D3DSRO_POSITION: |
| p[i] = &output->oPos; |
| break; |
| case D3DSRO_FOG: |
| p[i] = &output->oFog; |
| break; |
| case D3DSRO_POINT_SIZE: |
| p[i] = &output->oPts; |
| break; |
| } |
| break; |
| case D3DSPR_ATTROUT: |
| /*DPRINTF("p[%d]=oD[%d]\n", i, reg);*/ |
| p[i] = &output->oD[reg]; |
| break; |
| case D3DSPR_TEXCRDOUT: |
| /*DPRINTF("p[%d]=oT[%d]\n", i, reg);*/ |
| p[i] = &output->oT[reg]; |
| break; |
| default: |
| break; |
| } |
| |
| if (i > 0) { /* input reg */ |
| DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT; |
| UINT isNegative = ((*pToken & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG); |
| |
| if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { |
| /*DPRINTF("p[%d] not swizzled\n", i);*/ |
| p_send[i] = p[i]; |
| } else { |
| DWORD swizzle_x = swizzle & 0x03; |
| DWORD swizzle_y = (swizzle >> 2) & 0x03; |
| DWORD swizzle_z = (swizzle >> 4) & 0x03; |
| DWORD swizzle_w = (swizzle >> 6) & 0x03; |
| /*DPRINTF("p[%d] swizzled\n", i);*/ |
| float* tt = (float*) p[i]; |
| s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x]; |
| s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y]; |
| s[i].z = (isNegative) ? -tt[swizzle_z] : tt[swizzle_z]; |
| s[i].w = (isNegative) ? -tt[swizzle_w] : tt[swizzle_w]; |
| p_send[i] = &s[i]; |
| } |
| } else { /* output reg */ |
| if ((pToken[i] & D3DSP_WRITEMASK_ALL) == D3DSP_WRITEMASK_ALL) { |
| p_send[i] = p[i]; |
| } else { |
| p_send[i] = &d; /* to be post-processed for modifiers management */ |
| } |
| } |
| } |
| } |
| |
| switch (curOpcode->num_params) { |
| case 0: |
| curOpcode->soft_fct(); |
| break; |
| case 1: |
| curOpcode->soft_fct(p_send[0]); |
| break; |
| case 2: |
| curOpcode->soft_fct(p_send[0], p_send[1]); |
| break; |
| case 3: |
| curOpcode->soft_fct(p_send[0], p_send[1], p_send[2]); |
| break; |
| case 4: |
| curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3]); |
| break; |
| default: |
| ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params); |
| } |
| |
| /* check if output reg modifier post-process */ |
| if (curOpcode->num_params > 0 && (pToken[0] & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { |
| if (pToken[0] & D3DSP_WRITEMASK_0) p[0]->x = d.x; |
| if (pToken[0] & D3DSP_WRITEMASK_1) p[0]->y = d.y; |
| if (pToken[0] & D3DSP_WRITEMASK_2) p[0]->z = d.z; |
| if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w; |
| } |
| |
| /* |
| TRACE_VECTOR(output->oPos); |
| TRACE_VECTOR(output->oD[0]); |
| TRACE_VECTOR(output->oD[1]); |
| TRACE_VECTOR(output->oT[0]); |
| TRACE_VECTOR(output->oT[1]); |
| TRACE_VECTOR(R[0]); |
| TRACE_VECTOR(R[1]); |
| TRACE_VECTOR(R[2]); |
| TRACE_VECTOR(R[3]); |
| TRACE_VECTOR(R[4]); |
| */ |
| |
| /* to next opcode token */ |
| pToken += curOpcode->num_params; |
| } |
| } |
| return TRUE; |
| } |
| |
| /************************************ |
| * Vertex Shader Declaration Parser First draft ... |
| */ |
| |
| /** todo check decl validity */ |
| DWORD vshader_decl_parse_token(const DWORD* pToken) { |
| const DWORD token = *pToken; |
| DWORD tokenlen = 1; |
| |
| switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */ |
| case D3DVSD_TOKEN_NOP: |
| TRACE(" 0x%08lx NOP()\n", token); |
| break; |
| case D3DVSD_TOKEN_STREAM: |
| if (token & D3DVSD_STREAMTESSMASK) { |
| TRACE(" 0x%08lx STREAM_TESS()\n", token); |
| } else { |
| TRACE(" 0x%08lx STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT)); |
| } |
| break; |
| case D3DVSD_TOKEN_STREAMDATA: |
| if (token & 0x10000000) { |
| TRACE(" 0x%08lx SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT)); |
| } else { |
| DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); |
| DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); |
| TRACE(" 0x%08lx REG(%s, %s)\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]); |
| } |
| break; |
| case D3DVSD_TOKEN_TESSELLATOR: |
| if (token & 0x10000000) { |
| DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); |
| DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); |
| TRACE(" 0x%08lx TESSUV(%s) as %s\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]); |
| } else { |
| DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); |
| DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); |
| DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT); |
| TRACE(" 0x%08lx TESSNORMAL(%s, %s) as %s\n", token, VertexShaderDeclRegister[regin], VertexShaderDeclRegister[regout], VertexShaderDeclDataTypes[type]); |
| } |
| break; |
| case D3DVSD_TOKEN_CONSTMEM: |
| { |
| DWORD i; |
| DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT); |
| DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT); |
| TRACE(" 0x%08lx CONST(%lu, %lu)\n", token, constaddress, count); |
| ++pToken; |
| for (i = 0; i < count; ++i) { |
| TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n", |
| constaddress, |
| *pToken, |
| *(pToken + 1), |
| *(pToken + 2), |
| *(pToken + 3)); |
| pToken += 4; |
| ++constaddress; |
| } |
| tokenlen = count + 1; |
| } |
| break; |
| case D3DVSD_TOKEN_EXT: |
| { |
| DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT); |
| DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT); |
| TRACE(" 0x%08lx EXT(%lu, %lu)\n", token, count, extinfo); |
| /* todo ... print extension */ |
| tokenlen = count + 1; |
| } |
| break; |
| case D3DVSD_TOKEN_END: |
| TRACE(" 0x%08lx END()\n", token); |
| break; |
| default: |
| TRACE(" 0x%08lx UNKNOWN\n", token); |
| /* argg error */ |
| } |
| return tokenlen; |
| } |
| |
| DWORD vshader_decl_parse(VERTEXSHADER8* vshader) { |
| /** parser data */ |
| const DWORD* pToken = vshader->decl; |
| DWORD fvf = 0; |
| DWORD len = 0; |
| DWORD token; |
| DWORD tokenlen; |
| DWORD tokentype; |
| DWORD tex = D3DFVF_TEX0; |
| |
| while (D3DVSD_END() != *pToken) { |
| token = *pToken; |
| tokenlen = vshader_decl_parse_token(pToken); |
| tokentype = ((*pToken & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT); |
| |
| /** FVF generation block */ |
| if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) { |
| DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); |
| DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); |
| |
| switch (reg) { |
| case D3DVSDE_POSITION: |
| switch (type) { |
| case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZ; break; |
| case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZRHW; break; |
| default: /** errooooorr what to do ? */ |
| ERR("Error in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %lu\n", type); |
| } |
| break; |
| |
| case D3DVSDE_BLENDWEIGHT: |
| switch (type) { |
| case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break; |
| case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break; |
| case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZB3; break; |
| case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZB4; break; |
| default: /** errooooorr what to do ? */ |
| ERR("Error in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %lu\n", type); |
| } |
| break; |
| |
| case D3DVSDE_BLENDINDICES: /* seem to be B5 as said in MSDN Dx9SDK ?? */ |
| switch (type) { |
| case D3DVSDT_UBYTE4: fvf |= D3DFVF_LASTBETA_UBYTE4; break; |
| default: /** errooooorr what to do ? */ |
| ERR("Error in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %lu\n", type); |
| } |
| break; |
| |
| case D3DVSDE_NORMAL: /* TODO: only FLOAT3 supported ... another choice possible ? */ |
| switch (type) { |
| case D3DVSDT_FLOAT3: fvf |= D3DFVF_NORMAL; break; |
| default: /** errooooorr what to do ? */ |
| ERR("Error in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %lu\n", type); |
| } |
| break; |
| |
| case D3DVSDE_PSIZE: /* TODO: only FLOAT1 supported ... another choice possible ? */ |
| switch (type) { |
| case D3DVSDT_FLOAT1: fvf |= D3DFVF_PSIZE; break; |
| default: /** errooooorr what to do ? */ |
| ERR("Error in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %lu\n", type); |
| } |
| break; |
| |
| case D3DVSDE_DIFFUSE: /* TODO: only D3DCOLOR supported */ |
| switch (type) { |
| case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_DIFFUSE; break; |
| default: /** errooooorr what to do ? */ |
| ERR("Error in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %lu\n", type); |
| } |
| break; |
| |
| case D3DVSDE_SPECULAR: /* TODO: only D3DCOLOR supported */ |
| switch (type) { |
| case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_SPECULAR; break; |
| default: /** errooooorr what to do ? */ |
| ERR("Error in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %lu\n", type); |
| } |
| break; |
| |
| /** |
| * TODO: for TEX* only FLOAT2 supported |
| * by default using texture type info |
| */ |
| case D3DVSDE_TEXCOORD0: tex = max(tex, D3DFVF_TEX1); break; |
| case D3DVSDE_TEXCOORD1: tex = max(tex, D3DFVF_TEX2); break; |
| case D3DVSDE_TEXCOORD2: tex = max(tex, D3DFVF_TEX3); break; |
| case D3DVSDE_TEXCOORD3: tex = max(tex, D3DFVF_TEX4); break; |
| case D3DVSDE_TEXCOORD4: tex = max(tex, D3DFVF_TEX5); break; |
| case D3DVSDE_TEXCOORD5: tex = max(tex, D3DFVF_TEX6); break; |
| case D3DVSDE_TEXCOORD6: tex = max(tex, D3DFVF_TEX7); break; |
| case D3DVSDE_TEXCOORD7: tex = max(tex, D3DFVF_TEX8); break; |
| case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */ |
| case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */ |
| FIXME("[%lu] registers in VertexShader declaration not supported yet (token:0x%08lx)\n", reg, token); |
| break; |
| } |
| /*TRACE("VertexShader declaration define %x as current FVF\n", fvf);*/ |
| } |
| len += tokenlen; |
| pToken += tokenlen; |
| } |
| if (tex > 0) { |
| /*TRACE("VertexShader declaration define %x as texture level\n", tex);*/ |
| fvf |= tex; |
| } |
| /* here D3DVSD_END() */ |
| len += vshader_decl_parse_token(pToken); |
| vshader->fvf = fvf; |
| vshader->declLength = len * sizeof(DWORD); |
| return len * sizeof(DWORD); |
| } |
| |
| /*********************************************************************** |
| * ValidateVertexShader (D3D8.@) |
| */ |
| BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) { |
| FIXME("(void): stub: %p\n", what); |
| return TRUE; |
| } |
| |
| /*********************************************************************** |
| * ValidatePixelShader (D3D8.@) |
| */ |
| BOOL WINAPI ValidatePixelShader(LPVOID what, LPVOID toto) { |
| FIXME("(void): stub: %p\n", what); |
| return TRUE; |
| } |